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Stumpstuff

5.8 LIVE Feedback and Bug Reports for 12/26/18

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While playing the Ranger (stealth bomb spec), I found my bombs dropping through the floor occasionally. It happened most of the time when on outpost archer towers and frequently in spider cavern type areas. Also, sometimes I would lure a mob over a patch of bombs and the vfx and sfx would play but the mobs would be unscathed. Also if I place bombs from the melee tray with the bomb passive on that turns them into severe dots with additional effects, then open the ranged tray which does not have that passive and something triggers my bombs, the bombs act as the base version not the improved version which is kinda core to the specs identity. This may be intentional, but even if so I believe it should be changed.

Champions leap is very inconsistent, sometimes it jumps nowhere, sometimes I jump down a small hill bounce up in the air and almost die to fall damage. Sometimes the ability feels great though. My rage bar occasionally quits accurately displaying my rage and will show me with a full bar but I won't be able to use my powers. 

Minotaur charge does not drag enemies with it and then knock them down at the end like the tooltip states. It launches enemies away if you manage to hit them with the very end of the animation. However, I frequently can do a 180 after running past them and have them take the dmg and be knocked down without launching them. But I have never dragged a mob.

Please teach monsters how to walk more better and do other things good too.

This next part is crafting and I am not sure if it's bug or functioning as intended or if the system is not fully implemented.

While attempting to craft rare or epic runetools I had problems with experimentation. What I have read about how re-rolls did not match up with what happened. A small re-roll on a 7pip experimentation on a rare tool cost 20 dust (whereas I'm hearing 10dust is the proper cost) and the large re-roll just would not work even though I had 200+ dust in my inventory which I assume should have been enough? 

It would be very helpful if it told us in the crafting menu how much dust each re-roll type cost, especially if it varies. Also, if possible it would be cool to see the chance% of the different outcomes a combine could create. For instance I used 2 rare and 1 uncommon piece, one time I got a rare combine the other times I got an uncommon combine but I was able to experiment on both so neither was a fail? As you continue to add more information in-game on how systems should be working we will be able to give better feedback on them.

Overall im enjoying my experience and am very excited to keep testing!

 

Edited by naturejoe

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so something myself and other EU players can noticed with first and second hand comparisons:

the EU servers will tank performances [mainly fps*] considerably at a smaller amount of players than the same sized fight taking place on a US server. this is quite odd!

*[my gtx 1070 was dropping down to 10 at points during our EU siege or relatively small multiple group fights. did not have this when we raided the US server...]

Edited by Tinnis

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2 hours ago, Tinnis said:

so something myself and other EU players can noticed with first and second hand comparisons:

the EU servers will tank performances [mainly fps*] considerably at a smaller amount of players than the same sized fight taking place on a US server. this is quite odd!

*[my gtx 1070 was dropping down to 10 at points during our EU siege or relatively small multiple group fights. did not have this when we raided the US server...]

Could be bandwidth limit per client is set much lower on EU server. 

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1 hour ago, Unfolded said:

Another ton of large fights tonight and EVERYONE got poorly made socks fps.

Strongly agree with Unfolded, the game needs a ton of work in the performance optimization department.  Large fights have been turning into slide shows, players crashing, and lockups.  The group member shader appears to negatively impact performance. Not sure why this was added to begin with as most players can tell who is in their group without the lag inducing group shading.  Hunger shards are still having an impact on performance and treb fields, +2 or more trebs, appear to cause massive fps drops.  Crowfall needs a ton of love in the performance optimization department before live sanctioned campaigns.  Marketing push without a reasonably strong push on performance optimization would be a bad move imo.

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2 hours ago, Unfolded said:

Also, the current "win condition" is a terrible implementation of any kind of "win". Campaigns currently are dictated by "who has the stronger late night crew/EU players who play on the same server". You rack up a TON of points over night.

Also agree with Unfolded on the win conditions needing some love.  Here are some ideas your design team might consider for improving "Win Conditions".

-outposts and camps should not be included in the scoring.
-outposts serve as 50m stealth detection buff to controlling faction, camps restore food passively over time.
-implement hot zone tech that rotates through each adventure/siege zone making the forts in those hot zones vulnerable.  This will funnel pvp to hot zones.  Hot zone rotation should be set for NA prime times on NA servers, EU prime times for EU servers.  6 hour hot zone rotation on weekdays, 12 hour rotations on weekends.  Hold both forts at the conclusion of a hot zone cycle nets you the equivalent of the keep crafting buffs while crafting in that adventure/siege zone.
-buff guards to have variable damage types.
-further out I would like to see spires added to keeps and forts which can be built up and powered on with gold that will put out anti stealth field or perhaps just a massive stealth awareness buff to all players in the fort.
-increase banewood, tol health, have material quality factor into the HP of trebs and other siege weapons.

Edited by cyjax

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1 hour ago, cyjax said:

Crowfall needs a ton of love in the performance optimization department before live sanctioned campaigns.  Marketing push without a reasonably strong push on performance optimization would be a bad move imo.

This issue has been around for a long time. Their netcode just cant handle it. Using unity and a 3rd party backend was a bad decision for a mmo involving large battles. Only good thing was that it was the cheapest option.

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Performance is still an issue on the EU server as a few have noted above.

Talent tree needs a little rework in terms of levelling it, come release when we cant just equip the stonemason disc and sacrifice arches or whatever, it will be a real grind. Also having to reach lvl 15+ for certain skills that you should have way before hand seems a little off (stealth for assassin for one) but I've heard ppl say the same about other classes to. Also, seems each class has one must route on the tree making the other 2 redundant.

Point system needs a rework, please do not copy the gw2 system, it sucked and its showing here as well. Once one or 2 factions cant mathematically catch up players just give up. Give points for other means, killing players, crafting advanced items in keeps and forts, just something other than ticking points that players can try and close the gap. Allow us to give resources to guards to upgrade them or even items to guards to change them from an archer to a melee knight, maybe this can also give points so gatherers can help out as well.

The many ways of bypassing the walls needs a rethink, its far to easy to get past them without smashing them down, this has been an issue now for a while without any changes!

Still too much CC in the game, when your stunned you should have a stun immunity for 1 min from all other stuns. Roots, snares, knockdown etc all have their own separate immunity timers of a minute. Daoc did this very well!

Mount summon is to quick, needs to be on a slow cast timer, certain classes can just leap away from battle, summon mount quickly and run off.

All in all the game is getting there just need some changes here and there.

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2 hours ago, mystafyi said:

This issue has been around for a long time. Their netcode just cant handle it. Using unity and a 3rd party backend was a bad decision for a mmo involving large battles. Only good thing was that it was the cheapest option.

This sadly will be the downfall of the game unless they can change it somehow.

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Condition Droping  

Hi 

i realize my Condition droping sometimes low ,while i just hang arround  .. so i made me a Great Axe today and checked that back ..

i actually losing every 10sec 2 condition .. so my weapon 1515 condition break by chilling in faction temple in arround 15min ...

 

Edit : I restarted my Client .. after that ,my Condition 1271 seem stabil now and stop droping .. 

Edited by Roccah

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Blackguard Opener.

@thomasblair The Blackguard spec lack a stealth opener, atm it's very clunky to get into combat from stealth since it's like being in the survival tray and there is no real way of getting aroudn this other than use the Z button.

What -could- solve it -very- easily is : Allow assassins to use DIFFUSION from stealth tray.  It will take the assassin out of combat, and since the Blackguard -has- a Toxin application as the only class it seems natural to do so...

The other 2 Assassins being able to use Diffusion from stealth would mean they need a toxin preapplied… so I'm not sure this would be balanced.  If it's "just" the blackguard and if that is a possiblitily then I'd love to see it happen.


Huginn ok Muninn, fljúga hverjan dag, Jörmungrund yfir; óumk ek of Hugin,, at hann aftr né komi-t, þó sjámk meir of Munin

Gathering of Ranger videos

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compared to healing scaling, the surging spirit minor makes little sense these days...

[my lvl 26 earthkeeper druid has ~752 support power [with 675 of that from earthkeeper node only] only ~77 support power from ~155 spirit

meanwhile any non mage can pick up a +750 sp minor [no passive needed] when it caps at 1000? [when it was added all clerics/druid got a free +750 and it capped at 3000 instead]

still think there are severe issues with the progression/scaling of healing in comparsion to damge, and that the choices to be a 'pure healer' are quite restrictive.

i am quite curious how runic weapons will impact this as well.

Edited by Tinnis

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General feedback

After 1 week of kinda "intense" play and testing, here's some feedback about the game, the pvp, the promotions classes and such.

The world : 

I'm really impressed about the procedurals worlds, they are really good in shapes and variation, except some kinda weird stuff (like outpost on top of monsters spawns) everything looks really amazing, i really like for example the fog coming down, it add a very dense atmosphere on the game, specially when you are in a keep defense situation and the change into connections of the world zones (in this campaign) are really cool. The spiders cocoons things are kinda strange lookings (some textures troubles?) but globally it's ok.

The monsters should have another pass in AI improvment, but in all i don't care, it's not really a game around PVE even if it could add some challenge for the people looking for it.

Chat :

Some new tabs would be nice, like faction specific ones to coordinate actions like defense, attacks and such, actually the zone one is cool for local but a global one would be a must.

Exchange/Crafting one would be nice too for the people seeking for crafters, vendors, a recruitment too would be nice since we are starting to see guilds recruiting now (and it's great)

Some languages ones? Not sure about this one, but i know sometimes people are upset to see other than English in the general chat. Maybe an help one for all the newb questions, but i think the general one is enough for this purpose. And the option to being able to leave a channel if you don't want to see it (even if tabulation to switch to another one is enough too)

Mechanics : 

The loot window need some attention, specially when you try to loot multiple corpses stacking, i know i had troubles to loot multiple zombies, because the action was not correctly stated and was on a corpse already looted.

I found mounts really alienate any of the bonus like trailmaster, everyone running the swift pack pig now. I like the introduction of mounts, but i found you should take a look at the run mechanics to compensate (i know for example disci are giving trailmaster, who's gonna take it now?)

Some races are way over the top others, like Wood elves > Half elves just for the blink for example or Half Giants for the 60 const + racial who gave an iframe immune. I've made a druid half elf and i know i've made a mistake in fights, because wood elve escape is way better. Assasins are all fae too for example, it's kinda strange to see you splited the race/classes restriction and in fact people are nearly all playing the way it was before it.

I see a lot of people running daemon's pact/power slots one (except humans) maybe add some passive slots/actives ones or everyone will abandon others disciplines in favors of those? But not sure, it's all about choices so...

 

Combat : 

I have some serious concerns about the combat, the first one is the healing. You always stated that you will never have Firehose healers in the game, but you know what? You have them now. Put a cleric, a paladin, some pitfighters and you have a group nearly unkillable if put on some serious hands (and a lot of veterans are serious players now)

And the second who's add to this "unkillable" things is the retaliate. Remember? retaliate was supposed to be "a choice you make to avoid one CC with a long cooldown" now it's an always up power, so you can retaliate whenever you want and so the CC mechanics are just....cluncky. The thing who could help you kill a healer for example is just useless now because retaliate is no longer a thing. You see those promotions classes who give you CC bonuses, durations and such (i'm thinking for example to the Champion one) they are kinda useless, who will take them when you can avoid CC so easily now.

Since the beginning i miss the way CCs were working in Shadowbane (take a 10 sec stun full duration and then you are immune to stun for 20 sec) it was perfect i think to handle the hard controls, but this system there is clearly lacking real interest. I don't think any veteran is playing a CC build there.

Classes/Promotions :

Some people already stated it but Druid is in a very bad shape, the levelling until promotion class is a pain in the ass (for example i stacked a lot of gold to avoid leveling one specialisation), the essence is a real problem there. You have to sacrifice your life to have tools to fight and sacrifice your life in a PvP combat is kinda stupid and the power to help you annihilate this are on a long cooldown (68 sec for the healing buff who heal you on damage)

Promotions are all a cool things, but really some are wayyyyyyyy over ones, i know it's the first pass and i hope you will take a look at it because actually everyone is running the same one.

Add some specific powers to them, if i take the example of the ranger (the one i know most) :

  • give archer some new arrows powers, less charging bow basic for example, some root trap etc...
  • For the warden giving some melee powers because actually he's relying on the basic melee kit of the ranger and the spinning daggers
  • For the brigand some sneak powers (he only have one ambush) boost his stealth speed because actually he's so slow and buff traps damage, for a build based on them it's kinda useless, specially when they unstealth you when triggered.

For me promotion really need to be appealing, really need to say "oh my they are all so cool, what should i take?" actually it's more : "ok this one is way better take it"

Hope to see some improvement on this side.

Conclusion :

A lot of text but i really enjoyed this week of testing, i really feel the interest to stay in Crowfall yet (instead of previous build where you tested new stuff then leave) the game is in a good starting shape now, i've seen a lot of discussions on general chat from new players and some are kinda lost but they seems to enjoy the game (yeah it starting to look like a game now)

Some tweaks are still needed, but i think we are really on a good start, it' snice to see back those old names, i've just spotted @Tinnis yesterday on a 3 factions keep fights on EU and it was a fun one.

I would like to thanks the Ace team for what you have done, i know there is still a lot to do, but Crowfall is starting to look great !

 

Edited by Gorwald

WnxjrJ9.gif

Thelanas Kar'Pal Membre fondateur de l'alliance Naerth en 2001 - Ex Shadowbane European Advisor Damnation/Carnage/Vindication/Corruption http://www.twitch.tv/gorwald/profile

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43 minutes ago, Gorwald said:

I found mounts really alienate any of the bonus like trailmaster, everyone running the swift pack pig now. I like the introduction of mounts, but i found you should take a look at the run mechanics to compensate (i know for example disci are giving trailmaster, who's gonna take it now?)

RIP bard (+twist) too. +speed was the only 'decent' song left.

mounts have radically changed map movement and combat engagement/disengagement. 


43 minutes ago, Gorwald said:

I've made a druid half elf and i know i've made a mistake in fights

"if half elf was a spice: it would be flour" ;p

literally useless now after mounts and cutting the number of available base powers e.g. see druid

wood elf and fae have infinitely more 'potential cool factor' for a druid to pick. also zero racial power on half elf is more important now we start with 0 class powers.


43 minutes ago, Gorwald said:

Some people already stated it but Druid is in a very bad shape, the levelling until promotion class is a pain in the ass

i've commented at length elsewhere about druid. basically only one choice for 'healer' and it is very 'watered down' in all three promotions compared to past druid gameplay options and play style. with a tedious hurdle to even access, esp as death tray cannot slot disc heals etc. 'forced' spec choices, limited gear progression/scaling. earthkeeper can almost be 'life tray only' ;p

most 'healing progression' comes from discs, which in the future might require up to 4 talent points for each major to 'unlock' - further delaying your 'real class unlock via talents' ...

Edited by Tinnis

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More on the LifeSteal bug

it appears that the passive Poison Paradise from BlackGuard overwrites the passive Steal Soul from Master of Daggers.

You can equip both but the icon for Steal Soul dissaapears after slotting Poison Paradise.

This is also reflected in the details list as the Lifesteal total amount listed with both slotted is 8% when it should be 13%


www.lotd.org       pking and siege pvp since 1995

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