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Helix last won the day on August 1

Helix had the most liked content!

About Helix

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  1. Performance Lots of janky character movements. Lots of skipping / rubber banding. Performance is still a huge issue.
  2. Consumable bar

    I think the game would benefit greatly from a "consumable" bar with limited consumable slots. You could have things like harvesting tools and/or consumables like bandages / potions / food. The idea being that instead of having to flip back and forth between the trays for trivial tasks or even when you're in the heat of combat is extremely jarring (especially after playing certain other games that do thing significantly better). Keep the survival bar, but keep the bar for abilities and stuff like the mount button (which I kinda thing should be it's own thing too).
  3. This is definitely something that needs to be looked at. Right now heals are super under powered early game.
  4. Bugs Many attacks do not appear to have sfx effects. Most of the cleric's attacks seemingly have no sfx (basic attack, etc). Rooting mobs inside the beach head causes them to get stuck and regenerate huge blocks of health until the root ends. Damage numbers and healing numbers were not showing up on my screen. General You should be able to level off higher ranked mobs past 10. This goes back to playing the way you want to play over playing the way the game wants you to play. 1-10 r1 mobs, 11-21 rank 2 mobs, 21-30 rank 3 mobs, etc. You can sheath your tool in harvesting mode, but you can't apparently sheath your weapon in action mode without shifting to harvesting mode first. Counter intuitive imo. Movement feels significantly better, but I would like at least an option to lock the camera to reticle when harvesting. Personally I think it should be locked, it introduces an element of uncertainty and risk when harvesting not being able to look behind you. You should be able to loot an item in an inventory my dbl clicking or shift+clicking on it. Perhaps even a loot all button. Apparently you can't have more than one character bound to a campaign. You should start with at least one ability, starting with no abilities is a bummer. Zones The zones feel too small and segregated. Terrain isn't awful, but it feels extremely homogenized. I hope we'll get different biomes and locales to fight at and over. Needs more bridges, and bottlenecks Map/UI Overall UI needs to be more flexible. Health bar should appear above or beside your character's avatar. Should be able to move resource bars over. Map looks nice, but information is lacking. Needs more details, way to mark / ping locations. The game desperately needs a consumable bar, going back and forth between action and harvesting bars to eat your food is clunky. Healing With no spirit healing feels completely insignificant in comparison to your base health. I can barely even notice my or others health moving when using tend wounds. Healing needs better early level scaling if it's to matter at all.
  5. Simply having the recipe in your inventory should be enough. I also don't think it would be too crazy to hook it into the crafting recipe UI with some sort of charge system. The current system seems really awkward and clunky.
  6. Having to equip and unequip recipes sounds like unnecessary busy work.
  7. Talent System

    Now all they need to do is clean up combat so it doesn't look like an IMAX light show and make daddy helix happy.
  8. Here's hoping that server performance improves to the point where campaigns can support thousands instead of dozens/hundreds.
  9. We got a recluse spider...but what we need is an introverted-living-in-parents-basement-spider and of course the most highly anticipated of them all .... The man-dolphin-spider.
  10. What went wrong?

    I haven't played in awhile, the last few iterations have not been enjoyable. Reading the same complaints from a year plus ago is disappointing.
  11. Very interesting; similar to crowfall in a lot of ways. Some of features: Crafting, harvesting. Classless system Aim based/Skill based combat. Supposedly they're going to have 10k players per world. Open FFA PvP with a UO similar crime system. Bounty hunting. Fortification Building. Sieges and territorial / resource control. https://wccftech.com/new-world-preview-amazon/
  12. I've been the biggest advocate when it comes to reducing the harvesting grind since the beginning. Harvesting is a huge component of the game, it's unfortunately unavoidable and a complete necessity. Some progress has been made with vendors offering alternative gear and I only hope the devs realize that harvesting is a terrible experience and continue to work on it. I honestly think harvesting is the biggest hurdle to having fun in this game and the need to specialize in it only makes the experience even worse and at the same time stifles you when it comes to options; especially since almost everyone with a brain in their head will most likely take a harvesting secondary. Crafting is great, I will say that. Hats off to the devs for a great crafting system. It might honestly be the best part of the game. Still waiting for that combat 3.0 EXTREME AWESOME mode overhaul.
  13. Is your profile pic the lead singer from the 80's hair band Helix? Don't ask me how i'd possibly know that :P

  14. With this tech does that mean adventure zones can have entrance caves / portals and thus be decoupled from the mainland? If that’s possible maybe we can have public dungeons, or is it the intention for adventure zones to substitute for dungeons? I know one of the bigger hurdles was “digging” into the terrain for unity and hollowing it out to create a subterranean looking biome, but maybe this could be the solution. Fighting against players for tusker / olthoi dungeons on dark tide in asherons call was some of the better experiences I had in an mmorpg
  15. I'd like to see combat be a little more tactical and require more coordination. Not in the snails pace sense, but in actually having to coordinate certain abilities with your allies. GW2 kinda did this with the combo fields. Personally I'd like to see something similar to divinity original sins where you can "set up" stuff for your team. I'd like to see aoe CC require more stuff like that. Set down a field and ignite it to burn, slow, stun, etc, whatever. Something like the duelist barrel except you can detonate it with your ranged attack and cause it to explode, knock down people, etc. I have no delusions as to combat getting faster or more mechanically skill based, but I think the above would be way more interesting. Combat right now just needs more layers; there really isn't anything to it. In terms of abilities in general, everything just kinda feels the "same" and sterile. I'd personally like a little more uniqueness. The discipline system is an opportunity to get really crazy, but I feel like it's way too tame. Some of this might be due to the time constraints available when it comes to animations, sfx, and just general ability design.