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Everything posted by Helix

  1. Might be more of an issue of how much gas (cash) is in the tank. They might not have the finances to hold off for another year, in which case they'll launch with what they have and push what they can till after soft launch. I will say if they go into beta even once they fix the bugs and polish a bit with what they have that it will be catastrophic. I'm not sure what I really expected from the dregs, but I'm kinda underwhelmed a bit. Maybe it will be a different story with bigger zones, more objectives to fight over and a larger population. We'll see.
  2. Zones are too cluttered and way too small. There's no breathing room. The actual design of the zones feels way too homogenized and mediocre (one of my fears of procedural generated zones is that there is ZERO character to them). I can't help but think crowfall would've been better off ditching procedural generated "islands" and just had one large handcrafted world with unique and interesting places to fight in and over. They could've easily stuck with one really well put together map with great world design for launch and randomized resource spawns. Later they could've added a second map and third map. Alas, the path not taken 😭. "Preset" times are fine long as the defenders have some control over them, and it's equally fair to the attackers. Basically a "you can bane within this window" time frame. God knows that gw2 had its fair share of PvDoor and euro / asian guilds ninja flipping all the forts while everybody sleeps. Not being able to free build really sucks. I was hoping it would be more like you'd claim an empty lot and then be able to build within the boundaries. Maybe having a castle / fort "template" when it comes to outer walls, etc.
  3. The root motions were absolutely terrible. Animation lock combat is great when done well, but what they had originally was absolutely terrible. There needs to be a middle ground.
  4. This a million times over. The game is still kinda a wreck (and sure, we're only seeing a small portion of it), but this is no where near ready for beta or soft launch. My biggest complaints and concerns: Combat is still janky and limited. This is extremely obvious when you use any leap type attack (no vertical lift, getting caught on terrain, problems on inclines or any type of elevation, invisible terrain). The majority of combat still revolves around left clicking, a lot. It feels like development on combat just stopped like 2 years ago, and the hope was disciplines and talents would be enough. An extension on the above, the reticle is terrible for ground targeted abilities. Stable Ice should have an a telegraph of some sort for placement. Also what's the deal with not being able to side step ranged attacks? The hit box on attacks feels a little too forgiving. Performance is a never ending battle, but I'm not noticing a substantial performance boost here. CF is not an ugly game, but it's no where near the visual polish of other games nor should it be as demanding. I'm not sure if it's an issue with unity or just the way they've built their game, but it seems like a lot of the work is being done on the client side (reflected on how CPU intensive the game is). Zone caps. I'm worried that capping the zones too aggressively will limit immersion. If playing games with zone caps has taught me anything it's that being stuck in a queue to help your friends who are fighting for their lives is a sucky experience. The current implementation of caravans is kinda terrible; I'm hoping this is a temporary solution till mounts get put in. Caravans should be player controlled. The map is too homogenized and encapsulated. The UI is too limiting and the map is not functional at all. No raid UI in a game with large scale pvp and sieges? That seems like an extreme oversight. Obviously the team is strapped for time, but that seems like a feature that should be on the top end of the list.
  5. Additional General Feedback Accessories I'm not a fan of having accessories locked behind disciplines / classes / races or any assortment of the aforementioned. Why shouldn't everyone be able to use rings and necklaces? Why should you need a discipline to unlock the ability to wear something so trivial? From a logic standpoint it doesn't make sense and it's just kinda silly. Warcamps / Wartribes / Map & World Design. It's been awhile since I played the game, so these are observations of a "relatively new player". The war camps / war tribes are a interesting idea, being able, the loot seems like an okay "hold me over" till the advanced stuff, but the mobs themselves are complete push overs and the AI is awful. Sure there's some bugs to fix there, but even when the mobs are functioning correctly they're pretty much just punching bags. Obviously the developers have limited man power and thus limited finances and resources they can pouring into this part of the game, but I thought I'd be truthful in saying I'm underwhelmed a bit. I think the layout of war camps like underhill and the satyr camp are "alright", but just alright. This is an unfortunate result of relying entirely on procedural generated maps; they're basically going to be ugly and lack any sort of identity. This is a problem with the map and world design in general, there is nothing interesting about the world or the locales you fight in or over. They all have the feeling of sterilization and homogenization. There simply is no depth here, everything feels flat. Maybe it's something that can be resolved with more biomes, but I'm honestly not sure. I would like to see drastically altered map designs with things like canyons, bridges, more bottlenecks, tunnels, caves, etc. Combat This worries me the most; combat has literally not changed much since the last time I invested serious time in the game. That was about 2 years ago. Iframes has been replaced with damage absorption shields (which was a good chance because combat basically revolved around abusing Iframes), but outside of that everything still feels the same. We have more abilities to play with when it comes to disciplines, but I'd argue that a lot of those powers/decisions are bad/redundant/useless and some could (and should) be rolled into certain classes to fill them out more. Combat still feels rough, janky and unpolished which scares me a bit considering how close we are to beta. I've tried getting people interested in crowfall by showing them relatively recent videos, but have been met with disinterest just due to the current state of combat. Progression Progression has presumably received the most attention and I agree that it has improved. I like theory crafting, so having a lot of granular control is a big deal to me. Being able to craft my character, pick my attribute caps, assign them how I want, fill in my spell book, pick talents and a promotion. All good stuff. I still think starting with zero abilities is terrible however, and I think picking a promotion should be more impactful (each promotion should give you an additional ultimate, and maybe have an ability or two linked to them). Class Design Class design seems kinda uneven. You have certain classes that have a larger base ability kit than others, more base options (some classes have two or more ultimates while some only have 1). Some have more wiggle room in what they can take in terms of abilities, and some are extremely rigid. With the change in disciplines and talent points you're going to have a smaller avenue of choice as well. UI The UI is alright, but it could be so much better. I take issue that we can't move and scale UI elements. There's also no raid UI in a game that revolves around sieges. Passive Progression I feel like it's the end of the line for passive progression. It was a neat experiment but if anything has been learned it's that it doesn't work when a large percentage of your players are sitting around literally unable to do anything. Crafters and harvesters are both stuck.
  6. Logged on my templar with a health visual bug; displayed that I had 56k health.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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).
  16. 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.
  17. Having to equip and unequip recipes sounds like unnecessary busy work.
  18. 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.
  19. Here's hoping that server performance improves to the point where campaigns can support thousands instead of dozens/hundreds.
  20. 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.
  21. 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.
  22. 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/
  23. 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.
  24. 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
  25. 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.
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