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Stumpstuff

5.8.3 LIVE Feedback and Bug Reports for 2/15/19

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10 minutes ago, Caleth said:

Game client wants to redownload the game every 2 days even though all the game files are still present in the folder. As somoene with a very slow connection that needs 2-3 hours to redownload even the very modestly sized 5 GB client this is more than mildly annoying and is currently stopping me from playing the game.

I have checked that the games filies are still in the same folder and the file size (5.12Gb) seems about right so I have no idea why it would try to redownload the entire game again. This is the second time this has happened since the newest patch hit.

It patches every time there is a new patch.

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It appears that the Elk have migrated from the servers.  I am unable to locate any of the Elk that I had previously scouted or any Elk for that matter.  Change was prior to today, though I'm not sure exactly when it occured.

 

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Had the same - full update this morning. However the 80mb connection made it a short download. I would hate to be on a 10meg or lower connection.

I still notice on gathering I am missing the first strike of harvesting nearly every time. I play on 300ms to EU and 250ms to NA servers. Not sure if its simply lag that doesn't allow harvesting to strike first time but after 50 nodes being missed on first hit, it makes the gather time a little annoying.

Druid - did they change the essence generation mechanic on Earthkeeper??? It is now taking me a A VERY long time to generate 80%.

Druid - Coalesce Life - having to 'spam' this primary ability to place Orbs is beyond me... I will wear my new mouse out. Is there a way 'channeled' tool tip spells can actually be made channeled through the 1/2/3 combo mechanic. Right now... having to spam a basic click ability is not a fun play style.

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Explosive and Faerie traps still explode on time out and remove the user from stealth.

Being revealed by failing to damage anything makes it impossible to utilize the quick arming talent for its only logical purpose of setting up a larger/denser trap field, and makes setting explosive and faerie traps in stealth, and by extension, Brigand's entire role unplayable. Spamming nothing but concussive traps is not a sufficient opener for the brigand to kill anyone, nor does it allow the brigand to play the role of tactical stealth trap specialist.

When we asked you to make Archer a comparable option with Brigand we didn't mean you should break Brigand. We meant you should fix archer.

Edited by Pann
Decreased font of unusual size

PopeSigGIF.gif

Rub rock on face and say "Yes food is eaten now time for fight"

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@vkromas Here is a list of the problems for the archer class. It is probably easier to write a list about what is working but anyway.

Character sheet - green vessel (haft-elf):
https://imgur.com/kinW1Js

Equipment:
Blue bow (damages 41-57)
Crushing quiver (damages 47-69)

Stat problem:
Endurance regeneration: does not work well, either does not work or you loss the regeneration as soon as 3 food pips are lost.
Attack power: 250 attack power for a damage dealer when tanks got twice that (pitfighter tanks got 700 AP).
Range: 34 meters, pathetic range to manage kitting when a fae or wood elf just glish/tp on you. This range is not enough to defend a fort or Keep.
From my point of view, a max range between 50 and 60 meters could be good.

Capacities problem:
Charged attack (basic attack): hitting 600/700 damages on leather for 2s of charge when the arrow is not lost in the void.
Just to compare auto attack from druid(stormcaller)/assa deal 400/500 on leather so basically with 3+ auto in 2s around 1200/1500 damages.

Double shots (talent): does not work, as soon as it trigger the next charged attack do not deal 50% more damage.
https://imgur.com/DcSlyhH

Rapide fire: most of the time no arrows are hitting the target but the skill is on CD.

Barrage: no damage (between 50  to 140), no range (35m), limited to 5 pleople and you cannot really move as you would like.
This spell is updated via the talent to remove 20% of damage BONUS (so basically nothing).
The area of effect does not work when you try to hit targets on wall. Moreover, the positionning circle is not visible on slope or in building.

Sweep + disengage: too long, the disengage should be instant.

Traps: should not explode when it times out.

Suppression shot: People should not be able to retaliate on this spell. I mean it is a suppress, isn't it?

Ultimate: charging too fast.
This point is also true for a lot of classes (confessor, ...).


Discipline bugs:
Get 'em (Mole hunter discipline): the root spell does not root.
Passive "all clear" (sharpshooter discipline): no ennemies within 30 meters... (should I say we only have 34 meters...)
Passive "Call of fire" (archer): do not move, charged bow twice then you got a buff. Ho sry, the fight is already moving otherwhere and you only got a poorly made socksty range.
Passive "Glee ful strike": this passive should increase your damage by 10%.
https://imgur.com/b6K7S19 The second hit is without passive so the first hit should be around 810.


Equipment problem:
The exotic arrow abilities never trigger (Is it part of the problem described below?).
The leather stuff bonus damage is utterly pathetic compare to the survivibility given by mail or plaque equipment.

I probably found why the ranger damage suck so hard.
The ranged damage given in my character sheet does not care about my quiver or my basic arrow.
https://imgur.com/fbJNEh2
I did a test using basic arrow (damage 14-21) on dummy and got the following damages:
https://imgur.com/UFafpLP
Now, the same test by using my crushing blue quiver (damage 46-69)
https://imgur.com/zwWFS5m
By the way, the quiver does not have a durability bar, is it a bug? Is it part of the problem?
This bug make us loss more than 50% damages as my quiver got a damage range higher than my bow.


Passive talent problem:
Too many useless passive talent for the archer class (power efficiency, support power) and disparity between physical or elemental penetration. The passive talent tree suck as hell. This seems to be true for others classes too.

 

Conclusion on the ranger:
Wood-elf is mandatory because of the dodge range and is the only race that could manage the Fae mobility.
Warden is almost mandatory because it is using chain mail so 15k HP and high resistance and has the same range as an archer.
On archer, Sharpshooter or Arcane archer discipline are mandatory to have damages other than piercing and the only root working in this game.
Quiver or basic arrow are custarded (50% of the class damage does not exist).
Currently archer is probably the worst class of the game.

 

General feedback about 5.8.3:
Currently, the guards are so buffed than it is impossible to take a keep when both factions have the same number of players.
Moreover, the defending camp got a huge advantage because they can ressurect and disconnect inside the keep to remove the death shroud (stupid debuff).

The Assassin (blackguard) + Fae  combo give too high mobility, resistance, HP, damage and even sustain in stealth on the same class and I dunno why everything seems to work quite well on this class.
The Fae should not be able to use his escape/dodge ability in air (during a jump), it will probably balance the race. Another solution, would be to allow all the classes on this race (to avoid confessor fall damage) as the race is not suppose to be broken most players will probably avoid using it...

The fight are too long because damages are low: I mean we currently cannot punish a bad positionning. An assassin jumping in 20 people and can go away freely with only "50% HP" left after 30s of fight.

Knight and damage druid ultimate are broken, some time the ennemies got ejected near 80 meters from you.

Confessor tornado are abused. Fall damage and the short CD on it make it too strong in huge fight.
Moreover, tactical decision doesn't mean anything anymore: I mean from a tactical point of view having the high ground is good but as there is the risk to go down with a tornado and loss 90%HP ...

Conclusion on 5.8.3:
I understand you really don't care about the balancing but my point is only 5 classes are mainly played on EU (assassin fae > confessor > druide > champion and some cleric). I don't care about a small gap between classes but you should show some love to classes that are really below others in term of damage or utility (ranger/knight/duelist).

 

I apologies from my grammatical mistakes, English is not my native language.

 

 

Edited by Pann
See PM

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16 hours ago, Jah said:

That character is likely just dead, not deleted. Log him in and rez and see what level he is.

Ok, it is my 21 druid, it just threw me off as it show a Minotaur icon.

flMrF5H.png

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Some things I encountered trying Assassin and Duelist:

 

Duelist:

RapidFire does always only 4 shots, regardless of PIPs spent.

Monsters can be 10m away from you and still hit you.

Expose skill sometimes doesn't go off.

 

Assassin:

Tried going assassin with Poisoner Major Discipline. This seems not to work at all. Poison dealt pretty solid dmg before using Poisoner, now it ticks for nothing. Does someone know how the formula and mechanic here works?

 

I am brand new player and honestly the state of the game dissapoints me a bit. It's lacking in all areas. Classes are not really well thought out, PVE boring and buggy (monsters out of place, cats dissapear when night/day switch etc). You have to farm gold etc for ages to be even able to stand your ground against gankers. No easy possibility to "go your own way". I want explore and kill things to have money, but there is no concept for marketplace and EKs are almost empty + don't know what to do with all that stuff I've farmed.

I think devs should focus to polish at least one area. Make the game not laggy and glitchy. Make PVE interesting or Campaign meaningful. Make it possible for new players to contribute. I feel like running around doing stuff for nothing. There is no way I can contribute to my faction success.

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16 hours ago, Caleth said:

Game client wants to redownload the game every 2 days even though all the game files are still present in the folder. As somoene with a very slow connection that needs 2-3 hours to redownload even the very modestly sized 5 GB client this is more than mildly annoying and is currently stopping me from playing the game.

 

I have checked that the games filies are still in the same folder and the file size (5.12Gb) seems about right so I have no idea why it would try to redownload the entire game again. This is the second time this has happened since the newest patch hit.

My wife has the same issue, we have the exact same computers, but hers will not update.

She has been having issues updating windows.  It is a pain, uninstalling and then reinstalling the game, given we are getting updates regularly.

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Time to activate a mount should always be longer than the pathfinding timer on racial runspeeds.   Right now it's absurdly quick to mount up.

Also, tested the above assertion that quiver dmg doesn't help for the ranger at the moment.   I used a legendary quiver (on today's live build) and basic arrows, and as you can see from the video below, the variance in dmg suggests that the quiver isn't providing the amount of damage that it should.

 

Edited by Durenthal

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WHY DID YOU MAKE IRON A NECESSARY COMPONENT IN ALL RELEVANT ARMOR AND WEAPONS CRAFTING TO THE TUNE OF 80%+ THEN PUT <5% IRON AVAILABILITY IN THE CAMPAIGN WORLD?

 

You have a R9x6 at the Chaos Keep, a few r6-7 random motherloads in the POIs, nothing in the rank10 room, r7x6 at a fort and some random R8x4 out in the world.  This is ridiculous and unfun to levels nearing over9000.

 

I hope this didn't come across to ragey and excited, because I'm very ragiously excited at this momento.

Edited by Ble

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unknown.png

Whats going on here?  I'm not even grouped.  Can we use different colors and shapes on this? It's a detriment at this point.

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14 hours ago, PopeUrban said:

Explosive and Faerie traps still explode on time out and remove the user from stealth.

Being revealed by failing to damage anything makes it impossible to utilize the quick arming talent for its only logical purpose of setting up a larger/denser trap field, and makes setting explosive and faerie traps in stealth, and by extension, Brigand's entire role unplayable. Spamming nothing but concussive traps is not a sufficient opener for the brigand to kill anyone, nor does it allow the brigand to play the role of tactical stealth trap specialist.

 

When we asked you to make Archer a comparable option with Brigand we didn't mean you should break Brigand. We meant you should fix archer.

 

Please continue your efforts in this regard, I appreciate it greatly as I would like to play Ranger as well. My testing and advocacy energy is focused primarily on Duelist though at the moment.

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This game wont work if there are zone queues! Come release all defending teams would need to do is to max out a zone before a siege starts.  You want 2000 players per server? with only 100 per zone limit, its not going to work!

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34 minutes ago, Fefner said:

This game wont work if there are zone queues! Come release all defending teams would need to do is to max out a zone before a siege starts.  You want 2000 players per server? with only 100 per zone limit, its not going to work!

^


This post was paid for by "Mandalore for Emulated CF Community Manager 2032™". 

wiDfyPp.png

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Need better messaging on food & cooking. Noobs are starving to death because they don't know to go to a fort or keep to cook meat. It's going to get worse as the year progresses and they can't get apples.

Fixing campfires and/or adding a cook stove to temple would help.

Edit: When a faction has no access to a fort or keep, food is going to be a real problem unless they can cook in an EK and import.

Edited by VaMei

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7 hours ago, Durenthal said:

Time to activate a mount should always be longer than the pathfinding timer on racial runspeeds.   Right now it's absurdly quick to mount up.

Just last night I had a thought.
What if mounts were affected by pathfinding too? So pathfinding becomes a valuable stat, and you don't have near instant mount and run.

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