Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

daworf

ACE Investor & Tester
  • Content Count

    366
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Like
  2. Like
    daworf got a reaction from Xarrayne in 6.510.0 Live Feedback for 4/5/2021   
    To the point raised by Xarrayne - please also add a simple hotkey to changing an amount to the max amount ... instead of inducing the RSI / tedium of clicking/holding down the scroll arrows. When focus is on the crafting window and there is a up/down quantity option - make something like Ctrl-Shft-UpArrow set it to 50, and Ctrl-Shft-DownArrow set it to 1.
  3. Like
    daworf got a reaction from Ussiah in 6.510.0 Live Feedback for 4/5/2021   
    To the point raised by Xarrayne - please also add a simple hotkey to changing an amount to the max amount ... instead of inducing the RSI / tedium of clicking/holding down the scroll arrows. When focus is on the crafting window and there is a up/down quantity option - make something like Ctrl-Shft-UpArrow set it to 50, and Ctrl-Shft-DownArrow set it to 1.
  4. Like
    daworf reacted to SirEmery in 6.510.0 Live Feedback for 4/5/2021   
    100% Agree with Xarrayne. Actually. Every item without a roll should have quantity arrows.
  5. Like
    daworf reacted to Xarrayne in 6.510.0 Live Feedback for 4/5/2021   
    May we get quantity arrows for parchment paper? I'm usually mass-producing them like other small components.

  6. Like
    daworf reacted to SirEmery in 6.510.0 Live Feedback for 4/5/2021   
    Here's my list of things I'd like fixed so far. 
    1. New players need a place to chat. Please revert until new players have a place to ask for help. 
    2. Grey action bars are really hard to look at. Please revert. 
    3. Bon Tippers are too expensive. Please revert.
    4. Mob population in camps is too low. Please revert.
    5. EK's are bugged again. Please revert until fixed. 
    6. Drag and drop trading at 50m is very bad for my immersion and makes no sense. Please revert. 
    7. There is still no way of knowing who in my guild is online. Please implement. 
    8. EK crafter buff got nerfed. Please revert. 
    This patch has some nice things but is incredibly bad so far and I haven't even logged in to see what else is borked. 
  7. Like
    daworf reacted to Ussiah in 6.510.0 Live Feedback for 4/5/2021   
    Please Revert these 4 decisions.
  8. Like
    daworf reacted to galvia in 6.510.0 Live Feedback for 4/5/2021   
    I can't believe the action bar greying out when you perform actions made it to LIVE. We thought this was a bug, apparently it is a design decision. I'm stoked to have to keep guessing if I am out of resource or not. Keep the GCD circle, and reserve greying out a bar for when you are out of resource.
  9. Like
    daworf reacted to Ussiah in 6.510.0 Live Feedback for 4/5/2021   
    @thomasblair
    @Tyrant
    Crafting got nerfed again.
    Currently crafters CHUG (as in every combine) bon tippers to even come close to wartribe gear.
    Instead of just adding a quantity button to old bon tipper recipe, it has completely been changed to make tippers cost prohibitive.

    Example: Old recipe cost for 50 tippers
    4 ore 40 mushroom 30 water 25 apples 50 flask 10 sugar cane
      New Recipe cost is now
    20 mushrooms 10 foil 70 water 60 dust 50 sugarcanes  50 apples 50 flasks 100 raw milk  40 large cooking pots 150 pepper

    Please revert old recipes and use a quantity button. Once again, every crafter uses these for every combine to even come close to wartribe gear.

    Yeast should be 1 foil - 10 mushrooms 5 water for 10 (quantity up to 20)
    Redwine should be 2 sugar cane, 5 apple, 4 yeast, 1 water, 5 flask for 10 (quantity up to 10)
    Bon tipper should be 1 water, 5 flash, 10 red wine for 10 (quantity up to 10)

    Don't reinvent the wheel and make it worse for crafters.
  10. Like
    daworf reacted to damebix in Game Direction - Losing Crowfall as an MMORPG Throne War   
    Crowfall is quickly moving away from an RPG, from an MMO, and from a throne war simulator and morphing into a MOBA (yes, even the "MMO" side of it).  I'm going to start by highlighting how this occurring, why this is a problem, and then how it can be fixed.  I make this post as a strong urge to reconsider some of the game direction philosophies and mechanics changes that have happened over the past many months.  
    Crowfall is no longer an RPG:  There is no progression.  The "Easy come easy go" mantra that has ruined the game has made the crafting system near worthless, and 100% not worth the time investment.  On day 1 of the dregs campaign, you can run to a wartribe and pick up epic (purple) gear with top end damage and stats that a crafter will be lucky to make within a month of torturous grinding (by the whole guild) and leveling up.  The crafter needs to have legendary disc and legendary belt to have a hope in making a weapon better than what can be picked up on day 1.  In MOBAs, you can jump in at the same level as everyone else and compete just the same as everyone else.  The difference is, in MOBAs the only thing that really matters is player skill and team coordination.  Crowfall does not have a robust enough combat system (especially at larger scale) to where player skill really comes into play (at least to the extend of a MOBA).  So what you end up with is 2 blobs of people going at each other with practically the same skills and abilities, but the lack importance of player skill so it turns into (in a lot of cases) who has more numbers.  This is NOT working! Crowfall is no longer an MMO: There is no sense of progression.  People play MMOs for different reasons, but they are almost always played to win...something.  In WoW, you have end game raids to get better gear and progress your character.  This works the same is most other MMOs.  When winning a campaign, you should be rewarded for doing so.  You should be getting items that otherwise are not attainable.  There is none of that in CF (or almost none if you consider sparkly mining tools that let you knock down a motherlode in 4 swings instead of 5?).  In most cases, the time and resources the guild puts into the campaign is far more than the victory rewards we get, all of which can just be farmed in less amount of time instead of trying to win.  We've lost what an MMO is about unless we're working towards something. Crowfall is no longer a Throne War Simulator:   There is no victory.  "Easy come easy go" has ruined the sense of ownership, the sense of controlling territory, and the sense of securing your borders.  There is very little incentive for me to own a fort in my zone because it doesn't really do anything for me if I own that fort or a fort on the other side of the map.  It's easy enough for me to get anywhere so why bother owning the single ingot fort in my zone if there's a double timber in the next zone over?  The forts and outposts don't really provide any benefit or hindrance to the people who have nearby keeps so who cares who owns them?  Why bother with forts and outposts when I can just claim and rank a castle with the same amount of resources as any other keep and get 2.5x the points of other keeps immediately?  Where's the challenge when I can just import hundreds of stacks of building materials and level my town up within a few hours of claiming it? The Solutions:
    Wartribe Loot (fixing the RPG): Reduce wartribe top end damage and stats to max out at blue quality, and have appropriate damage values to what a blue vesseled crafter would have with a blue crafting rune and a blue belt on average Reduce wartribe armor to max out at blue quality, and adjust armor values and stats to reflect what a blue vesseled crafter would have with a blue crafting rune and a blue belt Rationale - Crafting should mean something, and crafting should be able to compete with wartribe gear at lower end crafting levels.  Currently the system requires Leg Disc/Leg Belt to have any hope in being comparable, and even then you have to hope for good rolls. Campaign Rewards (fixing the MMO): Campaign rewards should include "end game" additives that can only be acquired for winning conquest or divine favor.  These additives can be like hunger shards, but should significantly improve armor, weapons, jewelry, potions, or vessels. Campaign rewards should include cosmetic upgrades - people love their sparkly things.  Campaign rewards should include weapon/armor additives that are unique to the campaign and are visually appealing.  For example, these additives would allow your sword to glow red with fire or blue with ice.  These cosmetic rewards should only be available for winning conquest or divine favor. Campaign rewards should include skins for not only weapons, but mounts, and maybe even siege equipment. Rationale - If "uncle bob" is holding you back from making meaningful rewards, you are truly misguided.  We need to make a game that rewards logistics, planning, training, skill, hard work, and effort.  People like shiny things, give the people what they want. Meaningful Assets (fixing the Throne War Simulator):  Forts and outposts should mean something.  We are moving in the right direction by giving them loot chests, but they need to affect the outcome of the game.  Have the points earned by owning the asset work towards a pool that increases the defenses of your keeps.  At different tiers, you could have the buffs give you access to more wards, increase the health of walls and buildings, increase the power of the guards, etc.   Have these assets freeze in the zone when a siege starts, so that attackers are required to "prep" for the siege by trying to take forts and outposts ahead of time. Rationale - Owning an asset should mean something and the owners should have ownership over their land.  Give them a reason to keep the forts in their zone or to fend off people trying to take outposts. Conclusion: 
    The original vision has gone completely off the rails this past year, because loud voices want to turn this game into a MOBA that they can pop into any time and be just as competitive as the people that spent the last year working towards something.  That is NOT what an MMORPG is.  This is NOT an MMORPG Thronewar anymore, and if we don't start to right the ship, people's interest will quickly wane after launch, just as so many MOBAs and "MMOs" before it.
     
    (P.S. This is not an exhaustive list of what needs to be changed.  The point of this post was to bring to light the dangerous path we are on if we continue going down this road.)
  11. Like
    daworf reacted to Aedius in Do not fully close the campaign when winter ends.   
    At the end of the campaign, we have to trade in guild because we got too much things like minor runes / majors runes, someone take minors, someone else take majors, someone take wood etc ...

    But at some point, we have to stop playing, because we know that we are at max export, and the guy that takes runes wont be here. ( Or worst we get the resources but cant connect at the same time )

    Please add some extra time ( like 2 days ) with only temple and free city open, it will allow people to play until the last minutes.

    example right now : people trading 3 hours before the end of the campaign
  12. Like
    daworf reacted to Jah in Please fix Retaliate exploit   
  13. Like
    daworf got a reaction from Tofyzer in Keep is not safe place?   
    *Sits down on his rocking chair, and pulls a blanket over his lap to reminisce*
     
    I think we're all in agreement, especially the campaign world, a keep should not be a safe haven. However, the current implementation has limitations.
     
    Some examples from Shadowbane that could have good use cases in Crowfall;
    Ability to set guard pathing ... meaning less of the empty spots we see in key places now. Spires (sentinels) in a city could be switched on/off, running them outside of a siege window was however expensive (ignore the fact that there was duped gold in SB, and people ran them permanently in some instances). In Shadowbane, if you brought a force - you could kill the city guards, and spend time camping an opponents keep (city). It was fun to lock down an enemy city. This is virtually impossible now with the strength of guards. City camping added a nice activity to reduce boredom/downtime.
  14. Like
    daworf got a reaction from Yoink in Crowfall The Revival Update Beta Build 6.200.0 - October 22   
    SB also had socials. (I know, I know, post-release goals!)... also looking forward to the size of my character increasing when I put 200 STR into it!

  15. Like
    daworf reacted to Aedius in CAC present : a talent builder   
    The "Communauté de l'Arbre Clair" is proud to give you a new tool :

    A talent builder !
    it's a first release, but already helpfull, so i give it to you : https://arbre-clair.fr/pages/talents.html
    you can also share your own build, for example
    https://arbre-clair.fr/pages/talents.html#1.0_druid_st-a2-b3-d3-e3-f2-md-g3-h5-h6-i3-j7-c3-b2-c2
    or
    https://arbre-clair.fr/pages/talents.html#1.0_duelist_st-a1-b1-d1-e1-md-f1-g1-h2-a2-b2-c2-d2-b3-d3
    Please make a good use of the system and report me all bugs
    Thanks!
     
    PS : @TiggsWe find the middle minor rune access very confusing, we saw on some screen that if you go to the top or bottom pips you can't have access to the minor even if you have a line indicating an access to it. I hope we get it right, please address this. Thanks
  16. Thanks
    daworf got a reaction from JamesGoblin in I'm Barabbas, and I'm lost   
    Welcome! The second account will absolutely help (i.e. one for combat, one for crafting/gathering).
    If you started to try and play yesterday, you won the lottery, in a negative sense. There was a patch that broke quite a few things. Servers went down this morning - hopefully to fix some of those!
    There's a number of guilds recruiting - Crowfall is absolutely a team game, playing solo will bewilder and frustrate. Check out Guild Recruiting sub forum I've only recently returned from a ~2 year hiatus, expect performance issues, expect roving bands of thugs in the PVP enabled zones. Former SB players represent! 🙂
  17. Like
    daworf got a reaction from Tyrant in 6.100 TEST Bug Reports for 9/25/20 v3   
    Trade player is bound default to NUM3 again.
  18. Like
    daworf got a reaction from Tyrant in 6.100 LIVE Bug Reports for 9/24/20   
    ^confirmed, the chests spawn, but when you press F to loot, there's no interaction / loot window doesnt pop.
  19. Like
    daworf got a reaction from goqua in I'm Barabbas, and I'm lost   
    Welcome! The second account will absolutely help (i.e. one for combat, one for crafting/gathering).
    If you started to try and play yesterday, you won the lottery, in a negative sense. There was a patch that broke quite a few things. Servers went down this morning - hopefully to fix some of those!
    There's a number of guilds recruiting - Crowfall is absolutely a team game, playing solo will bewilder and frustrate. Check out Guild Recruiting sub forum I've only recently returned from a ~2 year hiatus, expect performance issues, expect roving bands of thugs in the PVP enabled zones. Former SB players represent! 🙂
  20. Like
    daworf got a reaction from Barabbas in I'm Barabbas, and I'm lost   
    Welcome! The second account will absolutely help (i.e. one for combat, one for crafting/gathering).
    If you started to try and play yesterday, you won the lottery, in a negative sense. There was a patch that broke quite a few things. Servers went down this morning - hopefully to fix some of those!
    There's a number of guilds recruiting - Crowfall is absolutely a team game, playing solo will bewilder and frustrate. Check out Guild Recruiting sub forum I've only recently returned from a ~2 year hiatus, expect performance issues, expect roving bands of thugs in the PVP enabled zones. Former SB players represent! 🙂
  21. Like
    daworf got a reaction from corvax in New Old Player Feedback   
    Background
    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.  
     
    Additional feedback
    Still waiting for /soc chop I'll give my left nut for Irekei race, not just Irekei proc on weapons! Love and kisses,
    Daworf.
     
     
     
    p.s. bacon.
  22. Like
    daworf got a reaction from baconbaconbaconbaconbaconbaconbaconbaconbaconbacon in New Old Player Feedback   
    Background
    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.  
     
    Additional feedback
    Still waiting for /soc chop I'll give my left nut for Irekei race, not just Irekei proc on weapons! Love and kisses,
    Daworf.
     
     
     
    p.s. bacon.
  23. Thanks
    daworf got a reaction from Groovin in New Old Player Feedback   
    Background
    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.  
     
    Additional feedback
    Still waiting for /soc chop I'll give my left nut for Irekei race, not just Irekei proc on weapons! Love and kisses,
    Daworf.
     
     
     
    p.s. bacon.
  24. Thanks
    daworf got a reaction from baconbaconbaconbaconbacon in New Old Player Feedback   
    Background
    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.  
     
    Additional feedback
    Still waiting for /soc chop I'll give my left nut for Irekei race, not just Irekei proc on weapons! Love and kisses,
    Daworf.
     
     
     
    p.s. bacon.
  25. Like
    daworf got a reaction from BarriaKarl in New Old Player Feedback   
    Background
    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.  
     
    Additional feedback
    Still waiting for /soc chop I'll give my left nut for Irekei race, not just Irekei proc on weapons! Love and kisses,
    Daworf.
     
     
     
    p.s. bacon.
×
×
  • Create New...