vkromas

5.3 Playtest Feedback for November 02, 2017

Recommended Posts

Please grab the latest TEST patch client for the 5.3 update. You can download both the TEST and LIVE patch client from https://crowfall.com/en/client/

5.3 Patch Notes

After your playtest session, please share your feedback here and tell us about any bugs or anomalies you encountered.

Are you having problems launching the game or some kind of blocker preventing you from progressing? Please Email us! support@crowfall.com

Share this post


Link to post
Share on other sites

Feels like you need a bigger pipe for client downloads.  My bandwidth use for the client DL is all over the place.. anywhere from 10Mbps to 75Mbps, but mostly around 20....  If it's just PA testers doing that, the flood of testers when you add more folks is gonna do nasty things to the DL speed.

Share this post


Link to post
Share on other sites

Basic armor in start rack, thank you.

Weapon grips needed for two handed weapons are in the one handed weapon components. (Needed for both)

When harvesting some sort of weird blinking 2 second cool down spinner is on LMB.  It's not smooth, and blinks in and out.

Drag and drop on passives is very hit and miss.  Some took over 20 tries to get them to lock in.

Was not clear that passives were by bar.  I was trying to put combat passives on harvest bar, and vice versa.  Could probably use a way to switch and display what bar you are on when in "K" menu.

Human Running animation continued while stationary, in combat bar, under D'Orions acceleration.

Human Templar spends two RMB rolls going forward, but the correct 1 roll when going left/right.

Many resources do not stack. The ore stacks of one in the image can not be stacked with each other, even though they are the same type (Slag, dust).

This includes when trying to use in crafting, For example I could not use any of the 1 slag ores in making a metal bar.

qpZnWEz.jpg

Fairly often the weak point reticle ends up on the ground beside the node when working on slag. It also moves around as you try to aim on it.

Seems like that weak point reticle is only 1 pixel in size.  If that is the case, the reticle should not look like it's on when it's not.

Using the 1 key when harvesting is a hit or miss affair.  It does not seem to want to interrupt a held LMB.  Can this be something we are allowed to put on RMB?  I tried and it wouldn't go.

Can we please just lose the idea that you have to pay a disc slot to avoid the vomit comet when harvesting?  There are enough other discs that it really is a tough choice without making people paying to cancel what for some is a vertigo, nausea causing, physical impairment. Frankly, it's just rude and adds zero positive to the game. If the goal is to make harvesters bigger targets, how about just telling the hunters to hunt better?

Starting harvesting volumes are now decent enough without training, but with the discs, that getting enough mats for a slag sword seems about 40 minutes without training, but with a HUGE CAVEAT.

Success chance on combine for a slag two handed sword, 52 REALLY!!!???!!!!   So basically a 50/50.  Worse than 1 in 20 times you could fail four times in a row (6.25%). Come bloody on.  Move the failures up in experimentation to balance and at least let people have SOMETHING for their effort. For the record, trying to make a simple two handed sword in both this version and the last (5.2), I have lost ALL ingredients 4/5 times.

I would still like to see a mat drop for hitting the weak spot, considering you have the weak spot turned so high right now, I can't imagine that giving a second reward for skillful harvesting would be a bad thing.

Edited by KrakkenSmacken

Share this post


Link to post
Share on other sites

Duelist Bugs:

  1. If you're in the stealth tray and press Z to go into the combat tray you stay moving slow like youre still taking the stealth movement penalty even though you're no longer stealthed. 
  2. The racial double jump doesn't work. Each dodge still takes 1 pip per dodge. I was under the impression you could double jump and it only take 1 pip.
  3. There's no main hand pistol on the weapon rack so the master of pistols disc isn't useful until you get advanced weapons. Not really a bug I suppose (druid scimitar not on weapon rack either) just something worth noting.
  4. Farmed up a duelist main hand pistol and there's a graphical bug with the pistol when firing LMB. Pistol floats outside of hand. 
    1.   unknown.png
Edited by blazzen

Share this post


Link to post
Share on other sites

Ditto on the harvesting problems noted by Krakken (resource stacking issues, weak point appears off of node, can't weave '1' between harvesting swings without stopping the swings entirely for a second). The weak point problem is most noticeable on the small and low-lying rock/slag deposits that barely clear the ground; the weak point is never actually on the (very small visible part of the) node.

It's difficult to hit the small trees. You have to get just the right distance away and line the cursor up in exactly the right spot. More trouble than it's worth, and forget about hitting weak points without losing the node targeting.

Templar parry is a bit buggy. Often I'm getting stuck on walking speed (both in and out of combat) after parrying; only fix is to parry again, wasting a pip, this returns movement to normal after you release parry. Also occasionally I'm seeing the parry counter attack trigger well after I've stopped parrying, unsure if it's related to the movement speed problem. Also sometimes I try the counterattack, and I swing but seem to do only normal damage, no knockdown. I'm not sure if this is a bug and I'm doing a normal weapon swing in place of parry counterattack, or if it's working as intended and I am triggering the counterattack but the target is immune to the knockdown? There's a distinct lack of feedback, a combat log would help here.

Landing censure (templar 1) is.. weird. On the bright side, I'm reliably seeing the damage and stun hit as long as the crosshair is over an enemy when I cast it. That's good! On the dimmer side, the spot where my templar lands after the leap animation is more varied than ever. Sometimes I'll land 10m short of the target, sometimes I'll go flying over their heads and land 10m past them, or anywhere in between. Don't get me wrong - stunning the enemy then landing 10m past them is far, far better than a few months ago, when you would go flying randomly and not even land the damage/stun, so props for that. But it's still frustrating, since most of the stun duration is gone by the time you go flying to the wrong spot, re-orient and run up to your target.

I found three of the undead enemies seemingly try to kill each other? At least, they were standing near each other casting in each others' direction with no players or other units nearby, but they weren't doing any damage to each other. Not sure what was going on there, so I killed them.

Edit: almost forgot. I picked the red hair option in character creation (nethari female templar). Once my character was created, she had brown hair. Upon dying (thanks balance!) her corpse's hair was bright pink - but not actual pink hair, more like a missing texture.

Edit redux: I gotta say, nice work. It was surprisingly playable for such a major patch, I expected more bugs. Looking forward to the rest of the testing population getting in there so we can break test the pvp more.

Edited by Avloren

Share this post


Link to post
Share on other sites

Sound bugs, music is extremely loud and the sound effects/animation is almost unhearable even when you set the music down to like 10%

Duleist burrow if you hold W while attempting burrow you guys stands above ground and floats above ground in the burrow state canceling the burrow animation. I am preety sure this is a visual glitch and nothing more as I was able to do all the burrow powers while like this. 

 

Duleist 4 skill cannot go through walls, rock building anything in the beach heads not sure if this is intended, was able to 4 through rocks and tree in the world outside of the beach head.

 

Looks good keep up the great work

 

Share this post


Link to post
Share on other sites

Got some good play time in.

Positives:

  • Very stable - felt just like 5.2
  • Scenery upgrade was nice.  The extra trees, and especially the extra large rocks dotting the landscape made it look less boring.
  • Knight chain pull works!  Thank you so much for that fix.
  • Human male cosmetics (Face, hair, beard, etc) look pretty good so far.  The darkest skin tone makes the facial features almost invisible on my screen though
  • Lots of fixes to discipline issues.  The banners for the standard bearer powers look great, in particular.
  • Hide mechanic for rangers worked well.  Allies of the camouflaged ranger could see the ranger but not the ranger's overhead bar.  Enemies of the ranger couldn't see him at all while he was standing still. 

Negatives:

  • The Elken walks like a granny.  All it needs is a cane, and the imagery is complete.
  • The knight sheathing and drawing his weapon sounds just like the templar's leap attack.
  • The generalist-moving-to-specialist class trees may feel good in a year or two, but they feel very generic early on.
  • With no training any more, rank 5 boars in the beachheads are pretty awful to skin.  36dmg with a basic knife, and one or two hides total per boar.  Ouch.   Same with the rank 5 resources out in the world.  The rank 9 resources are a total waste.    You need to put in a pile of low tier resources please. 
  • I tested using the mining major discipline.  Completely underwhelming.  plentiful 2 with no pre-alpha test potions yields jack in resources.
  • Harvesting in general - LMBing the nodes feels weird but I'll get used to it.  If you're trying to hit weak spots and use energetic harvesting buffs, you frequently have insufficient time to hit the weak spot if you've hit energetic harvesting.
  • I really dislike that the only way to get into combat mode is to manually press Z (or the ranged tray swap key).  It takes far too long and after just being able to activate a power to do so for two years, it feels wrong.

Bugs:

  • When harvesting slag, the weak spots often appear to the side of the node, or below it.  Move the mouse over the weak spot and it's no longer over the node, so you can't hit it.
  • I received no toast messages at all.  Destrin, who was in my group, did receive them all, so it's not an issue for everyone.
  • My world and faction chat tabs disappeared a few seconds after I got into the CW and never came back.
  • I switched from a human knight to an elken knight for a while.  When  I switched back to human knight, I was a templar instead.  I was able to switch from human templar to human knight no problem.
  • My PC native resolution is 1440p.  Crowfall switched me to 1080p.  When I used the in-game settings to switch to 1440p in game, everything more than about 20m away felt like it was out of focus.
  • My human knight has 9 skill slots when I hit K.  I can put something in the 9th slot no problem.  The actual power bar in combat only has powers 1-8 visible.  Hitting 9 still activates the power I put in slot 9.
  • The extra power slot mechanics work, but the minor discipline to give an extra  slot (expansive mind) still uses unobtanium and therefore cannot be used.
  • My human knight shows an unarmored model even when fully armored in basic gear.  Weapon and shield slots are visible, just not armor.  My elken knight showed a plate model even without armor.
  • Skill training:  The time bank doesn't work.  I started training my powers at login.  My wife left hers untrained for 2 hours.  She had 0 seconds in her time bank in any tree.

EDIT:  Logged back in this morning, and all my skills had stopped training.  Instead, I had 10 hours time in my time banks, which I had to apply to the skills I'd been training overnight.  I have now set my skills training again after applying the time bank time.  Edit again:  I see, this is that immensely irritating "train 1 pip at a time" thing for non-VIP (VIP training is not yet enabled).   However, I logged my wife's account in, and while she had trained the first pip just as I had overnight, she had 0 seconds in her time bank for any skills.  I have video and will upload it shortly.

 

Overall impression:  Good incremental upgrade, but it didn't feel like a sea change.  Class/race split feels cosmetic at this point.  Yes, the racial trees will differentiate races over time, but at the start, there's not a whole lot of difference.  Same map, same useless win condition.  I feel you'll have a pile of people come back to do some theorycrafting on new builds, and 90% of them will be gone again within 2 weeks.   Tyranny is a good map for testing fort and keep capture mechanics, but it's a horrible map for playing.  5.3, like 5.2, would be perfectly playable and would attract testers, if you had a good map and legit win conditions.  

Edited by durenthal

Share this post


Link to post
Share on other sites
1 hour ago, blazzen said:

Duelist Bugs:

  1. The racial double jump doesn't work. Each dodge still takes 1 pip per dodge. I was under the impression you could double jump and it only take 1 pip.

Think you confused double jump with double dodge :P (unless jumping takes dodge pips, which seems weird)

Share this post


Link to post
Share on other sites
1 minute ago, coolster50 said:

Think you confused double jump with double dodge :P (unless jumping takes dodge pips, which seems weird)

When testing on a human templar, forward dodges took two, while side dodges took one.  When I only had one and did forward, I did the roll and got a "not enough dodge power" warning as well.

Could be the same thing.

Share this post


Link to post
Share on other sites
  • The second trainable VIP slot doesn't appear to be unlocked, bummer.
  • Not a fan of the unarmed harvesting animation. It looks silly, would prefer if you started with at least a basic axe.
  • Seems to be some serious delay when swapping trays, might just be plain jane lag or something more insidious.
  • Ground targeted abilities with telegraphs, but more specifically green telegraphs are too easily obstructed by certain foliage (like flowers and so on, they get lost in them) when positioning them, especially harder to see when you position it further from you.
  • The hammer attack animations on the cleric look clunky and awkward. 
  • The offset on certain UI elements when dragging them seems to be extremely off, especially apparent with smaller elements like skill icons.
  • Not being able to hover over abilities and see a tool tip in cursor mode is slightly annoying.
  • I'd like to see an option of having resource bars (hp, mana, etc) over or beside my character's avatar (i.e. shadowbane style) instead having to scroll my eyes to the top left corner of the screen or drag a big block in to my line of sight.
  • The human option for cleric is pretty damn good (or any class for that matter), just because of the ability to have a free expensive mind and an extra passive slot. Huge advantages not to be over looked, even at the loss of stats.
  • The new harvesting system is interesting. Instead of holding F you've replaced it with hold LMB :P. Some times the weak spot appears off from the node, happens often with smaller nodes. Some times it's harder to see the weak spot effect on the node when it's "lit up".
  • Maybe I'm alone, but I think the new ability bar looks ugly.
Edited by Helix

Share this post


Link to post
Share on other sites
2 hours ago, durenthal said:

I feel you'll have a pile of people come back to do some theorycrafting on new builds, and 90% of them will be gone again within 2 weeks.   Tyranny is a good map for testing fort and keep capture mechanics, but it's a horrible map for playing.  5.3, like 5.2, would be perfectly playable, and would attract testers if you had a good map, and legit win conditions.  

tout à fait d'accord avec toi, c'est ennuyeux de tourner en rond

totally agree with you, it's annoying to go around in circles

sorry for my english, i translate with google

Share this post


Link to post
Share on other sites

Morning skill checkup.

  • Profession did not bank time, it just stopped when the first pip finished.  This may have been due to the fact that I started crafting for 2 minutes, then switched to exploration.
  • It's not clear either how much time, or what that time will give me, when I cash in the time bank. A detailed notice of "This will give you the second pip of X" skill or some other message to make it clear what you are getting, would be welcome.
  • It seems that the first skill in all trees does not let you move on until complete.  Is that working as intended?
  • It seems there is no way to start filling the time bank without a pip or node finishing.  It would be ideal if I could elect to train directly into the time bank so I can maximise the transfer of time into individual pips.  That may be possible once I have the first node fully trained, but it will still feel kludgy to select a fully trained skill in order to activate the time bank.
  • The time to fully finish a skill is not updating, or at least does not appear to be updating.
  • When cashing in the time bank, the pip display seems off.  I only recovered 8+ hours, but all my first nodes are now well into pip five. Assuming the same time cost of the previous system, I should only be on my fourth pip, not almost complete on my fifth.

 

 

Share this post


Link to post
Share on other sites

Here is the video for the skill training bug I mentioned in my edit to the post above.

really dislike being able to train only 1 pip at a time before it starts dumping time into the time bank (or doesn't, as is the case for my second account in the video).  I have VIP on all my accounts, and this punishing time bank mechanic ensures I will keep it.  That said, it'd be really nice if the VIP training worked.

 

Share this post


Link to post
Share on other sites

Banking bugs:

Last night I put a pile of stuff into my local bank in the Balance beachhead.  Only two slots were left empty.   I also put 25 slag into one of the forts we captured.

This morning, my beachhead local bank is empty.  At Jack's suggestion, I went to the world bank, and it had all the items from my beachhead local bank listed as "local bank".   It did not have the 25 slag I'd deposited in a fort bank at all.

Stacking bugs:  Materials of the same type and quality frequently do not stack.  I've seen it with slag, cobblestone, ethereal dust, ash wood (white), and several other materials so far.

Edited by durenthal

Share this post


Link to post
Share on other sites

Here is video of the 1440p blur bug.   When at 1440p (High quality) everything right around my character is lovely and pretty.  Framerate sits over 50fps for the most part unless I have UI windows open.   But anything more than about 20m away from my character is blurry.   If I switch to 1080p, the blurriness goes away entirely, but 1080p isn't as pretty as 1440p.

 

Share this post


Link to post
Share on other sites

Additional issues from this morning's testing:

  • Killed a druid at the mine and his corpse was completely unlootable.  No one else I've killed in 5.3 has been unlootable (but that was only templars and clerics, so the problem may exist for other classes too).
  • Ugh, I've forgotten the other one.  Will edit this post when I remember.
Edited by durenthal

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.