Backer #4 on Kickstarter for CF. That's not a flex attempt - it's just a method to try and show how much, I really wanted, and still want this game to be everything.
For my sins in life, I am a former Shadowbane player. God I love the memories of staying up all night at a bane to protect pixels.
I'm with Winterblades. For all the fun in game, they are a highly organised group of like-minded individuals who want to excel at the game, they are a picture of organisation.
I came back with the Beta announcement. For some reason, they hadnt kicked me, happy days! You guys should really hear the comms in voice. (This paragraph is intended to show why they are doing so well right now, with the mechanics and background knowledge added, not an inteded flex).
In the past week I've put in some hours - not huge amounts, the game has come on leaps and bounds, it's great to see the progress.
Current Beta Feedback
The crow/vessel mechanic still scratches my itch, however...given non-persistent worlds that get consumed by the hunger, the passive skill tree increments are really too slow. Could be this is a negative side effect of the beta world timescales (i.e. shorter), and that there's just been a reset? Perhaps, but dear lord ... speed it up, plox!
Assume all in-game issues are fixed (performance, etc, etc) ... I fear the first several campaigns will be a BLOCKBUSTER amount of fun, that will swiftly fall off a precipitous cliff.
The boomer side of me says there's something funky about the games' staying power.
This is well documented, and an issue I've reported since the hunger dome days. The client responsiveness needs to improve. Client hitches that cause a player camera to occasionally face in RNG(direction) is bad.
Combat is still not as fluid as some other MMO's (I acknowledge budgetary differences), but CF is all about the combat, that has to feel right.
Those massive fights feel like they could be amazing, but there's still so so much that needs to happen. Going from ~50FPS in open field movement as a group, down to ~30FPS with a couple of groups. Then... before the engagement, you see the FPS dip again, before two forces meet, and we're floating around 10FPS. I've not the best right, but I can run Black Desert Online at node wars (Valencia castle) and maintain pretty good frames. (All sound FX are off, I'm running SLI nvidya, although it looks like my CPU could be a bottleneck).
The art style works for me, it could even be blended out more if that's going to help performance.
As the game progresses, the player driven economy needs to thrive (imo), SB players will remember the days hunting for runes (stat/disc), and trading them for good cash in Sea Dogs ... that's missing right now, EKs feel underloved - especially when we have zero import campaigns.
Group loot split, or loot all option is so badly needed. Manually clicking in a loot window is getting old! Base mmo options, master looter, round robin, etc.
Harvesting needs love, the number of doobers that pop that I cant pick up without jumping around like a Guinecean with an itchy crotch is annoying.
I'm loving the travel mechanics and rune gate system, really brings me back to the SB days.
Additional discplines (*cough* traveller example *cough*).
The battlefield doesnt feel overly fluid, fights consistently feel like two trucks smashing into each other. The winner being the one who takes less deaths in the first 10-15s. Likely a side effect of the performance - I think even more tactics will come to play when you can reliably see 60 people duking it out in real-time.
Still waiting for /soc chop
I'll give my left nut for Irekei race, not just Irekei proc on weapons!
Love and kisses,