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panpear

Testers
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  1. Like
    panpear got a reaction from betaguy in Want to know something about Crowfall, ask away!   
    In addition to the thoughts on WoW above, I think the most recent 'isolating' change was to give everyone a private, semi-customizable zone called a Garrison. Not too bad by itself, but much of the expansion's content is somehow tied to this private zone. It added a mini-game thing with followers that you collect and then send out on missions for rewards (so you get stuff for very little effort on playing the game on your part, including gear), tied professions and their materials very closely to the Garrison (to be harvested, and learned from Garrison buildings), and much of the content is related to your Garrison (quests originate from it, leveling quests refer to it). They gave you a hearthstone to get there too. With all the Garrison 'chores', many players would never leave the private area, meaning you wouldn't see other players on your connected servers. Even the 'hub' city didn't seem that bustling; and you never see anyone of the opposite faction. So a lot of people lost community connection because of the private world they were given little incentive to leave.
     
    As a WoW player myself, I kind of liked the follower system but I agree having your minions go get you stuff and that's all that you do isn't very exciting for normal gameplay stuff. I -do- like the conveniences of Looking for Raid (queuing up for a dungeon group with others), and even flex raiding with people on other servers that I know across the account, rather than just people on my server. I do miss the feeling of 'I know the people on my server' but I think MMOs today have moved beyond locking people from their friends because you're on different servers. With a smaller population, you'll definitely see more of the same faces as opposed to WoW.
  2. Like
    panpear got a reaction from Tyrant in Thu, July 28 - Bugs, anomalies and tech issues FEEDBACK   
    I streamed at https://www.twitch.tv/thepanpear/v/80559644 . Not saving clips because laziness.
     
    Right near the start (3:16ish) I'm floating before the match begins. No biggie. https://secure.twitch.tv/thepanpear/v/80559644?t=03m24s
     
    At the end of every match you had to hit alt to hit the button to exit the game. Took me a bit, haha.
     
    I'm not sure if this is a bug or a feature. Around 54:38, I found I could have the type box open but still move forward when I hit 'w', thus typing lots of w's while moving. https://secure.twitch.tv/thepanpear/v/80559644?t=54m30s
  3. Like
    panpear reacted to Gilgamer in The Big Reveal: Crows and vessels - Official discussion thread   
    They've been talking about Eternal Heros for a year and all they've shown or talked about where archetypes where did I get the crazy idea that archetypes were the characters, I should have guess it was gonna be a blue crow.
  4. Like
    panpear got a reaction from chancellor in The Big Reveal: Crows and vessels - Official discussion thread   
    Well I can see why, game-wise, this change does make sense. It's still quite different than we were told before; I'm not sure if I would have backed quite as much (or maybe I would have backed more separate accounts?) had I known this was the direction it was going in, but it's still an interesting concept. I think it'll still take me longer to wrap my head around it.
     
    This probably plays out a bit better for me, an altoholic, because then I can play lots of different classes without having to actually roll new alts with new skills. RP-wise, it's less characters to balance. I'm still a little sad it makes it harder to change out what general skills you focus in, but I think that would be a case where you'd want a second account then, which isn't too bad, especially with the credits for extra character slots.
     
    However, I also hope this system allows for easy cosmetic changes to vessels with ease. I can spend hours in character creation. I don't want to do that if I'm hastily grabbing a vessel I want to use in a match. I'd really like a system where you can save favorite appearances and slap them on a vessel at a crafting station or whatever without needing much skill to do so. Like, maybe you could gate some appearance things behind skill level (like super fancy hairstyles?) But I would be much happier with this system if appearance (including gender) could easily be changed when you first get a vessel.
     
    (I haven't read this thread, so sorry if this already came up. I think changing appearance of vessels easily would be my number one concern of this system).
  5. Like
    panpear got a reaction from miraluna in The Big Reveal: Crows and vessels - Official discussion thread   
    Well I can see why, game-wise, this change does make sense. It's still quite different than we were told before; I'm not sure if I would have backed quite as much (or maybe I would have backed more separate accounts?) had I known this was the direction it was going in, but it's still an interesting concept. I think it'll still take me longer to wrap my head around it.
     
    This probably plays out a bit better for me, an altoholic, because then I can play lots of different classes without having to actually roll new alts with new skills. RP-wise, it's less characters to balance. I'm still a little sad it makes it harder to change out what general skills you focus in, but I think that would be a case where you'd want a second account then, which isn't too bad, especially with the credits for extra character slots.
     
    However, I also hope this system allows for easy cosmetic changes to vessels with ease. I can spend hours in character creation. I don't want to do that if I'm hastily grabbing a vessel I want to use in a match. I'd really like a system where you can save favorite appearances and slap them on a vessel at a crafting station or whatever without needing much skill to do so. Like, maybe you could gate some appearance things behind skill level (like super fancy hairstyles?) But I would be much happier with this system if appearance (including gender) could easily be changed when you first get a vessel.
     
    (I haven't read this thread, so sorry if this already came up. I think changing appearance of vessels easily would be my number one concern of this system).
  6. Like
    panpear got a reaction from ozzie mozzie in The Big Reveal: Crows and vessels - Official discussion thread   
    Well I can see why, game-wise, this change does make sense. It's still quite different than we were told before; I'm not sure if I would have backed quite as much (or maybe I would have backed more separate accounts?) had I known this was the direction it was going in, but it's still an interesting concept. I think it'll still take me longer to wrap my head around it.
     
    This probably plays out a bit better for me, an altoholic, because then I can play lots of different classes without having to actually roll new alts with new skills. RP-wise, it's less characters to balance. I'm still a little sad it makes it harder to change out what general skills you focus in, but I think that would be a case where you'd want a second account then, which isn't too bad, especially with the credits for extra character slots.
     
    However, I also hope this system allows for easy cosmetic changes to vessels with ease. I can spend hours in character creation. I don't want to do that if I'm hastily grabbing a vessel I want to use in a match. I'd really like a system where you can save favorite appearances and slap them on a vessel at a crafting station or whatever without needing much skill to do so. Like, maybe you could gate some appearance things behind skill level (like super fancy hairstyles?) But I would be much happier with this system if appearance (including gender) could easily be changed when you first get a vessel.
     
    (I haven't read this thread, so sorry if this already came up. I think changing appearance of vessels easily would be my number one concern of this system).
  7. Like
    panpear got a reaction from Kell in The Big Reveal: Crows and vessels - Official discussion thread   
    Well I can see why, game-wise, this change does make sense. It's still quite different than we were told before; I'm not sure if I would have backed quite as much (or maybe I would have backed more separate accounts?) had I known this was the direction it was going in, but it's still an interesting concept. I think it'll still take me longer to wrap my head around it.
     
    This probably plays out a bit better for me, an altoholic, because then I can play lots of different classes without having to actually roll new alts with new skills. RP-wise, it's less characters to balance. I'm still a little sad it makes it harder to change out what general skills you focus in, but I think that would be a case where you'd want a second account then, which isn't too bad, especially with the credits for extra character slots.
     
    However, I also hope this system allows for easy cosmetic changes to vessels with ease. I can spend hours in character creation. I don't want to do that if I'm hastily grabbing a vessel I want to use in a match. I'd really like a system where you can save favorite appearances and slap them on a vessel at a crafting station or whatever without needing much skill to do so. Like, maybe you could gate some appearance things behind skill level (like super fancy hairstyles?) But I would be much happier with this system if appearance (including gender) could easily be changed when you first get a vessel.
     
    (I haven't read this thread, so sorry if this already came up. I think changing appearance of vessels easily would be my number one concern of this system).
  8. Like
    panpear got a reaction from Tyrant in FEEDBACK for Fri Dec 18th   
    The new keep looked awesome! Great textures, only got fooled by the invisible wall once. No fountain in the middle was nice too.
  9. Like
    panpear got a reaction from JamesGoblin in Founder's Update: Testing 2.0 Siege Perilous! - Official discussion thread   
    Exciting! I'm looking forward to destroying things!
  10. Like
    panpear got a reaction from JamesGoblin in "Murder" and more - Official discussion thread   
    I definitely like the new Archetype page. But my poor centaurs are under 'Other'? D: Maybe Animalistic would be more descriptive of that group. (Unless there are actual "other" others showing up). >_>
     
    I watched the full video unlike usual; very interesting and heartfelt, Pann.
  11. Like
    panpear got a reaction from ozzie mozzie in "Murder" and more - Official discussion thread   
    I definitely like the new Archetype page. But my poor centaurs are under 'Other'? D: Maybe Animalistic would be more descriptive of that group. (Unless there are actual "other" others showing up). >_>
     
    I watched the full video unlike usual; very interesting and heartfelt, Pann.
  12. Like
    panpear got a reaction from TragicNumberOne in "Murder" and more - Official discussion thread   
    I definitely like the new Archetype page. But my poor centaurs are under 'Other'? D: Maybe Animalistic would be more descriptive of that group. (Unless there are actual "other" others showing up). >_>
     
    I watched the full video unlike usual; very interesting and heartfelt, Pann.
  13. Like
    panpear reacted to KRIPTIK in FEEDBACK for Fri, Dec 4   
    I think that green means they are on your team although it was not consistant throught the test.
  14. Like
    panpear reacted to jtoddcoleman in Founders' Update: Defining "pre-alpha" - Official discussion thread   
    This is an excellent point: "some of the suggestions are common sense and should really be taken seriously."
     
    Which ones, specifically? It's not as if there is ONE voice from the players, saying "XYZ is broken."  There are dozens and dozens of voices, and they all disagree.
     
    A few builds back, mouse sensitivity was completely off.  Totally wonky.  THAT was one voice.  Fixing it was common sense.  and so we did, immediately.
     
    "animation locks are bad"
    "combat is too slow"
    "combat is too fast"
    "you need to add strafing"
    "you need FPS controls"
     
    ...these changes are all expensive, interconnected (meaning they will break other things, it's not as simple as just 'hacking them into the game over a weekend'.) They are also all matters of play style and opinion.  As soon as we change one of the above, one group of players will applaud us, and another group will curse us because 'the system was better before and why are we wasting our time breaking it and catering to those complainers?!'
     
    Does that mean we won't look at these ideas, and potentially change the game?  Of course not.  It doesn't mean that at all.  
     
    I'll remind you that in the kickstarter video, the combat included telegraphs, ala wildstart.  Tons of telegraphs.  Damn place was sick with 'em.
     
    We took the pulse of the players.  Some players liked telegraphs.  Many players hated them.  In the end, we didn't really like them either, so we made a call that we thought was right for the game, and we removed them.  We did the same thing with tab targeting.  Same thing with firehose healing.  (Same thing with...)
     
    My point being: if something seems "like common sense" to you, and yet we're not addressing it, you might want to pause and consider why that might be.  It could be that you're dramatically over-simplifying the cost (and splash damage) it would incur.  It could be that you're assuming something as 'obvious fact' that is actually just your opinion.   (and no, having half a dozen of your guildies agree with you doesn't make it less of an opinion.)
     
    ...or it COULD be that we've made a bad call, and we'll figure it out eventually and come around to your way of thinking.  
     
    In that case, the best thing you can do is lay out your opinons and advise in a clear, concise (!!) way and let us aborb it, chew on it, and incorporate it.**  
     
    As I said in my post: we can't make everyone happy.  On the plus side, we don't have to make everyone happy to make a great game.  so we're going to spend our time worrying about the latter.
     
    Regards,
     
    Todd
    ACE
     
     
    ** FWIW, the opposite of this is true as well: if you want your opinion to be ignored, the best thing you can do is use a tone that is accusatory, sarcastic and disrespectful.  There is only so much time in the day. If someone can't respect me and my team, why should I waste even a moment worrying about their opinion?
  15. Like
    panpear reacted to coolwaters in Four Group Rager   
    I think I know the one you're talking about. We hit your group while engaged with mobs at a village.
     
    Then we got sandwiched by another group. Noobish on our part. It was fun though.
  16. Like
    panpear reacted to Jah in FEEDBACK for Tues, Dec 1   
    I noticed this as well. Distant combat sounds too close.
  17. Like
    panpear got a reaction from JamesGoblin in Alpha / Beta Streamer Directory   
    panpear
    Stream URL - http://www.twitch.tv/thepanpear
    Alpha / Beta Phase - Alpha2
    Schedule - Only during test times in CST evening and weekends
    Social Media -
  18. Like
    panpear got a reaction from wyvernwulf in FEEDBACK for Sunday, Nov. 22   
    Agreed. I feel like running away should be a viable option, as most classes can try to deal with it if they want to hunt down a lone player.
     
    Knights - chain pull thing (aimed)
    Confessors - ranged attacks (aimed), the roll away mechanic
    Champions - the 4 ability as mentioned above to gain distance
    Legionnaires - run faster than you (I mean, unless hunting down of Legionnaires but really you probably shouldn't chase on your own unless there is low health or you have friends)
     
    Of course, I am bad at aiming, so the first two I think I'd have troubling pulling off. So fast moving centaur it is for me.
     
    @wyvernwulf, I definitely agree with much of your post, especially points 4 and 6 about the UI and such.
  19. Like
    panpear reacted to wyvernwulf in FEEDBACK for Sunday, Nov. 22   
    First off, it was great to finally get in and try out the game.

    Here are some observations taken from my completely green noobish-noob novice state.  Having been away a lot recently I was ultimately uninformed on the state of things this gave me an honest "first impression" experience, and naturally comparing it to SB and other games that I’ve played for the sake of comparison at this early stage.  That being said, if I say something that’s already been covered, my apologies.  I have not had the time to sift through the forums, but figured I could document all this here anyway.  I hope it is of some help and insight to the devs!

    1. Hunger Dome style testing arena/God's Reach ruleset:  Cool ruleset, I liked the team play.  The only initial obstacle I had with this is in trying to get used to how to play in the frantic pace of the dome.  Tried the Legionnaire and Confessor so far, stuck with the Legionnaire. He’s hellafun.  I liked the quick jump into another match when things went wrong quick, that allowed us not to have too much down time so we could get back in and continue learning again as quickly as possible.

    2. Controls and Camera:  Combat is interesting!  The play style of the controls for the character in concert with the camera movement and the targeting system was much different from other games of this type so I wasn’t sure what to expect and didn’t feel like I was adequately ‘testing’ so much as running around and mashing buttons to keep up with more seasoned pre-alpha folks.     Specifically since other players are ready to murder my face and mobs will wreck me without a team effort all on point.   lol   With that much of a learning curve I could see the first few times playing being a bit of trouble for newcomers.  However, once I stuck with one character I started to get the feel for it after a few matches, so in that aspect, the controls are very intuitive to learn, just feel awkward in practice with this method of targeting.   

    I need more time with it to get more specific on what about it was awkward, but I just felt like I was fighting the camera instead of utilizing it to help me navigate.  We’re not talking Castlevania-64-levels of camera awkwardness, not by any means, but enough to make me realize this will take some getting used to.  But because of the way the targeting works, I can see that the camera’s orientation with the character has got to be as flawless as possible.  I am a sufferer from vertigo as well, so games that get super crazy with the camera movement are often a problem.  The camera movement in fights started to trigger some of that towards the end of the second hour.  Considering it took that long before any motion sickness was felt, that’s pretty good so we’re on the right track for sure.     

    3. Performance: For the first couple of hours or so, the game performed moderately well at medium graphics at 1080p resolution, with a few mobs on screen and the immediate team with the hunger effects creeping slowly into view.  When more than 6-8 players were on the screen the framerate seemed to tank.  I tried to drop it to low graphics just to see if that would improve, but I was unable to test that adequately as server lag kicked in around that time and made the game unplayable.  Lag would naturally make the character stutter, halt in place, get stuck on mobs and freeze completely.

    4. Aesthetics, Music and Sound: Absolutely well done so far!  The art style is exactly as I hoped it would evolve, stylized and fluid animation. I noticed a few graphical errors on the characters, the belt buckle and some greaves on the Legionnaire's standard armor looked like it had some polygon shearing in the idle stance animation, at least visibly on the character select screen, but I know this is all works in progress Textures that were showing in the map look like they are evolving nicely.  I got kinda excited when I saw trebs out in the wild lol  I like the clean look of the menus in general as well.  The music track selected was great, if that’s any indication of the rest of the game’s music to come we’re in for a treat.  Really looking forward to seeing the rest of the archetypes in action too!   The chat window notification is a little piercing though, noticeable only really when discussions got heated. lol

    5. Fall damage and getting stunned:  This is definitely a cool addition to the gameplay, and I can see where we can utilize this by knocking people from great heights. However, with the Legionnaire’s center of positioning for his character, “platforming” or running up the ramps and stairs was a cumbersome task at times, where I thought his body was positioned as such to be on the ramp, he easily slipped right off…as a large, hooved-creature would probably do in such a situation!

    6. UI Frustrations and difficulties:  The standard health bar layout in the upper left hand corner I feel might be a little too thin for me to visually keep track of while I’m in the middle of a melee with 20 people.  Were there ways to adjust that already in-game?  I did not get a chance to really look at what options were available, if any, for UI adjustments.  That would be one thing I’d love to have been able to do.

    The crosshair for the targeting could also have stood to be slightly larger for the sake of just being able to see it when it changes color on screen.  Perhaps another animated visual could be added to briefly rotate or highlight whenever the target settles over a character that I’m aiming at.  I’m sure it is a tactical reason why it’s small, but at the same time, some other visual cue might be needed.

    Weird window functionality and “mouse mode” was another thing I encountered.  I don’t know if it was intentional form or a bug, but often there were warning messages that would appear that would require interaction from me, either to click OK or hit the X button to close.  Often I could not click on anything in these windows and as they took up most of the screen, I couldn’t see what was happening around my character after that.  There was one instance where I hit alt and suddenly it allowed me to click on the window to close it, but it didn’t work every time.  Or in the situation where I accessed my inventory and then closed it again after looting a mob, my character would be frozen in place and I couldn’t move again until I hit the alt key, I’m guessing I was still in mouse mode and didn’t know it?  I was told this was intended but this kind of window interaction doesn’t feel natural to me, but again, I don’t feel like I had enough time to really test it.  I look forward to learning more about it before the next time I get to hop in the game.  

    7. And finally, glitchy mobs and characters:  Upon dropping into the world, if the team had 2 legionnaires and 1 champion, the champion appeared between the two centaurs and something about that large model being squeezed between two Centaurs didn’t quite work because the Champion spawned about 7 feet in the air above the rest of the party.  After the centaurs moved out of the way, the Champion moved about on the ground with the rest of us lol

    Characters often appeared stuck in a mid-jump animation, like they were floating.  I saw this more in the castle at the center of the dome than out in the wilds around it.

    We also came upon some zombies that ran really fast across the screen that couldn’t be damaged or caught-up with past a certain point and some fascinating hellcats.  A pair of two aggroed and the first one died in 1 hit after it appeared.  But then after taking on the second one, the first one stood up again and faced a tree and we were unable to hit it or interact with it after that point.

    Those were really the big things that stood out for the time being.  I’ll add more later as I think of it, and I’ll go place the glitchy parts of this over in the bug thread, but really I can see the amazing potential of this game.  If it already held this much fun and PVP goodness at such an early stage, I am looking forward to Crowfall’s evolution even more!  I’m also looking forward to testing more, so lemme know when we can get back in there!!
  20. Like
    panpear got a reaction from phoenixcpj in Nov 22 - Bugs, anomalies and tech issues FEEDBACK   
    I think I've been fast enough to get the rear kick combo maybe once so far? I think I might notice it time to hit the button but the character is mid-animation so they can't do it.
     
    I played only for the last hour, on the US server. I streamed again tonight for my reference, over here: http://www.twitch.tv/thepanpear
    Match 1: http://www.twitch.tv/thepanpear/v/27207536
    Match 2: http://www.twitch.tv/thepanpear/v/27207779
    Match 3: http://www.twitch.tv/thepanpear/v/27208082
     
    Server Login
    I had an issue (didn't catch it on the stream) that if I logged on and selected a server, I had to log off to the username/password screen and log in again to access the server and lobby. Maybe I'm missing a button to push or something.
     
    Sprinting Animation Loop
    I'm finding the centaur will have a hiccup in the running loop when sprinting. I think it might be caused by putting away a weapon. I might be accidentally letting go of the shift key, but I'm usually pretty sure I'm compressing it fully the whole time. There's probably an example of this in one of my streams (especially from Friday) but I couldn't find one right now. I'll see if I can recreate in future tests, perhaps.
     
    NPC Chain Insta Kill Again
    I think this is old news by now, but here's another shot of a champion dying to an NPC in one hit: http://www.twitch.tv/thepanpear/v/27207779?t=04m15s
     
    F Interact
    It remains up at all times during matches.
     
    Global Chat
    When someone speaks in global chat and you haven't brought up the chat window before, it doesn't jump to Global chat nor gives you indication that someone spoke there, other than the chat noise. Took me awhile to realize I should switch it over. I think a glowy indicator should let you know what chat window someone talked in when you open up chat if you aren't already on that window. (See here where I hear the chat noise and then have to fuss to find where the messages were: http://www.twitch.tv/thepanpear/v/27208082?t=04m57s )
     
    Standing Dead Critters
    I looted him but this hellcat was too cool to lie down: http://www.twitch.tv/thepanpear/v/27207536?t=02m40s
  21. Like
    panpear reacted to shadowfang1992 in Nov 22 - Bugs, anomalies and tech issues FEEDBACK   
    The game is pretty impressive thus far, so here's my 2 cents to make it a bit more so:
     
    1. The Rear Kick combo for the centaur has refused to work for me. Maybe it's just me, but seeing as how all other E-key combos work except that one, I don't think it is. Either that or it is extremely quick to disappear and I'm not fast enough. Always a possibility
     
    2. I would recommend for future testing a mouse sensitivity setting for the game that allows us to adjust it without having to do so on our general computer.
     
    3. Anything else I would mention (such as OP NPCs and somewhat glitchy Hunger damage) has either already been acknowledged by ArtCraft or been brought up numerous times, so I have nothing more to add for now.
     
    On a side note: OMG YAAAAAAAAAAAAAAY! I GOT AN INVITE! That was so much fun, and it's such a simple "go in and kill/loot everything" premise, thanks so much for these tests! Looking forward to adding more stuff in the future <3
     
    EDIT: Oh yes, another couple things: The faction symbols sometimes are different for members of the same team, and the "F to Interact" stays on screen even when there's nothing to interact with.
  22. Like
    panpear reacted to Stubbs in Party Indicators on Compass   
    Right now when a group member dies their indicator on the compass doesn't change, so if you have some dead people it can get confusing to keep track of where your live allies are.
     
    Could those indicators turn white or maybe red when a teammate is down so we can differentiate between alive/dead?
  23. Like
    panpear reacted to Pann in Who the hell is Jamesgoblin   
    James Goblin loves all, is all. 
  24. Like
    panpear reacted to sneaky_squirrel in Founders' Update: Pre-alpha 1.1 - in living color! - Official discussion thread   
    If Artcraft says today is Tuesday, then it must be Tuesday.  I don't care about the small details though.  Looking forward to the bug squashing.
  25. Like
    panpear reacted to mellolily in Who are these people: 2015 Survey results, pt. 1 - Official discussion thread   
    As much as this may be true on average, I would have to disagree based on the people I've interacted with on here.  Following things I've run into from people on here: I've been told that because I'm a PvE player, and this game is only for PvP players, I will fail and they act all high and mighty thinking they're better than everyone else.  This to me is not mature.  Second example, off this site in a group chat with members from this site, of the (about) 20 people in that chat, 12 objectified me (meaning the whole phrase of "breasts or gtfo") and made jokes about how since I am a woman, I would do no good, unless I honed my skills in game as a cook or something.  Of the remaining 8, only 2 stood up for me and the other (about) 6 kept quiet.  Yeah, this is real mature.  Lastly, they also told me I didn't belong with this game. 
     
    Now I ignored all this, because they're immature brats who need to grow up, just thought I would give you some counter examples.  One thing is for certain:  I meet these people in game, I'm blocking them immediately.
     
    And example of what I'm talking about with my first point of people acting all high and mighty because they prefer PvP:
       
    And while it may be true this game caters to PvP, from what I've gathered, it also is open to those (like me) who prefer PvE.
     
    No offense arkh.  I just really hate when people make these kind of comments.  I'm more directing my immature comments to the people who objectified me in a chat, not so much the PvP crowd. 
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