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  1. Known Issues link leads to a post from Feb 20th. Do we have a list of current knowns?
  2. Continuing on with the passive skill training conversation here. The crux of the issue is the whole thing is far too linear and overly restricts choices. I have seen discussion within the community about purchasing additional accounts and training each on for a specific armor type. Can you imagine needing to purchase multiple copies of a game in order to enjoy classes of different archetypes? We can do better with this system. Breaking down the categories and allowing multiple branches of the tree to train at the same time would help. Training costs or training speed need to be modified in a way that will curve the gains. Whatever catch up mechanic you are planning should probably be a drop or craftable that comes from the world so that a player can make up the lack of passive training by being active. If you choose to continue on with this system please allow your OCD to pass and let the trees be asymmetrical. It is forcing some poor training decisions. This healer must spend I don't know how many days of training to purchase elemental armor pen in order to purchase support power, healing crit and crit heal amount. (Please make node costs visible even if they are locked.) This feedback also applies to the class skill trees. They are all the same shape and it forces you, as a designer, to pigeonhole some skills behind some poor stats because everything MUST FIT THE SHAPE. This game draws people that value function over aesthetics. There is a reason that the majority of gamers turn off all the beautiful visual details to improve the frame rate. Lay out the skill trees so that they make sense and people can get what benefits them most. Players that don't know what benefits them most can follow the logical structure of the tree and get close enough
  3. Ahh but the difference is that as pvpers most of us are very familliar with the mechanics of the class. I can pick up a knight, level it, slot my discs and be pretty much good to go minus some stats and armor. A crafter that knows his trade inside and out is completely fubar until the passive training catches up. Think of it like I don't get my class abilities until passive training catches up and so I am forced to run around with only lmb attacks and one or two basic skills.
  4. Hey @thomasblair Has anyone suggested adding crafting and harvesting bonuses to the tables for wartribe gear? From a balance perspective it does seem to make sense that crafters and harvesters should be able to benefit from these pve drops as much as the combat guys. Also, from my experience in crafting the flawed assembly mechanic is exceptionally punishing, especially on a final assembly with a lot of components. Can we find a way to spend additional resources to reroll a flawed final assembly at least?
  5. What causes camera hitching and what is the fix for it? What do the next round of UI changes look like? Will we ever be able to open individual windows or leave an individual element open while moving? What is the likelyhood of ever seeing in game voice communication? Proximity communication specifically. Will you please share some information about how the game will be optimized and how it will benefit performance? What does the timeline look like for class balance changes and how will you be approaching that? Will you be removing any promotions? Given the large amount of feedback on the talent trees, what changes are you considering?
  6. I haven't been able to reproduce this but was chain pulled by a Knight mob while beaming a player and got locked into the spell. couldn't move, couldn't break it, had to sit there for a good 20 seconds at 100% essence beaming nothing and not taking essence burn in the life tray. also occasionally having 100% esence in life tray with no essence burn. especially after leveling. Leveling caps essence.
  7. Bark Skin visual effect persists until the druid uses another ability or recieves another spell effet Blood Pact in the Druid death tray is broken. It costs 4 essence to cast. When active all abilities still cost essence instead of health Noble purpose is not proccing or granting essence when the druid is in the death tray While testing overwhelming odds I noticed that the values in the "Armor Mitigations" window are not updating from the buff. The information in the details pane is correct. If I had access to an EK I could test to see which mitigation value the game is using.
  8. Earthkeeper Oaken Guard ability is not proccing the heal when the barrier breaks. See the attached video. Also, will you consider applying this working effect to the entire group? As the premier druid healer it's a very lackluster ability and a bad choice between a weak heal on a self barrier or providing a barrier to your entire group. Most Earthkeepers don't take it. Giving the entire group a barrier that procs a small hot is much more appealing.
  9. LP is awful as far as content goes, but that doesn't make his points any less valid. The average game has about an hour and a half to draw players in and show them why it is fun and worth the players time. Exploring the game systems should be rewarding and make the player feel progressively more powerful. Conflict drives this entire game and gives everything meaning and there is not enough, soon enough. There is also a ton of lore that the players aren't getting and we don't feel like a part of that story. This is a PVP game and for new players coming up through GR, there is no PVP for a long time. Other pvp driven games like Warhammer had overlapping areas of conflict that funneled players together at a pretty low level. DAOC had tri faction low level keep and fort fights and those were some of the best times I had in that game. I am interested to see the Infected rework and hope that it is vastly more popular than GR, has a lower level variant that allows people to try their character without grinding all the way to 30 and completely gearing.
  10. Hello Team, I've spent the last two days digesting the changes that you have made and have tried to really step back and look at the bigger Crowfall picture and how it compares to the state of current games. I played pretty much nightly from 5.4.3 through 5.9, checked out for a long time, and came back 3 weeks ago. Here is my attempt at an unbiased feedback: The UI: It is much improved aesthetically and it feels like final artwork. It sill needs much more flexibility. The ability to scale, setting transparency, docking windows, the ability to open only the windows I want. I don't always need that paper doll and inventory with the stats sidebar. Usually it's in the way. It obstructs my view way too much. Let me choose what I want to see. Give me the ability to keep windows open while roaming the world. Let me have the option to see my stats update and change in real time as I use powers, as things proc, when I get debuffed. Let me keep my inventory open while I'm grinding mobs so that I can toggle auto run and sort while I'm moving camps. Right now the UI feels like CLUNK, menu mode, CLUNK, movement mode. It doesn't feel like an extension of the game. It feels like browser windows on top of an application. Chat window need the same love. Tabbing through various forms of communication is a pain. Trying to organize random people in a siege is a pain. It's 2020 guys how about: Can we get some proxy comms? Where are you guys at on this? I like the new minimal buff layout. The problem is that sometimes I want to see when some of them are active and some I could care less about. Give us a check box next to the passive buffs in the "Active Passive" window that allows it to be displayed when active. Give us the option to only show it's icon so we don't have to have rows of red or green boxes. Shift- F to auto loot. Make the loot window auto scale to the size of the objects inside the container. Huge rectangular loot windows are clunky and generally un-sexy. Crafting UI needs love too. We need options to craft bulk items, a repeat or a slider with a number of items to create. Allow us to scale and/or manipulate the flyover combat text. Size of numbers, colors for certain types of damage, barrier values etc. The blue stat bar needs tabs for combat, crafting and harvesting. Give people easy access to important information. Provide descriptions on mouse over. Break down the crafting and exploration just like combat and show assembly, experimentation, experimentation points. The Explore tab shows the breakdown and values for harvest critical, critical amount, plentiful harvest etc. All that data is extrapolated from the details window and makes it easy for new players to understand without digging through a window and wondering what all these vague numbers mean. The Profession tree needs to show pip costs, even if the node is locked. Combat and Character building: Why is the camera still hitching and how are you going to eliminate that? It is beyond frustrating. Can we get this in a Q&A or something? Did I miss it somewhere? Sprinting in combat is still pretty bleh. I understand limiting side and circle strafing but please give forward only sprinting a bump. I like the removal of the green and red lines for ground effects. No one should know exactly where the heal or hurt begins and ends. Spell effects are still way out of control, especially with the frost weavers vomiting green mist everywhere. Need an opacity slider for those effects. Separate ones for self, group, and general yassssss Melee combat still feels slick to me. It's in a weird place where people either slide past you or hang up completely. There isn't any middle ground. Performance issues still make melee combat unpredictable and camera hitching makes it worse. Often I can't tell if my hits are registering. Damage numbers do not show consistently and sometimes disappear in spell effects or nameplates. Aiming is muddy, sometimes stuff hits that is waaaay off and sometimes dead on misses. So how twitchy is this game supposed to be, on a scale of Animal Crossing to CS:GO? Mob AI warps and stutter steps. Druid mobs cast healing rain on me. A Great point was made previously about mobs one shotting players instead of chasing them off, maybe thats your design vision. Corpses are still occasionally unlootable or I have to play this mini game called find the tiny spot to interact. That mini game hurts my heart. In combat health regen seems meaningless. Out of combat health regen does too. I hope you have a strike team for class and discipline balance picked out. It's gonna be a rough one. Please consider using some of your more active and unbiased testers. community feedback is important and when the time comes I hope we can have a dialogue about how things work, whats balances and what fixes may be implemented for these classes. These class trees need a rework, I can say this because they are all more or less the same shape. Unrelated nodes gate some important ones. 5 points for a major seems about right on the two classes I have tested. There are a few nodes in the trees that I sure would like to have but am willing to sac for those all important majors. Many many good points about the NPE and early crafting/harvesting have already been made in this thread. I'd just like to remind you that effective listening has two components, active and empathetic. We value your comments on our feedback.
  11. In the Talent Tree clicking or mouseing over an [Ability] doesn't always provide it's description. Sometimes mousing over after clicking the node works, sometimes I have to click into the title window. There seems to be some kind of hidden power blocking the way. I checked in multiple talent trees and it looks like a green butterfly orb power with two red second steps. I tried to shadowplay the bug and put it on youtube for you but it seems like there is something with the focus window and my talent tree doesn't appear or update correctly in the rip. My mouse moves but the talent tree or nodes do not. wierd. I dunno.
  12. also experienced: Chat window stopped working. Wasn't able to tab, channels did not update, and joining a group did not create a new channel. Unable to use /invite command after the server chugged, had to manually interact with other player (Old bug with chat server iirc) Knight chain not dragging npc characters when very small terrain obstructions were present Poor AI performance or movement after leashing on other players. Short, halting steps and slow movement
  13. I had enough time to level my Centaur Knight to level 16. In that time I felt like his base movement speed was acceptable with Trailmaster on but it seemed very muddy and slow in combat. It may be the animation not matching the speed or it could have been the server performance but it was a minor frustration. In PVP it may become more of an issue. Several times the chain attack failed to pull my target when there was only a small elevation change Knight trees looked unchanged with the exception of the node that provided weapon damage, leaving the sentinel and swordsman in the same condition as before. Also, I never did find an artifact table in the wild, its location was never apparent
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