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vkromas

ArtCraft Developer
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vkromas last won the day on May 14

vkromas had the most liked content!

About vkromas

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    Game Designer

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  1. Crowfall Pre-Alpha Build 5.90 Welcome to The God Trials To report any issues or bugs, please go here: 5.90 Live Bug Reports To report feedback, please go here: 5.90 Feedback For an up-to-date list of known issues please go here: 5.90 Known Issues 5/23/19 General Bug Fixes: Fixed channeled and charged powers to tell the client when the power ended, so we can terminate early. Improved Fae glide response. --------------------------------------------------------------------------------------------- 5/22/19 General Bug Fixes: Zone loading was getting stuck due to players moving between grid cells. This should help fix some players who were unable to load. Fixed T-posing half giant cleric. Fix ranger target locks on dead NPCs. Fixed missing loot drops from monsters; Re-added Soul Gem drops to day monsters. Fixed issues with blink while in aim-mode. Now you lose aim mode when you get knocked down/stunned/etc. Also added a few more adjustments to the code.
  2. Thank you! Also, I was able to wrangle Blair into responding to the dev partner forum post here: I'm going to go ahead and close out this thread and direct any other questions you may have to that particular forum. Thanks all!
  3. Morning all, please forgive me, I've been dealing with an awful case of food poisoning and I'm just now able to come up for some air. I meant to follow up on this specific issue yesterday but I was kept from doing so by other forces. Let me rally some folks and I'll pop back in shortly, with some answers.
  4. I also just want to take a moment to reiterate something. I really do appreciate all the engagement taking place, not just here but in other areas like Discord, Twitch, and Twitter. I just hope this doesn't come across as feeling hollow or like I'm just repeating the same phrase, but I legitimately thank you all for your objective comments and questions. Making a game isn't easy, but it definitely helps that you all have as much passion about our game as we do.THANK YOU!
  5. Oh my gosh, I would love this! Let me talk with a few people and see if we can maybe do something along these lines. No promises, but I know I'm personally interested in this!
  6. I think I've mentioned this before, but this is definitely something we're cognizant of in house. We're working on actually playing more like players now rather than game devs. In fact, I just heard someone say "I played this last night and as I player I think it needs tweaking". It's just one of those difficult aspects of game development, but we're working on doing more engagement with our game. Our game is pretty intimidating and we are going to try and make strides to continue to iterate on it. The Advantage/Disadvantage system is something we've talked about and still want to do. It's just a matter of scheduling it and planning for it accordingly. Most of y'all have played live products before so you understand that balancing is an ongoing thing, and it's something we're also aware of. It's an ongoing process that can feel pretty weird from both sides of the fence and we're still trying to find our cadence between balancing what's already in game and what's coming up. Hopefully we can keep making significant and noticeable strides in that regard.
  7. 5/20/19 Crowfall Pre-Alpha Build 5.90 Welcome to The God Trials To report any issues or bugs, please go here: 5.90 Live Bug Reports To report feedback, please go here: 5.90 Feedback For an up-to-date list of known issues please go here: 5.90 Known Issues Campaigns: Increase zone caps in Adventure and Siege zone to 150. Forts in Guita now have names. Fort siege windows now are four times per day per fort. Removed ancient mobs from Gods Reach temples. Added runegates in Gods Reach temples. Added new dragon statues to Gods Reach temples. Fixed a bug that could cause NPCs and campfires to float slightly off the ground for the first player that encountered them. God's Reach Loot Improvements. Eternal Kingdoms: Fixed issue causing interaction to fail in EKs. General Powers: Fix for Can't use any powers if whirlwind finishes normally. Fixed a performance issue with Ranger Barrage. Race Powers: Guinecean: More adjustments made to Guinecean tunneling. General Bug Fixes: Raised max height for Crow to be 30m over terrain or meshes, so you can clear the Keep walls. Fix for avatars not being loaded enough when in Lobby. Fixed an issue in which some characters could not be unlocked from a campaign.
  8. You bring up some good points, especially how we could potentially be overwhelming new players or confusing them. We're in an interesting point in our dev cycle at the moment where we are still trying to create a game loop, entice new players, and also keep our current player base engaged. It's a tough line to toe, in all honesty, and from the sidelines it might seem very confusing, because we have so many irons in the fire. I don't have an easy answer for you with this specific subject because it really isn't an easy subject to tackle. From my understanding the concept of Gods Reach was introduced as a way to introduce new players to our game mechanics while also supplementing them with a new player experience. We're still working on this process and we've got some other things going through the pipe that may also facilitate game play for our more advanced players where what you just said (choices matter) will in fact be present. With all that being said, it's just a matter of time and patience that we're asking for on the part of our players. Our ultimate goal is to make something we can all enjoy and be proud of, but that kind of game play requires some collaboration across the board. I don't know if I've alleviated or increased your concerns, but that's why community engagement is one of our biggest priorities.
  9. It's an interesting thought and I totally understand why someone would want some kind of exchange for their vessel. The concept of exchanging vessels is a notion we've been kicking around, we're just not sure how to go about it with a well thought out system. On top of that, we're also trying to nail down our remaining must have tech asks. Your suggestion is a cool concept for sure, we'll just have to be smart about how we can go about this when we get the ability to get some more tech time. Definitely making a note of this one when we get a bit more bandwidth and time to polish.
  10. Oh, one other thing I touched on earlier; this subject is such a huge topic that I'm going to try and do at least one more followup live stream for this. Hopefully we'll have some more feedback on the leveling curve changes, maybe some more bug fixes with XP amounts with sacrifice items, and an opportunity to answer some of the more advanced questions. It's hard to talk about all of these things in just one live stream, so if I didn't touch on a point you were curious about please know I didn't intentionally ignore it or forget it. I think next stream will also be a bit more organized and may even include even more player feedback. With that said, are there any lingering questions, concerns, or general curiosity that I haven't even touched up that you would like to hear more about? Thanks again for all the quality constructive feedback; it really does help!
  11. Here I go, again not saying everything I should. What can I say, I'm just so excited about this discussion that I'm not painting the full picture. So, an upcoming feature that's currently in the works is introducing an item quality to disciplines which will also require a like quality vessel to slot those disciplines. I'm going to hold off on saying any more about this since Thomas Blair may have a better explanation for it, but hopefully this aspect will still keep some of that Shadowbane feel to it.
  12. I knew some of y'all would call this out and I'm glad you did. I think this leads into an even bigger discussion about retro-fixing things, especially the crafting loop. With our current campaign cadence, time is an extremely high factor in not only leveling a current vessel, but collecting mats, organizing groups to help search for those rare materials and motherlodes, and crafting items. I can definitely see as a player how these specific aspects can compound into an even more stressful experience. I can totally sympathize when you collect these rare items and then get hit with a FLAWED assembly; it can be pretty disheartening and frustrating. Let me look at how our current recipes are set up and see what things we can do to help mitigate that problem. I can't make any promises on specific items just yet, but I'm all about looking at things as they are and seeing if there is something we can do to help alleviate some of the big pitfalls.
  13. This vendor might not make it into our next Live update, but he should be visible within the 5.90 release cycle. I'll make sure to call it out in the patch notes.
  14. This is a fantastic question that I'm not quite sure how to answer since we're still trying to find that balance between level curves, adding more ways to gain XP, and facilitating a better flow. Unfortunately, this specific issue is not going to be an easy fix, and it's going to take some time and collaboration with you all to figure out where our major holes are and how we can adjust accordingly.
  15. Ah, this is a good question. Ideally, we should have a vendor in place selling those major disciplines at a white quality, which means you'll have a bit more flexibility to test out those disciplines before you commit to them at a higher quality. I'm making that vendor now, actually.
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