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Infraction

Testers
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  1. Like
    Infraction reacted to DocHollidaze in How to boost PVP, revitalize Crowfall and bring more sense   
    I think the concept you are referring to is called an Executive Summary.
    Either way, Yoink characterized the actual problem in a much better and accurate way, IMHO.
    In the span of a month the active tester population shrank by at least 50% because ACE flubbed another release.
    At some point, it must be recognized that no amazing ideas will matter if ACE doesn't learn how to execute on their software development in a more consistent and effective manner. I say that as nicely as I can as somebody involved professionally with account management on a software/web development team.
  2. Haha
    Infraction got a reaction from APE in One month in and I'm pretty much done.   
    Wake me when the server can handle that load reasonably well.
  3. Confused
    Infraction reacted to brolifts in One month in and I'm pretty much done.   
    I disagree with you on the UI piece it's possible the best UI i've ever seen, i love it.
  4. Like
    Infraction got a reaction from Leftnut in Changes Ace need to make   
    They should really change that as well, shouldnt be able to delete things while in combat.
  5. Like
    Infraction got a reaction from Weebles in Please limit DREGS to be actual guilds.   
    This seems less about the Earth faction and more about some beef with Zyback.
  6. Like
    Infraction got a reaction from ZYBAK in Please limit DREGS to be actual guilds.   
    This seems less about the Earth faction and more about some beef with Zyback.
  7. Confused
    Infraction reacted to Kobra in Please limit DREGS to be actual guilds.   
    I'm not sure the intent of this earth faction zerg, but I think it is breaking Dregs right now.
    Everyone joining up with earth by default is saturating the zones with endless trains of people with little to no tactics or objectives, and creating more lag than anything useful. if the purpose of DREGS is Guild vs Guild, then we need to make sure it's legitimate guilds, and  not just some guy rallying the default incoming faction.
    Default faction (Earth/Moon/Sun) shouldn't be active in DREGS, and there should be an actual guild tag requirement.
     
  8. Like
    Infraction got a reaction from DoomYa in Changes Ace need to make   
    They should really change that as well, shouldnt be able to delete things while in combat.
  9. Like
    Infraction reacted to mystafyi in 5.125 LIVE Feedback for 8/21/20   
    Asking new players interested in crafting/economy to just wait a couple months to start playing is crazytalk. They wont wait and see. Player retention rates would be abysmally worse then the normally bad mmo retention rates.
  10. Like
    Infraction reacted to Corla in 5.125 LIVE Feedback for 8/21/20   
    After playing more PVP on a larger scale, here are the observations I've made.

    Numbers > Anything else.  There is little room for skill to change the pace of battle when your opponent has 1.5-2x your numbers.  The maps are too small for the amount of people in them.  Anyone with 40+ people can lock down a map they are besieging by camping the entry points.  There is a reason why the one guild in first place has such a HUGE lead.  Combat isn't as responsive as I think the developers are intending it to be.  With almost everything being on the global cooldown, things like knock down and stuns are too wonky to react with.  Capturing a resurrection point should lock that point from being recaptured for at least 10-20 minutes.  There are times where we have captured a resurrection point right before a big battle and didn't have it to use mid or post battle because 1 person back capped it from us while we were fighting.

    Thoughts on Confessor (Sanctifier).

    Building tanky with my stat points felt pointless.  At first I thought putting points into Dex to help with my resist all would make me feel tankier and survive more... but I felt no different at 700 than I did at 640.  (Not sure if that's because we don't get enough per point or if the effect of what you get per point is just not as noticeable.)  I also didn't notice a difference from having 110 Con or 80 Con.  What I did notice is when I put ALL of my points into Int, I did noticeably more damage.

    On that end I don't feel "Incredibly defensive". <Melt Shackles> Without it I can get 2 retaliates in before running out of stamina, with it.. I still only get 2.  It seems to be failing at it's intent. <Militant> is a great node I definitely feel it's effects which might be why I don't feel the effects of putting dex on my character. <Righteous Shield> I only feel the effects of this in a smaller or solo fight situation.  When you are doing the sieges, if this procs, I'm either dead or the enemy moves on by the time I can have it happen again.  Consider having cooldown be a little shorter, or the duration be a little longer to make up for the down time of this effect from happening. <Salvation> I like, any self heal is good healing. <Poise> on paper, looks great, but as soon as you are stuck in place in a channel for 5 seconds in the middle of combat, you are just going to get knocked down, stunned or otherwise CCed out of it to be able to take advantage of the effects. <Well-Oiled Sandal> I honestly haven't noticed this skill at all.  I don't know if it is working or not but I can't feel it's effects when I was leveling without it.  And very much didn't notice it on my Nefairi Confessor. <Embrace the Hellfire> I love this skill.  Don't touch it, it's perfect.
    This capstone doesn't feel like it adds to the Tanky theme of this class.  All it does is give you a damage buff.  I feel like instead of the Fire Damage Bonus' and cap it should give some kind of defensive increase.  I like the passive, [Spitting Distance], just fine as it is what turns you into a more close-mid range person than a long range nuker.
  11. Like
    Infraction reacted to CptKyres in 5.125 LIVE Feedback for 8/21/20   
    Have only played for a couple of days, and here are a few of the issues I have with Crowfall. Many are just ease of life improvements.
    1) Having the Launcher stay open when you log out of the game completely. Constantly reopening the launcher then logging in has already worn out its welcome. If there is already a work around for it I would love to know.
    2) Talent Tree: At times you can not see what the abilities will do. There seems to be a hairline area to get the tool tip to display, and needs to be the whole name. 
    3) The intro quests are a great start. However when those finish it felt like I was tandem sky diving, and mid fall the other guy cuts me loose. I get that this is a sandbox game, and is  no where near to the complexity of EVE. There are many it seems who do not know where to go next. Expanding the tutorial to guide to direct players to hit max level, or join a guild could help.
    4)A way to report bugs in game would be nice.
    5) Character Creation screen: Having tool tips or some sort of information about the Race/Class would be a great help in creating a character. Being able to read about the lore of a Minotaur, or what ever race would be more helpful to the creation of said character slot. I.E. why does it matter if I'm a Centaur Knight or a Human Knight? Giving a more informed idea about what each race bring to the table with the starting attributes and abilities. Along with a general idea of the difference between a Knight, a Templar, and a Champion as an example. As of right now 8/21/2020 it is pretty much a blind pick. You create, log in, check abilities and talents, log out, and repeat until you find which race/class suits your play style.
     
    Would like to say I am excited that Crowfall is in Beta now, and can't wait to see it with a final polish! Thank you for making a fun game.
  12. Like
    Infraction got a reaction from goqua in Changes Ace need to make   
    They should really change that as well, shouldnt be able to delete things while in combat.
  13. Like
    Infraction reacted to Audin in Changes Ace need to make   
    Focus on the small clan. 
    A lot of players join Crowfall solo or with a handful of friends.  Currently there is not much of anything to do in game for these small bands. Hit some mob spawns to get some loot. Perhaps capture an outpost. Then what?    The siege objectives are swarmed by 25+ member clans who also bring their allies that are just as big. There will be those who say "This is a Throne War MMO, recruit more".  That is true.  But there is something missing in the game for the 1-15 man groups.  Its either bring 30+ or don't play.  This doesn't bode well for the new players entering the game. They'll move on rather quickly.
    Some may reply here and say “they could do caravans!”  For what ? Building materials for buildings that they have no chance of capturing?  Before the change, I thought the caravans were a step in the right direction.  This was something a small group could do and gain benefit from it.  More content that focuses on the small group is needed in the game. The world is too dead outside of siege windows.  Suggestion: Battle objectives. A quest designed for a small group to take POI objectives or defend. Reward mats, mob drop gear, and gain campaign points. Activities that when a player logs in, he/she can roll out with 1-5 players and have something to do.
    Create the in game clan management windows. It's already hard enough to communicate in this game. Why have the clan management outside of the game?  Share member count of clans, stats from previous campaigns or accomplishments. 
    Catering to large clans 
    There are no negatives to having as many players on your side as possible.  Bring more, win more.  Your game doesn’t have a high skill level to play so numbers will be the deciding factor in most conflicts.  There has been talk of an alliance system but I am afraid this would make the numbers ratio even worse without doing it right.  The large clans will just ally other large clans because again, bring more, win more. The game will turn into a few mega alliances. At that point, might as well play a faction campaign. 
    Introducing a reasonable clan cap size, 500 is way too much. Your game can't even handle it. I suggest a 75 limit for a clan. Give a bonus to items crafted by clan mates that are worn by the same clan.  This will give a reason to keep crafters on your roster.  Choices should be made, players will need to be cut to keep within limits. Could even look at a softcap, if exceeded, have a campaign points penalty or something.
    Change the siege window. All holdings should go live at the same time for as long as the window is open. It's too easy for the larger clans to capture additional holdings because their current holdings are not vulnerable. They basically can have their whole roster show up with no worry of defending.  If you want more holdings, you'll have to make a choice on defensive strategy. Large clans will still hold an advantage since their numbers will allow them to defend more territory.
    Holdings should only accrue points while they are vulnerable with a bonus to the clan that holds it at the end of the window. This should give more urgency for clans to seize and control a holding throughout the siege window instead of taking a holding in the last minutes.
     
  14. Like
    Infraction got a reaction from Barab in The Issues of ZvZ PVP   
    To add to this if you want the game to succeed there needs to be a way to play other than biggest blob wins.
    Get rid of the 5 person ae caps it just rewards bigger groups Make it harder to hold keeps/forts the more you own. Increase the vulnerable times as you add x amount of keeps/forts under your ownership. Its fine to zerg or small man but at some point one of those two groups is going to go find another option. The smaller groups will leave for a game that allows for their preferred gameplay choice The larger group will get bored when there isnt any population.
    I would be panicked right now if I am ACE and I have all of these signups for beta that people can take advantage of and see the game and play it. All MMO's churn players but as it stands right now with the increased hype of beta you arent really seeing populations at a high point. Most of the time the dregs campaign tops out at maybe 400-500 and still feels empty. Once the seige windows are closed the population dips down to 200ish and the game feels empty. The population not increasing over all shows that there is a disconnect somewhere in the game that newer people arent sticking around. For a game that is supposedly feature complete and in the polish stage this just isnt gonna fly for very many people. 
    I dont know how many people ACE needs to keep the servers on but a couple thousand people seems like a money loss on their end to keep servers on. There are so many basic things they need to improve if they want to retain a reasonable amount of people that they need to do still and it sounds like this game is close to their launch window from the livestream Q&A JTodd did this week.
    Great ideas so far for a game just not implemented well for a long term game in my opinion.
  15. Like
    Infraction got a reaction from moneda in 5.125 LIVE Bug Reports for 8/21/20   
    Do you have a controller connected to your PC by chance?
  16. Like
    Infraction got a reaction from BarriaKarl in 5.125 LIVE Bug Reports for 8/21/20   
    Do you have a controller connected to your PC by chance?
  17. Thanks
    Infraction reacted to heartlessgamer in Main issue of this game summarized.   
    20 years ago you had at most one or two games to pick from (often times you were likely only looking at one option); you had no choice but to figure the interfaces out if you wanted to play in these online worlds.  Crowfall can't live in a bubble pretending there isn't ripe competition on the market for player's time.  Having an unfriendly UI which costs players time is a losing proposition.  You are admitting to that in your "I work in web dev" line so it is disingenuous of you to try and blame player laziness as the problem here; unless you are one of those developers that I have to constantly roll my eyes at blaming users for every problem.
    Also when did it become the player's job to be constructive?  The person that made this video identified that he is the target gamer for this game; Art Craft has already sold him on the vision.  The game not registering with him and calmly walking through several areas that didn't register should be sought after feedback loops for Art Craft.  They are not struggling in the idea department; they are struggling in execution department and they need as much blunt "this sucks" feedback as possible so it registers that this is important to take dramatic change on.
    Also it's nonsense to believe the game can't hand hold players just because it's a sandbox game (I'd argue it should therefore hold your hand even more since what you can do won't be readily evident).  Again; deferring to your "I work in web dev" line you should know better that user experience is everything towards engagement and the more you can hold a users hand the more you can deliver the experience you are intending and drive engagement.  Just blaming users for not getting it is as an old an excuse as software programming.  Again we aren't living in a bubble where there is a handful of choices; players can go grab any number of more polished experiences off the shelf that don't fight them.
    I feel this video really hits the major areas I also see with the game:
    The game does nothing to help a player understand what the core gameplay loops are and how you get to them; in fact it misleads you that it is a questing based game before abandoning you after the NPE. Combat is terrible.  Optimization aside; it's still a mess.  I've never been one to want tab targeting but damn it if I wouldn't mind it in this game.  "Floaty" is a perfect description of the combat; I'd personally advocate removing the majority of the dodge/leap/fly/twirl/teleport abilities.... they should be the rare specialization not the norm. With all of this said; I am still a 2x backer (got my kid in on the action as well) because I want to encourage development in this genre of game.  But I cannot get on the train that things are in a beta shape and if they are "beta worthy" then the game at release will not be my cup of tea.
    Ultimately there is a lot of wolves that will fight through the issues and get into the intended end game loops but like all PvP games before it if enough sheep don't make it the wolves will eat themselves into extinction.
  18. Thanks
    Infraction reacted to Exiled in Overall Feedback - Lots of words, possibly little sense.   
    Hello,
    So, off the back of the most recent Q&A session, I felt the need to take some time and try and structure my current thoughts about Crowfall and its current state. This is more than likely going to be quite a long post, I am going to touch on the aspects that I have personally interacted with and highlighting my concerns and parts I liked. I'm going to attempt to be constructive and provide references where needed but ya know how things things go...
    All of this will be based on whats in currently, I have tried not to include any information gathered from research regarding whats coming or planned features. This is an important point. 
    My Background
    Played pretty much every MMO under the sun, and a good number of them for quite a long time in varying roles. The comparisons between my more favoured ones (DAoC & SWG) will undoubtedly sneak in and I think they need to be. I am in my late 30's, and I am able to put maybe 5-6h per night into these types of games with that increasing over the weekends. I backed the game towards the end of 2018 and recently upgraded my package to the maximum purchasable.
    My first real experience of playing this, is this current beta window. I dropped in and out for some of the tests but nothing I would consider serious.
    Crowfall Launcher
    It all starts with this, overall this is fine, it functions and works as a launcher should. The fact I cannot ask it to remember my password is an annoyance but that's about all. There is no links indicating I can access my account profile from the launcher, only the forums. (Yes I know I can get there via that technically). Patch notes are displayed nicely, feels clean and performs overall smoothly. Personally I would like an option to change my graphical settings outside of the game on here, or at least reset them to default.
    Remove the feature that auto-closes the launcher when the client closes, if I want to do a quick re-log to clear FPS issues, its frustrating having to type my password and look for my TFA, on top of having to re-launch the launcher which I didnt close.
    Logging in
    Upon logging into the client, I am greeted with three options, all have detailed enough explanations of what each of them and what the purpose of them is. I would suggest editing the text within them to properly explain what each area is used for (Campaign makes no mention of GvG or any capture mechanics for example). The chat box is nice and having the ability to talk to guildies before loading a character is a nice touch (a lot more on Guilds later)
    Selecting a world
    Upon selecting your preferred "game world", I am greeted with my Character screen and a host of options at the top. I would prefer to see the options at the top on the selection screen, especially the Settings tab.
    Settings Tab
    Decently laid out, provides nice level of customisation, would prefer a global volume slider as well as the individual ones. A hover over definition of what each graphics setting does would be nice but not major.
    Passive Skill Tree
    Oh boy, okay, this needs a lot more explaining and details around what each node does, as well as why it is important to set this as soon as you login. I could see some reasoning to provide (even player made ones?) somewhat of a template selection to help you with where to put your points. Want to be a Blacksmith? we suggest starting out with this, nothing set in stone but guidelines. I would also suggest some text which explains that this is a long term thing and do not expect to finish it in a month.
    Vault
    I'm going to ignore for now, will touch on this later.
    Character Creation
    Adore the layout, very clean and easy to understand which classes can be what race, nice image of what your character looks like in the middle. Decently done. The problem however, there is no explanation of what each race has to offer, no indication that a Stoneborn Knight is more suited to Knight than perhaps a Guinecean (I mean they arent, #GerbilPride). There needs to be a hover over option for both the classes and the races which details their stats and bonuses. (also, 'roided out Guinecean Myrmidon when?)
    For the classes themselves, they need explanations. Details of their sub-specs and what role they can fill. Its somewhat obvious by their names but for those not familiar its guess work or more out of game research.
    Customisation
    Meh its fine, its nothing fancy or special but I don't think it needs to be, its an MMO where your going to be looking at the back of your head and armour for 99% of it. Enough to get by, more is always welcomed.
    Loading in
    So, i've customised by graphics settings, created by randomly chosen race and character and logged in. But there's no Start Playing button. I have to browse to a God's Reach. As a new player this is not that intuitive. Having population numbers and naming them by geo-location is helpful. I can imagine this being an easy transition into the game world.
    Interjection - I will not be covering the new player questline as I feel others have gone through this in more detail than I want to, this also I will not be including class or ability feedback as thats a moot point currently.
    UI - This section goes kinda all over the place
    Its bad, there is no easy way to say it but it needs to be tweaked. In 2020 it needs to have the ability to move frames and custom the size of them, with modern widescreen and higher resolutions this needs to have customisation. Especially as certain windows can be moved (Spell Book etc), my character screen shouldn't cut off a third of my screen.
    I should be able to right click on abilities in the Spell Book to add them to the first empty slot on my hotbar. The number of details within the, well details tab is extensive. I get why this is a thing but this needs to be more streamlined and easy to understand at a glance. I like how the stats show what attributes they impact, that is a nice indication of where points should be spent ideally.  I understand the artistic approach to the map being an at angle but provide an option to have north be upwards. Ability to drop way-points is almost a necessity. If I open up a UI element and close by overall UI, I would prefer these to auto close so when I press I to open my inventory, it loads all previous UI elements, filling my entire screen. World Design / Layout
    I really like the choices made here, it cuts down on system requirements by keeping it somewhat low textured but provides a somewhat immersive experience. Icons over NPCs need to be scaled back a bit though.
    Combat
    Far too 'floaty' and inconstant in providing feedback regarding hits and misses. Still a lot of bugged animations which do not trigger, or continue to trigger after they have completed leading you to think they are still going. Combat text is far too small and not customisable. Range indication feels like its inconstant Talent Window
    Better explanation needs to be given around the number of points you receive as well as more polish around the descriptions and explanations of skills. The hover-over on abilities is nice but again feels very inconstant. I need to hover multiple times to see the ability sometimes. There is also no real indication that the Minor and Major nodes are all but required pick ups.
    Performance
    I understand completely how difficult this is to optimise but a lot of serious work needs to be put into this and it needs to improve dramatically if there is any hope for meaningful large scale fights which are not just button mash AoE abilities. There is a very obvious memory leak when it comes to spell effects and overall performance degradation. Ping is fine, server stability is looking good so far but client needs a lot of work.
    Stuff that doesn't fit in a category (and its late and i'm tired, some of this may not comply with the statements at the top)
    Guilds, this is a huge part of the game, yet zero UI elements to support this. This is completely unacceptable at this stage. I wont bother listing whats required as its extremely common, pick any MMO and check. This is one of the main reasons youll lose new players. Customisable visuals, let me customise the combat text. Let me create my own chat windows. Having the ability to turn off/on player names/guild flags etc. There needs to be some form of limited alliance systems and penalties for zerg guilds. One way of doing this is a lot more "x per guild member" type of things. The games current population and process of tiered beta setup is not conclusive to proper load testing. A lot of the classes feel somewhat underwhelming currently and need a complete re-balance/re-work in some instances. Some of the Discs are pretty niche and not worth running if you want to be remotely competitive. When I ventured outside of the game to find and gather information, the class sections for the most part are dead, very little discussion.  There needs to be some form of catch up mechanic when it comes to the passive tree that cannot be gated by large guilds The vessel system is a great idea but needs to be explained early. This will remove a lot of the "oh I messed up my character, I guess stop" Final words
    I was planning on this being more detailed but being honest I was re-watching the Q&A from today whilst writing this and got somewhat disheartened again, it was possibly just me but it very much felt like as soon as some of the performance issues are worked out, its going to be green-disk'ed and shipped.
    We are still missing some major QoL features which will drive off new players. I understand the market that this is attempting to reach as I am one of them but in order for this type of game to be a success it needs population and game features to enable smaller groups to band together vs the larger pre-made guilds.
    I feel overall that this is part of the issue with these types of long term tests, people get excited, buy in and lose interest overtime. Or, they join the large guilds and get carried throughout the game. I do not mean that in a negative way but its easy to be sucked up into the masses and take on their opinions and thoughts. Its difficult to not have two camps form, one who's extremely positive and everything is sunshine and the other in which the sunshine is literally skin burning.
    There is a nice mix here and some genuinely kind and caring communities however there is no way to access them outside of either screaming into the void in General Chat or on the forums. Neither of which are that appealing to a player who picked the game up for the first time.
    Our guild has had some really great fights in the campaigns and have really enjoyed the time, 100% brought back the roaming through Emain feelings but there is always that doubt at the back of our mind in terms of longer term success and the level we wish to invest come retail.
  19. Like
    Infraction got a reaction from Hud in 5.125 LIVE Feedback for 8/12/20   
    Enjoying the game loop now the game needs that polish to make it a winner.
     
    Keep optimizing, game runs better, but its not where it needs to be. Im running a pretty beefy pc and still hovering at 30-40 frames in fights bigger keep fights lower than that.
    The UI needs a huge amount of work. 
    Frames cant be moved to better locations. The UI cant be scaled down at all. The buffs on the right side of the screen aren't useful. I know what my buffs are but its hard to determine what 3rd party buffs are doing. Crafting requires way too many clicks to complete. If I am crafting multiple of something let me repeat the last build and auto fill the same materials I used the prior craft for that item. Some of the weak spot gathering targets are in spots that you cant angle to hit.
    Character creation should show the race stats and abilities/passives. Class choice should show class mechanics, primary attribute, promotion roles?
    Need a working chat window. Every type of chat doesn't need to be filtered to its own window, let me choose which chat appears on a tab.
    The map is horribly hard to read. You get used to it, but its hard to orient where you are and also hard to mouse over POI on the map and get the tool tips to pop.
    Tool tips on the talent trees are hard to mouse over and read the description of the ability. Its like the popup isn't centered on the mouse over area of the words. It would feel more intuitive if you could click on the bracketed skills and it function like a link to popup the ability/passive for the talent. 
     
  20. Like
    Infraction reacted to hammarus in 5.125 LIVE Feedback for 8/14/20   
    For the love of the gods, please assign the druid tray switch to one key as a toggle, some of us are left handed.  I know this can be overcome with a macro but I shouldn't have to.
  21. Like
    Infraction got a reaction from moneda in 5.125 LIVE Feedback for 8/13/20   
    Eating food will dismount you but you cant use an ability to dismount.
    It would feel smoother if you could attack to dismount rather than add another keystroke to the process.
  22. Like
    Infraction got a reaction from APE in 5.125 LIVE Feedback for 8/13/20   
    Eating food will dismount you but you cant use an ability to dismount.
    It would feel smoother if you could attack to dismount rather than add another keystroke to the process.
  23. Like
    Infraction got a reaction from Fignewton in 5.125 LIVE Feedback for 8/12/20   
    Enjoying the game loop now the game needs that polish to make it a winner.
     
    Keep optimizing, game runs better, but its not where it needs to be. Im running a pretty beefy pc and still hovering at 30-40 frames in fights bigger keep fights lower than that.
    The UI needs a huge amount of work. 
    Frames cant be moved to better locations. The UI cant be scaled down at all. The buffs on the right side of the screen aren't useful. I know what my buffs are but its hard to determine what 3rd party buffs are doing. Crafting requires way too many clicks to complete. If I am crafting multiple of something let me repeat the last build and auto fill the same materials I used the prior craft for that item. Some of the weak spot gathering targets are in spots that you cant angle to hit.
    Character creation should show the race stats and abilities/passives. Class choice should show class mechanics, primary attribute, promotion roles?
    Need a working chat window. Every type of chat doesn't need to be filtered to its own window, let me choose which chat appears on a tab.
    The map is horribly hard to read. You get used to it, but its hard to orient where you are and also hard to mouse over POI on the map and get the tool tips to pop.
    Tool tips on the talent trees are hard to mouse over and read the description of the ability. Its like the popup isn't centered on the mouse over area of the words. It would feel more intuitive if you could click on the bracketed skills and it function like a link to popup the ability/passive for the talent. 
     
  24. Thanks
    Infraction reacted to Tinnis in Race, class & advanced promotions tldr for new starters   
    IMGUR
    as this info is neither well presented on the game site, or character creation at this time
  25. Thanks
    Infraction got a reaction from moneda in 5.125 LIVE Feedback for 8/12/20   
    Enjoying the game loop now the game needs that polish to make it a winner.
     
    Keep optimizing, game runs better, but its not where it needs to be. Im running a pretty beefy pc and still hovering at 30-40 frames in fights bigger keep fights lower than that.
    The UI needs a huge amount of work. 
    Frames cant be moved to better locations. The UI cant be scaled down at all. The buffs on the right side of the screen aren't useful. I know what my buffs are but its hard to determine what 3rd party buffs are doing. Crafting requires way too many clicks to complete. If I am crafting multiple of something let me repeat the last build and auto fill the same materials I used the prior craft for that item. Some of the weak spot gathering targets are in spots that you cant angle to hit.
    Character creation should show the race stats and abilities/passives. Class choice should show class mechanics, primary attribute, promotion roles?
    Need a working chat window. Every type of chat doesn't need to be filtered to its own window, let me choose which chat appears on a tab.
    The map is horribly hard to read. You get used to it, but its hard to orient where you are and also hard to mouse over POI on the map and get the tool tips to pop.
    Tool tips on the talent trees are hard to mouse over and read the description of the ability. Its like the popup isn't centered on the mouse over area of the words. It would feel more intuitive if you could click on the bracketed skills and it function like a link to popup the ability/passive for the talent. 
     
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