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About Telonos

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  1. Ahh, that makes sense then. I'm fine with waiting, thanks for the response! (individual elements would be better than the whole thing at once, so that's worth waiting for)
  2. Yeah, I've tried changing the resolution a few times; 1360 x 768 is the max I can go and anything lower will just make everything super blurry in windowed full screen mode. In windowed mode it will make the window smaller, and based on that and looking at some other screenshots/videos I've seen of other folks UI, it looks like mine is not cutting off or anything. So I'm wondering if maybe they just got rid of the slider? And if so...whyyyy XD As a side note, changing the resolution and going to windowed mode instead of windowed full screen doesn't help the text at all, if anything it makes it worse. So I'm thinking that maybe this is just a quirk of my setup and this is probably just telling me I need to get a new monitor and stop being a cheap bastard. Hmm. Will keep working on it, thanks guys! Edit: Oh, and also, to be clear, I'm referring to the current Live environment, as I don't have access to Test yet (I don't think I do, at least. I haven't checked it in a while. Which is fine, I prefer to wait til things are on Live anyway.)
  3. Yeaaaah, now that you mention it does look like part of my screen is getting cut off along the edge; my character sheet is actually going off screen a bit. I can't see the UI zoom you're referring to since I think it's either covered up by the character sheet, or below it and off the screen. That would certainly explain why I never saw it before XD I'll see what I can do to fix that, thanks very much for the insight! (see, didn't even know there was a UI zoom button there at all lol)
  4. Hello all, I know additional UI tweaks are in the works for future builds, but I'm just wondering if anyone has any suggestions for how I might make my UI a little easier to read. (Apologies in advance if this is a noobish question, I just haven't had any luck finding resources on this or figuring it out for myself, kind of at my wit's end so I figured I'd throw it out there in case I'm missing something obvious...) A little background: I use a 27" LCD tv as my primary monitor (using a DVI connection. My normal desktop resolution is 1360 x 768). I know this is a somewhat unusual setup, but it's what I have and it's worked fine for most games and applications (I've never really had any issues with any modern MMOs). However, with Crowfall, some elements of the UI, mainly the text, look really blurry, small, or hard to read. This is most obvious in the crafting window (see screenshot. I can't even read the text for some of the required components) Does anyone have any suggestions for how I might address this? Thanks for taking the time to read this far, any help would be appreciated!
  5. Your points about knowledge being power in this game were also very salient; I kind of wondered how that was going to work once the game went live. It was nice to read for testing purposes at least, helped give me a basis of understanding of how some of the systems worked (or at least, what their aim was.) Sorry to see it go but glad to hear that this isn't going to mean an end to you or your guild as a presence in Crowfall proper, and very glad this isn't the end of Malekai and your other projects, very much looking forward to those. I strongly suspect I'll just be another corpse in your guild's wake but good luck all the same!
  6. Putting the words "Zealots" and "laid back" in the same sentence. Seriously though, sounds like a great guild!
  7. This is the best response to anything I have ever seen posted anywhere. You win the internet. And now I need to go on a Jack Nicholson movie watching binge. On topic, just to restate if it weren't obvious already as PopeUrban and Nakawe mentioned, the trailer is a preview of things to come, a vision of the future, not the current state of what we can access in this Pre-Alpha. It would be kind of terrible game design to introduce every system at once. I feel like they make that pretty clear before you buy, this is one of the most transparent and active devs for a game like this that I have seen in a long while.
  8. To add on to the excellent points others have already made, I just want to point out that the combat does not have the same feel as a game like Age of Wushu(Wulin), since it's combat complexity is not the same and is not set up the same way. If I remember correctly, Age of Wushu kind of plays a bit like Blade and Soul, which is much more like a fighting game (ie, Street Fighter or Mortal Kombat). The combat in Crowfall is very skill based, but it's less about twitch as KrakkenSmacken mentioned (like a fighting game) and more about strategy and understanding your class/skills/build. This makes it more about preparation and choosing which skills you want to take into combat, knowing how those skills counter other classes/skills and how they can be countered by other classes/skills. Completely different kind of gameplay, though they do both emphasize player skill in their own way.
  9. Looks good, can't wait til this build adds in other testing groups; really liking the UI changes
  10. As of right now, yes you can upgrade later (I still see the upgrade options on my store page), and the layaway options are still there. No idea if this will change closer to release.
  11. Glad I'm not the only one that had this thought; I love that series; the warfare on the Shattered Plains would be a fun thing to play out in Crowfall. On topic, thanks for posting this Anthrage. I haven't been excited about terrain in an MMO since Warhammer Online; very much looking forward to playing around with the different parcels and seeing how they will affect the combat.
  12. I would guess you need to be a backer (purchased the game) to post in other parts of the site? Either that or there's some sort of time-based limitation? I forget, it's been a little while since I had to think about it.
  13. I think Ape summed up my thoughts perfectly; will just add on that I hear what you are saying regarding culture, Wayoun. A game can be competitive and even cutthroat without being toxic. There are ways to get newcomers the help and assistance they need with getting started without hand-holding during a competitive campaign though. There should definitely be some sort of training wheels mode that folks can opt into if that's what they want. I'm even ok with a required tutorial if it isn't too ridiculous. Honestly a big huge honking "WARNING" sign before entering into a campaign would also be a good idea, complete with the rulesets and tips regarding those rulesets (ie, when you log into a Free-for-all campaign, it should be stated "Hey, remember this is FFA and anything goes. TRUST NO ONE." Edit: To clarify, I am referring to the finished open game here. Testing is another matter entirely and people should expect things to be barebones during a pre-alpha. It's kinda silly to expect otherwise, in my opinion.
  14. To my understanding, there will be different bands of campaigns, some will be harder for a newcomer than others. The ones in the outer bands are expected to have more newcomer friendly features, like faction-based starting areas that are pretty difficult for non-faction to get to. This'll give them a place to start and not get demolished immediately. What you are describing sounds like the FFA maps, more like what Bloodbath is now. These types of worlds would certainly be a lot harder for a newbie to get into, but they are meant to appeal to a different type of player. This is my understanding, I could be wrong. The current testing setup for the campaign worlds seems to be this way right now.
  15. Not to mention you could just require that people in your kingdom not be dicks. I believe there is a way to ban people from your kingdom, isn't there?
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