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Helix last won the day on August 1 2018

Helix had the most liked content!

About Helix

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    Mom's Basement

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  1. Logged on my templar with a health visual bug; displayed that I had 56k health.
  2. This is going to be controversial but I feel like the passive skill lines / eve-esque type of progression no longer fits this game. If the wipe has shown us anything it's that crafters are left in the dust with nothing to do for an extended amount of time while they wait for their points to accumulate so they can unlock stuff. What are crafters supposed to do in the beginning? I think a switch to ACTIVE progression when it comes to skill lines might be a good possibility. If not total active progression, than at least partial. Want to get better at being a lumberjack? Cut that tree down. Want to get better at crafting armor? You craft it. Obviously that's a huge ask, and the obvious answer will most likely be "no way we're going to refactor that". Unfortunately I don't see a good solution.
  3. Need a better indicator for placing stable ice. Obviously the performance aspect is why stable ice and orbs aren't visible to everyone, but I kinda think it's problematic not being able to see those abilities.
  4. To put it politely; I'm underwhelmed. It's been awhile since I played, and there have been a few improvements, but not as many as I expected (or hoped). The UI is still not adjustable (you can't move elements around, why is this so hard to do? Games were doing this 10 years ago). I was kinda excited for the fact you could transition into combat without having to tray swap, but the fact there's no sheathe / unsheathe animation along with the weird way characters run with their weapons out kinda bugs me (I know, it's a minor complaint). Early Impressions: UI Looks okay, could be better. I think my biggest issue is the UI assets are all static, you can't move them around. Having the party bars hard locked to the left hand of the screen is a bit of an issue. I wish there was an option to enable a health and mana bar above my characters avatar. Buffs / Debuffs still take up a fair amount of screen real estate on the right hand side. Visuals / Animations / Performance This is a minor complaint but I'm find the lack of sheath/unsheath animation of certain weapons / races / classes extremely jarring. Running with your weapons out on certain classes (mostly the 2hander classes) is extremely wonky looking. Performance is okay, I was actually expecting to be better. I'm getting 40-50fps in the temple, and about 50-60 outside. That's on a 9900k w/1080 ti. Seems like my frames. Frostwalker The weapons feel extremely underwhelming. I was expecting something a little grandiose. Tooltips read like a novel. Some people might like that, but I feel it can become a situation of one ability doing too many things. I also feel the mechanics and the way they're explained are extremely convoluted. Stable Ice should be visible so people can tell if they're sitting in a nest of potential invisible mine damage (the same issue I have with druid orbs). Frost armor isn't visible on people so you're not sure if they have it or not unless you look at their buff bar. I feel like there needs to be a visual cue.
  5. I kinda agree. The mechanics feel very recycled and the weapons (visually and functionality wise) are underwhelming. This is obviously a first impression, but so far I'm not blown away.
  6. I don't think the problem is so much with the crafting system, it's actually pretty neat. However the problem comes with all the restrictions and inter-dependency. If I want to make a piece of armor I need string from johnson, some leather from bobby, and so on and so forth. Those two people might need components from multiple other people so it becomes a recursive nightmare where we all end up nut cupping each other to make one piece of armor; multiply this over a full set and you'll see the problem. This problem is further compounded when you realize you have a choice between being an excellent fighter or a crafter (since fighting and crafting generally don't work well together, but picking a harvesting line and fighter do). This largely leads to people buying crafting alts and doing the crafting on them instead. It's a similar system with harvesting, except you can at least be a fighter as well as do some harvesting. This all wouldn't be so bad if there was a global market place where we can buy/sell what we wanted, or even neutral towns where we could have a local market place. I don't think that's currently in the works but it should totally be. Some UO-esque city where you can buy/sell/trade that have guards that will protect you to some degree. The majority of players want some dependency on others (this comes in the form of trading, partying up, joining a guild, conflict, territorial control), but they don't want to be tied at the hip. The real problem here is that the devs over estimated how many people really want to play JUST crafters and JUST harvesters. The majority of the player base might enjoy dabbling in one or the other but they don't necessarily want to be strapped into a decision for an indefinitely (or near permanent) amount of time. Especially in game where things change very often. The main theme of the game is conflict and conquest which will bring a certain demography of players that don't necessarily want to just hit rocks or sit by a forge all day. I mean doubling down on harvesting really makes no sense. When in the past tblair made comparisons to fortnites pve mode, I've honestly shuddered. Fortnite pve was a huge failure and it wasn't even nearly as restrictive in choices as crowfall is. I think the recent introduction on loot on mobs is a possibly good move. Giving players more alternatives and options to acquire gear is definitely the way to go. Performance, campaign and zone capacity and character progression are also big issues the game needs to sort out.
  7. I partly agree, and it's definitely one of the reason I and many others have kinda taken a hiatus. A lot of work for a few fleeting moments of pvp. Crowfall has potential but I fear that there are technical limitations that will hinder that potential. I've never been a fan of the whole fighter, crafter-alt, indentured servant model that the game tries to push. I'm hoping that dregs really opens up the possibilities with this game, but I'm honestly not holding my breath. For those who enjoy the game I'm happy for you.
  8. Full loot; easy come easy go as far as gear is concerned. Should be able to get geared up and be competitive quickly. Unfortunately the convoluted crafting system makes this hard, as does the harvesting. Large storages that we can build in bases to store mats, etc. Large zones and significantly larger zone caps. More interesting locales (fighting on bridges, etc) and more diverse biomes. I'd like to see some serious re-evaluating when it comes to combat. Way too number and gear oriented.
  9. Not a fan of starting with no abilities (especially in pvp), but I like the idea of active progression (long as it's sane and doesn't require you to give up your job). The game can't revolve around just siege based pvp. Get people out there doing different stuff, leveling, harvesting etc. I need people to gank.
  10. 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).
  11. 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.
  12. Having to equip and unequip recipes sounds like unnecessary busy work.
  13. 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.
  14. Here's hoping that server performance improves to the point where campaigns can support thousands instead of dozens/hundreds.
  15. 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.
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