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Snarclains

Testers
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  1. Like
    Snarclains got a reaction from JamesGoblin in ¿De donde son?   
    Hola, soy nuevo en la comunidad y acabo de comprar una copia del juego.
    Soy de Argentina y espero poder cooperar con ustedes en el testeo del juego.
    Saludos!
  2. Like
    Snarclains reacted to VaMei in Experience and feedback - Snarclains   
    I have this problem when trying to skin a mob with a self buff active, e.g. Assassin's Infected Weapon. As soon as the buff expires, I can harvest normally.
    I have reported the problem
  3. Like
    Snarclains reacted to kitkat in Experience y feedback - Snarclains   
    Muchas gracias por tu detallado feedback, de mil amores lo pasare a los desarrolladores.
     
    un saludo
    kitkat!
  4. Thanks
    Snarclains got a reaction from JamesGoblin in Experience and feedback - Snarclains   
    Hi. First, I apologize for having to use the translator to start this thread; I do not speak English well and I am forced to resort to this medium.
    I am new to the forum and I do not know all the threads of it, but here I want to comment a little on what I have seen during my playing time these days and, perhaps, continue to comment on them here.
    Before detailing my observations, I leave the characteristics of my PC to save this problem.
    CPU: I7 7700K
    GPU: GeForce GTX 1080 Ti - Duke
    Ram: 2x 8Gbs Ddr4
    Motherboard: ROG Asus Strix Z270E
    A) Problems:
    1. Very slow loading of the map. No comment
    2. Monsters attacking the air, start animations from blow to dead body within meters of the character and do not hit. This is really problematic since it is not interactive.
    3. The use of Rx in enemies is not specified or explained ... I comment below.
    4. There is no difference in the resources of "higher rank" that is not more different than what is more difficult to collect them ... I suppose that, although I do not understand, that with better tools they would give more resources and / or that will be more easy to cut them. .. How does quality go into this?
    5. Absence of instances for solitary players.
    6. Empty maps ... I see a lot of free space or too many trees.
    7. Chests do not disappear after looting.
    8. Little detailed information about the character statistics or how the levels work.
    9. Little detail about the work tables or how to use them. The basic creations do not offer verse in these tables.
    B ) Errors:
    1. Resource Bugs: I can see and touch them, but I do not reduce their "HP" or provide resources, consume stamina and durability.
    2. Resource errors: A tree without "HP" did not disappear and continued to test resources infinitely.
    3. Some runes without description in the creation tab in Spanish language.
    4. Range enemies are able to keep hitting more than 50m away or through trees or the ground.
    5. I can not improve twice on the same tab at the same time ... for example: Forjador y Carpintería. This also generates the loss of points, since it is an occasion in which the two were lost but lost the points of one of the two.
    6. Objects equip without class. I found, for example, that the flexible arc does not say what it was for Ranger class and could not equip it after creating it.
    7. Objects without an icon, or with a crow icon that is not related to the detail image.
    8. The inventory has got stuck or does not respond to the right click.
    C) Design error:
    1. The skills take a LOT of time to improve ... I play a few days and I am totally obliged to wait too long to get points. The two possible options to correct this, reduce the cost of the improvements, weigh in a game a little earlier that begins to get difficult; or increase the obtaining of points by time measurement. This poses a slightly faster start, with a little stronger at the beginning and a later more acceptable one; giving the feeling that the difference between taking 1 day and 10 days is not so much (VERY necessary to have a lot of time in the game)
    2. Some runes are useless in classes that can equip them, such as those of stealth in characters without a state of stealth.
    3. The runes are of high quality without using resources of that quality ... I do not understand it.
    4. The menu (inventory, creation, chests, spells, etc.) keeps the open windows in the background. This means that when you recount the windows that it contains, all the windows that you had previously opened and it is very uncomfortable that you lose your vision and it becomes rough.
    5. The same character should not have a defined class. If the character type can change class according to the type of weapon, the game bigger, bigger, bigger, bigger, bigger. the possibility of having verbal players or changing the course of a fight according to what each player has in his inventory, and the races would take on greater importance.
    Successes:
    - Free construction by the map.
    - Absence of large cities populated by generic NPCs ... Careful, the NPCs guards have to have patrol routes in their constructions; leaving them static returns to the task of conquering a monotonous routine if there are no players and they end up being very dependent on them. It can get boring.
    - Transition of time and seasons related to enemies and elemental dust (obtaining it). They should also take it to the environment and, for example, the trees.
    - The improvement of character convinces me a lot by means of the skill tree, but what is mentioned in C) 1) is important.
    Later I will continue giving my impressions about the game and will try to detail more if possible.
    I distributed the information so that they can refer to what I highlight according to the items; I would like to know your opinion and discuss it.
    Something that needs to be commented is that the game requires distribution. Currently, I am seeing that Crowfall was announced quite some time ago (some years) and it is still in the Pre-Alpha phase ... It seems to me that the development team should sinter with themselves and consider what situation they are in and how they will face it. game has a lot of potential, but it is necessary to expose it to achieve success; transparency comforts and maintains the client, in the end it is what really matters.
    So far my opinion is formed until today, and I will continue testing the game as soon as I can continue doing things ... since I have not yet explored in detail the functions of the crafts.
    Thank you.
  5. Like
    Snarclains got a reaction from kitkat in Experience y feedback - Snarclains   
    Hola. Soy nuevo en el foro y desconozco todos los hilos del mismo, pero aquí quiero comentar un poco lo que eh visto durante mi tiempo de juego en estos días y, quizás, seguir comentándolos aquí mismo.
    Antes de detallas mis observaciones, dejo las características de mi PC para dejar salvado este problema.
    CPU: I7 7700K
    GPU: GeForce GTX 1080 Ti - Duke
    Ram: 2x 8Gbs Ddr4
    Motherboard: ROG Asus Strix Z270E
    A) Problemas:
    1.       Carga muy lenta del mapa. Sin comentarios
    2.       Monstruos atacando al aire, comienzan animaciones de golpe a melee estando a metros del personaje y no golpean. Esto es verdaderamente problemático ya que no resulta interactivo.
    3.       No se especifica o explica el uso del Rx en los enemigos... Comento más abajo.
    4.       No se ve diferencia en recursos de "mayor rango" ya que proveen nada diferente más que una mayor dificultad para recolectarlos... Supongo, aunque tampoco se entiende, que con mejores herramientas darían más recursos y/o será más fácil talarlos... ¿Cómo entra la calidad en esto?
    5.       Inexistencia de instancias para jugadores solitarios.
    6.       Mapas vacíos... Veo mucho espacio libre o demasiados árboles.
    7.       Los cofres no desaparecen tras saquearlos.
    8.       Información poco detallada sobre las estadísticas de personaje o cómo funcionan los niveles.
    9.       Poco detalle sobre las mesas de trabajo o cómo usarlas. Las creaciones básicas no deberían verse en dichas mesas.
    B ) Errores: 
    1.       Recursos bug: Puedo verlos y tocarlos, pero no reduzco su "HP" ni proveen recursos, consumen estamina y durabilidad.
    2.       Recursos bug: Un árbol sin "HP" no desaparecía y seguía proveyendo recursos infinitamente.
    3.       Algunas runas no muestran descripción en la pestaña de creación en idioma Español.
    4.       Enemigos de rango son capaces de seguir golpeando a más de 50m de distancia o a través de árboles o el suelo.
    5.       No puedo mejorar dos ramas distintas de la misma pestaña a la vez… por ejemplo: Forjador y Carpintería. Esto también genera pérdida de puntos, ya que en alguna ocasión logre colocar ambas pero perdí los puntos de una de las dos.
    6.       Objetos equiparles sin clase. Encontré, por ejemplo, que el arco flexible no dice que sea para clase Ranger y no podía equiparlo luego de crearlo.
    7.       Objetos sin icono, o con un icono de cuervo que no se relacionan con la imagen del detalle.
    8.       El inventario suele quedarse trabado o no responder al clic derecho.
    C) Error de diseño:
    1.       Las habilidades toman MUCHO tiempo en mejorares… llevo jugando unos pocos días y me veo totalmente obligado a esperar demasiado tiempo en conseguir puntos. Las dos opciones posibles para corregir esto sería reducir el costo de las mejoras, pesando en un juego un poco más temprano que empieza a dificultarse; o aumentar la obtención de puntos por medida de tiempo. Esto plantea un inicio un poco más rápido, con personajes un poco más fuertes al inicio y un estancamiento posterior más aceptable; dando la sensación que la diferencia entre llevar 1 dia y 10 dias no es tanta (cosa que aparenta ser MUY necesario el tener mucho tiempo en el juego)
    2.       Algunas runas son inútiles en clases que pueden equiparlas, como las de sigilo en personajes sin estado de sigilo.
    3.       Las runas son de calidad alta sin utilizar recursos de dicha calidad… no lo comprendo.
    4.       El menú (inventario, creación, cofres, hechizos, etc) mantiene en segundo plano las ventanas abiertas. Esto genera que al volver a abrir alguna de las ventanas que contiene, todas las que antes había se abran y es muy incómodo ya que se pierde la visión y se vuelve tosco.
    5.       Un mismo personaje no debería tener una clase definida. Si el mismo personaje pudiera cambiar de clase según el arma que equipe, de forma que esta sea la característica definitoria, daría mayor juego en cuanto al equipamiento: Seria interesante ver magos con armadura pesada, caballeros combinando piezas de armaduras, etc. Además, provee la posibilidad de tener jugadores versátiles o cambiar el rumbo de un combate según lo que cada jugador lleve en su inventario, y las razas tomarían mayor importancia.
    Aciertos:
    - Construcción libre por el mapa.
    - Ausencia de ciudades grandes pobladas de NPCs genéricos… Cuidados, los NPCs guardias deberían tener rutas de patrulla en sus construcciones; dejarlos estáticos vuelve la tarea de conquista una rutina monótona si no hay jugadores y termina siendo muy dependiente de ellos. Puede llegar a aburrir.
    - Transcurso del tiempo y estaciones relacionado a los enemigos y el polvo elemental (obtención del mismo). Deberían llevarlo también al entorno y, por ejemplo, los árboles.
    - Me convence bastante la mejora de personaje por medio del árbol de habilidades, pero es importante lo mencionado en C) 1.
    Posteriormente seguiré dando mis impresiones sobre el juego y tratare de detallar más si es posible.
    Distribuí la información de forma que puedan hacer referencia a lo que remarco según los ítems; me gustaría saber su opinión y discutir al respecto.
    Algo que es necesario comentar es que el juego requiere distribución. Actualmente, estoy viendo que Crowfall fue anunciado hace ya bastante tiempo (algunos años) y actualmente aún está en fase Pre-Alpha… Me parece que el equipo de desarrollo debería sinterizarse consigo mismos y plantear en qué situación se encuentran y como la afrontaran, el juego tiene mucho potencial, pero es necesario exponerlo para lograr el éxito; la transparencia conforta y mantiene al cliente, al final es lo que de verdad importa.
    Hasta aquí llega mi opinión formada hasta hoy, y seguiré probando el juego en cuanto pueda seguir haciendo cosas… ya que aún no exploro en detalle las funciones de las artesanías.
    Gracias.
  6. Like
    Snarclains reacted to veeshan in Experience and feedback - Snarclains   
    The runes are of high quality without using resources of that quality ... I do not understand it.

    Being able to craft runes is temporary (reason why quality doesnt affect it) they be dropped from mobs and things in the future, 
  7. Like
    Snarclains reacted to mystafyi in Experience and feedback - Snarclains   
    New player tutorials have not been worked on yet.
    Some mobs have been turned into 'turrets' so act wonky at this time. 
    skill point gain is currently at 3x speed. so it will be worse later on.
    there will not be instances for solo players. game will revolve around pvp not pve. expect very little scripting(AI) with mobs.
    Runes are cheap for testing purposes. It could also be they are open to all classes at this time, sort of like how any class can currently wear any type of armor.
    Loss of right clicking to move items happens to me a lot when crafting and moving items between inventory tabs while crafting window open. 
    a very few resource spawn points don't check if there is already a resource there when respawning and so stacks multiples on that location.
    Seems like many folks dislike current skill tree. Hopefully ACE will listen to the many and ignore those that like the current system. 
     
  8. Thanks
    Snarclains got a reaction from TheBloodyPoint in Experience and feedback - Snarclains   
    Hi. First, I apologize for having to use the translator to start this thread; I do not speak English well and I am forced to resort to this medium.
    I am new to the forum and I do not know all the threads of it, but here I want to comment a little on what I have seen during my playing time these days and, perhaps, continue to comment on them here.
    Before detailing my observations, I leave the characteristics of my PC to save this problem.
    CPU: I7 7700K
    GPU: GeForce GTX 1080 Ti - Duke
    Ram: 2x 8Gbs Ddr4
    Motherboard: ROG Asus Strix Z270E
    A) Problems:
    1. Very slow loading of the map. No comment
    2. Monsters attacking the air, start animations from blow to dead body within meters of the character and do not hit. This is really problematic since it is not interactive.
    3. The use of Rx in enemies is not specified or explained ... I comment below.
    4. There is no difference in the resources of "higher rank" that is not more different than what is more difficult to collect them ... I suppose that, although I do not understand, that with better tools they would give more resources and / or that will be more easy to cut them. .. How does quality go into this?
    5. Absence of instances for solitary players.
    6. Empty maps ... I see a lot of free space or too many trees.
    7. Chests do not disappear after looting.
    8. Little detailed information about the character statistics or how the levels work.
    9. Little detail about the work tables or how to use them. The basic creations do not offer verse in these tables.
    B ) Errors:
    1. Resource Bugs: I can see and touch them, but I do not reduce their "HP" or provide resources, consume stamina and durability.
    2. Resource errors: A tree without "HP" did not disappear and continued to test resources infinitely.
    3. Some runes without description in the creation tab in Spanish language.
    4. Range enemies are able to keep hitting more than 50m away or through trees or the ground.
    5. I can not improve twice on the same tab at the same time ... for example: Forjador y Carpintería. This also generates the loss of points, since it is an occasion in which the two were lost but lost the points of one of the two.
    6. Objects equip without class. I found, for example, that the flexible arc does not say what it was for Ranger class and could not equip it after creating it.
    7. Objects without an icon, or with a crow icon that is not related to the detail image.
    8. The inventory has got stuck or does not respond to the right click.
    C) Design error:
    1. The skills take a LOT of time to improve ... I play a few days and I am totally obliged to wait too long to get points. The two possible options to correct this, reduce the cost of the improvements, weigh in a game a little earlier that begins to get difficult; or increase the obtaining of points by time measurement. This poses a slightly faster start, with a little stronger at the beginning and a later more acceptable one; giving the feeling that the difference between taking 1 day and 10 days is not so much (VERY necessary to have a lot of time in the game)
    2. Some runes are useless in classes that can equip them, such as those of stealth in characters without a state of stealth.
    3. The runes are of high quality without using resources of that quality ... I do not understand it.
    4. The menu (inventory, creation, chests, spells, etc.) keeps the open windows in the background. This means that when you recount the windows that it contains, all the windows that you had previously opened and it is very uncomfortable that you lose your vision and it becomes rough.
    5. The same character should not have a defined class. If the character type can change class according to the type of weapon, the game bigger, bigger, bigger, bigger, bigger. the possibility of having verbal players or changing the course of a fight according to what each player has in his inventory, and the races would take on greater importance.
    Successes:
    - Free construction by the map.
    - Absence of large cities populated by generic NPCs ... Careful, the NPCs guards have to have patrol routes in their constructions; leaving them static returns to the task of conquering a monotonous routine if there are no players and they end up being very dependent on them. It can get boring.
    - Transition of time and seasons related to enemies and elemental dust (obtaining it). They should also take it to the environment and, for example, the trees.
    - The improvement of character convinces me a lot by means of the skill tree, but what is mentioned in C) 1) is important.
    Later I will continue giving my impressions about the game and will try to detail more if possible.
    I distributed the information so that they can refer to what I highlight according to the items; I would like to know your opinion and discuss it.
    Something that needs to be commented is that the game requires distribution. Currently, I am seeing that Crowfall was announced quite some time ago (some years) and it is still in the Pre-Alpha phase ... It seems to me that the development team should sinter with themselves and consider what situation they are in and how they will face it. game has a lot of potential, but it is necessary to expose it to achieve success; transparency comforts and maintains the client, in the end it is what really matters.
    So far my opinion is formed until today, and I will continue testing the game as soon as I can continue doing things ... since I have not yet explored in detail the functions of the crafts.
    Thank you.
  9. Like
    Snarclains got a reaction from Anthrage in Experience and feedback - Snarclains   
    Hi. First, I apologize for having to use the translator to start this thread; I do not speak English well and I am forced to resort to this medium.
    I am new to the forum and I do not know all the threads of it, but here I want to comment a little on what I have seen during my playing time these days and, perhaps, continue to comment on them here.
    Before detailing my observations, I leave the characteristics of my PC to save this problem.
    CPU: I7 7700K
    GPU: GeForce GTX 1080 Ti - Duke
    Ram: 2x 8Gbs Ddr4
    Motherboard: ROG Asus Strix Z270E
    A) Problems:
    1. Very slow loading of the map. No comment
    2. Monsters attacking the air, start animations from blow to dead body within meters of the character and do not hit. This is really problematic since it is not interactive.
    3. The use of Rx in enemies is not specified or explained ... I comment below.
    4. There is no difference in the resources of "higher rank" that is not more different than what is more difficult to collect them ... I suppose that, although I do not understand, that with better tools they would give more resources and / or that will be more easy to cut them. .. How does quality go into this?
    5. Absence of instances for solitary players.
    6. Empty maps ... I see a lot of free space or too many trees.
    7. Chests do not disappear after looting.
    8. Little detailed information about the character statistics or how the levels work.
    9. Little detail about the work tables or how to use them. The basic creations do not offer verse in these tables.
    B ) Errors:
    1. Resource Bugs: I can see and touch them, but I do not reduce their "HP" or provide resources, consume stamina and durability.
    2. Resource errors: A tree without "HP" did not disappear and continued to test resources infinitely.
    3. Some runes without description in the creation tab in Spanish language.
    4. Range enemies are able to keep hitting more than 50m away or through trees or the ground.
    5. I can not improve twice on the same tab at the same time ... for example: Forjador y Carpintería. This also generates the loss of points, since it is an occasion in which the two were lost but lost the points of one of the two.
    6. Objects equip without class. I found, for example, that the flexible arc does not say what it was for Ranger class and could not equip it after creating it.
    7. Objects without an icon, or with a crow icon that is not related to the detail image.
    8. The inventory has got stuck or does not respond to the right click.
    C) Design error:
    1. The skills take a LOT of time to improve ... I play a few days and I am totally obliged to wait too long to get points. The two possible options to correct this, reduce the cost of the improvements, weigh in a game a little earlier that begins to get difficult; or increase the obtaining of points by time measurement. This poses a slightly faster start, with a little stronger at the beginning and a later more acceptable one; giving the feeling that the difference between taking 1 day and 10 days is not so much (VERY necessary to have a lot of time in the game)
    2. Some runes are useless in classes that can equip them, such as those of stealth in characters without a state of stealth.
    3. The runes are of high quality without using resources of that quality ... I do not understand it.
    4. The menu (inventory, creation, chests, spells, etc.) keeps the open windows in the background. This means that when you recount the windows that it contains, all the windows that you had previously opened and it is very uncomfortable that you lose your vision and it becomes rough.
    5. The same character should not have a defined class. If the character type can change class according to the type of weapon, the game bigger, bigger, bigger, bigger, bigger. the possibility of having verbal players or changing the course of a fight according to what each player has in his inventory, and the races would take on greater importance.
    Successes:
    - Free construction by the map.
    - Absence of large cities populated by generic NPCs ... Careful, the NPCs guards have to have patrol routes in their constructions; leaving them static returns to the task of conquering a monotonous routine if there are no players and they end up being very dependent on them. It can get boring.
    - Transition of time and seasons related to enemies and elemental dust (obtaining it). They should also take it to the environment and, for example, the trees.
    - The improvement of character convinces me a lot by means of the skill tree, but what is mentioned in C) 1) is important.
    Later I will continue giving my impressions about the game and will try to detail more if possible.
    I distributed the information so that they can refer to what I highlight according to the items; I would like to know your opinion and discuss it.
    Something that needs to be commented is that the game requires distribution. Currently, I am seeing that Crowfall was announced quite some time ago (some years) and it is still in the Pre-Alpha phase ... It seems to me that the development team should sinter with themselves and consider what situation they are in and how they will face it. game has a lot of potential, but it is necessary to expose it to achieve success; transparency comforts and maintains the client, in the end it is what really matters.
    So far my opinion is formed until today, and I will continue testing the game as soon as I can continue doing things ... since I have not yet explored in detail the functions of the crafts.
    Thank you.
  10. Like
    Snarclains got a reaction from kitkat in ¿De donde son?   
    Hola, soy nuevo en la comunidad y acabo de comprar una copia del juego.
    Soy de Argentina y espero poder cooperar con ustedes en el testeo del juego.
    Saludos!
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