Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Hasil

Testers
  • Content Count

    73
  • Joined

  • Last visited

About Hasil

  • Rank
    Magpie

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'll have to check it out. To me, "well enough" is a scary concept, though. For this to be a viable game, you should hardly every notice latency and FPS performance issues in PvP situations.
  2. Thanks. Last time I played the latency was unbearable. NPC monsters were warping all over. Battles with players super laggy. I was not / am not convinced the game could handle bigger battles. Which is fine I guess if they limit the numbers of players and adapt the rule-sets or something, make it more of a Battle Royale or something, without the shrinking map borders
  3. I have been checking back from time to time to ask this question, since each time I have played the performance we no way near good enough, in my opinion, to support decent PvP. How are things in that regard at the moment, both in terms of game engine performance (FPS, etc.) and latency/server performance (to the degree that the two can even be distinguished since sometimes it's hard to tell what is causing the issue)? Thanks!
  4. About a year old -- Geforce 1070 card. It's not like the game is very demanding anyway, though, the issues I saw when I was testing were all server-side, latency, etc.
  5. I mean . . . I think most gamers would agree, if generally you are not stuttering, abilities are going off when pressed -- if lag and FPS issues are not impacting the fight -- then it's a go, it's okay, it's playable. The fact that you qualified your answer makes me think that it's not truly playable
  6. Performance has continued to be an issue throughout development -- so much so that I stopped testing because I doubted that they could, technologically, support enough people in battles to make the game functional and fun. So -- how is it now? I had heard it was improving but then logged on and found much of the same -- stuttering, de-syncs, unplayable in battles with more than a few people. Has that changed? How many people are supported in fights at this point -- in a functional way, with decent performance? Thanks!
  7. I'm hovering in the wings, checking back as much as I can, waiting for that magic patch that makes me feel like performance will get good enough for the game to be what it's meant to be. Fingers crossed!
  8. Thanks. So much good about Crowfall but it can't work without fixing this fundamental issue. Ashes of Creation and Camelot Unchained seem to be pretty far ahead in terms of basic performance at this point. These 3 games need to have a 3-way and conceive a baby (it's a fantasy, 3-way genetic fusion dream. . .) and the result would be pure bliss.
  9. Been gone for a bit. When I left, things were a bit more stable than early on, but there were still big FPS issues and latency, especially in any sort of battle situation. Even NPCs would warp. It made me worry that the engine might not have been able to support the type of game that they were trying to make. So -- how is it at this point? Thanks in advance!
  10. Yeah, because it's alpha and not live so it doesn't matter Here's my proposal for a much much better system that is fairer to the user. Just have skill points ticking up as you are offline, and then you get to allocate them wherever you wish when you log on. No queue system, no over-training issues. It seems to me that would be a far better, fairer, simpler system.
  11. The queue system sounds like a decent plan. And games are for fun, not to make you accountable. . . Yes, they need to present a challenge blah blah blah. But they should not frustrate, they should be enjoyable -- life is for frustration
  12. How is it EZ mode to allow you to spend your points without wasting them? Lol. . .
  13. Why not just allow a user to re-allocate those points? I don't understand why you are expected to micro-manage that carefully, it's just annoying and it doesn't account for real life being a thing
  14. Hopefully the way training skills works will be changed before release. Currently, you can over-train a skill, resulting in wasted points. This is really a bummer if, say, you take a vacation or don't hang around to micro-manage your skill training. At a minimum, when you reach enough points to take you to 100% trained in a skill, those extra points should be able to be rolled over to another skill.
  15. I have no problem testing game mechanics but corpse runs (in testing) should not be a thing, they just waste time for testers. Consider providing chests with crafting materials in town so you can test crafting without having to harvest again and again. And please put a notification that praying makes you lose all your stuff. I didn't know, so an hour of harvesting went poof.
×
×
  • Create New...