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LordofCake

5.110 TEST Feedback for 5/22/20

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5.110 Patch Notes and Known Issues

Please share any feedback you may have from your time playing the game. This includes subjective observations about your gameplay experience. Bugs that you have encountered should be directed to TEST Bug Reports

If you encounter disconnection problems, showstopper bugs or any other issues preventing you from entering or playing the game, please send an email as well as your client logs* to support@crowfall.com.

*Client logs can be found here: C:\Users\[username]\AppData\LocalLow\Art+Craft\Crowfall

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i dislike the chicken ticker, i do not see what value this adds to the game and only brings my play experience down, if food were in a protected spot in the inventory it would be bearable or if the ticker lasted longer but as it is this only annoys me having to gather food in the campaign taking time away from things i actually want to do, being unable to even bring in my stack of carrots due to the small amount of imports only exacerbates the intrusiveness of this feature


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I would much rather view my character without a helmet . I look way better not wearing one maybe outside of being a half elf or nethari for males. Please add a hide helm feature. The mino is in desperate need of a hide helm. The helm clips his face on leather and the armor on mino overall not a fan of the chicken bone kfc left overs for leather. Also forts cost for walls and buildings seem crazy when you can just melee your way in at siege time.  Need siege engines for forts please .

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Posted (edited)
1 hour ago, Darkstar412 said:

The mino is in desperate need of a hide helm. The helm clips his face on leather and the armor on mino overall not a fan of the chicken bone kfc

If you look at the concept art for minotaur armor:

Minotaur Armor Concept Art

Its amazing...

The helms look great, the armor is impressive. Then you see what was produced in game and its really bad...

Many of the races armor looks just like the concept art. The minotaur looks like it was done by one of the interns.

Edited by Toadwart

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Toxins and gem take a duro hit on proc feels really bad . Feels like im constantly having to make more toxins and carry extra around . Why are they not like the rest of the gear duro on death. Toxins take duro on proc is like your sword taking duro on swing it feels bad. If they were lasting too long then just lower the duro, but please change this. 

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Posted (edited)

It would be nice if the tray didn't reset from ranged to melee every time you go through a gate. On and archer it is annoying to start a fight by swinging my sword instead of pulling out my bow that I was just using in the last zone.

Edited by hookem123

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This is the most fun I've had in CF in years.

The victory cards mostly put everyone into competition with each other over and over, fighting over a somewhat limited resource.

Fights all day.

A big part of this is just that their are more people playing. Looking forward to much larger pops.

 

One thing is change with the caravans is make us stay at the spawn longer. If we had to spend 5 or ten minutes loading them up before we escort them we would get a lot more fights as it would keep us in the same location longer. 


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4 hours ago, Darkstar412 said:

Toxins and gem take a duro hit on proc feels really bad . Feels like im constantly having to make more toxins and carry extra around . Why are they not like the rest of the gear duro on death. Toxins take duro on proc is like your sword taking duro on swing it feels bad. If they were lasting too long then just lower the duro, but please change this. 

 

4 hours ago, hookem123 said:

It would be nice if the tray didn't reset from ranged to melee every time you go through a gate. On and archer it is annoying to start a fight by swinging my sword instead of pulling out my bow that I was just using in the last zone.

I concur with both of these. 


Hi, I'm moneda.

s1tKI24.png

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5 hours ago, Yoink said:

This is the most fun I've had in CF in years.

The victory cards mostly put everyone into competition with each other over and over, fighting over a somewhat limited resource.

Fights all day.

A big part of this is just that their are more people playing. Looking forward to much larger pops.

I concur and that's with many not playing too hard because we know we're getting a wipe very soon with LIVE coming around the corner. When beta hits a lot more people will be invested in the campaigns and hopefully we'll see even more crazy Crowfall action.

Having a lot of fun and can't wait for beta!

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13 hours ago, Staff said:

i dislike the chicken ticker, i do not see what value this adds to the game and only brings my play experience down, if food were in a protected spot in the inventory it would be bearable or if the ticker lasted longer but as it is this only annoys me having to gather food in the campaign taking time away from things i actually want to do, being unable to even bring in my stack of carrots due to the small amount of imports only exacerbates the intrusiveness of this feature

Gotta second this. Just logged in the middle of a satyr camp. Was swarmed, no biggie I can handle it. Except NO REGEN - YOU ARE HUNGRY. I was this close of dying and trust me I didnt have a good time. Golden apple saved my butt, I was lucky I remembered I had it.

Really annoying thing. Has no use, it is just ignored and then becomes a nuisance. All it does is cause us to waste inventory space with food.

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Posted (edited)

Base Assassin powers I wish could be slotted in a ranged tray (especially considering you're forced to take at least one to proceed along the talent tree):

In The Zone
Disengage (even if Engage was disabled)
 

Edited by moneda

Hi, I'm moneda.

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When out in the world (outside of the starting city) my framerate drops considerably. I tried turning some graphics features down but it didn't seem to help. I'm getting about 20-25 fps on average with bouts of 10 and under when there's any kind of action.


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A little more health on buildings would be appreciated, as hard as they are to put up they go down rather fast.  I think letting siege engineer actively repair buildings(not walls) is a fun idea that gives the players the ability to counter play and deny, if it is too defensively strong make it consume resources to repair.


-The Legion shall forever be reborn

 

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I would suggest you change this card to something like,

+8, +6, +3 to the top 3 guilds that have generated the most conquest points from outposts during the season. This would make Outposts and the card matter all season.

Currently, this card only matters in the last hour or so of the season. When the seasons last for days or weeks at a time this card will be mostly dead.

Spoiler

unknown.png

 


aeei5jG.png

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4 hours ago, ConstantineX said:

A little more health on buildings would be appreciated, as hard as they are to put up they go down rather fast.  I think letting siege engineer actively repair buildings(not walls) is a fun idea that gives the players the ability to counter play and deny, if it is too defensively strong make it consume resources to repair.

Re: Dregs: everyone I know loved this being available, lots of very happy campers.  That said...

I second Constantine's experience and comment,  but more...

If siege can easily destroy structures within the walls of a keep without even breaching the walls,  then why bother breaching??  You can devastate the hard work of an entire guild in just a few minutes.  It's all too easy.

A critical example is the respawn statue.  In the initial experience our guild had defending a keep, the first thing the attackers did was destroy the respawn statue, and found it easily done without ever breaching a single wall!  A prime strategy, since thereafter any defender killed will be out of the fight for many minutes (barring resurrect), taking away the advantage of being the defender and having the respawn statue to begin with.  Where are those gods when you need them.  Go figure.

So beyond Constantine's suggestion of allowing active repairs in the moment or making structures more durable overall (or both),  critical structures like the respawn statue should be allowed to be placed so they're tucked away from the action -- protected and most advantageous,  eg:  the upper floor of the main inner keep.  Or if possible, then leaving the exact choice to the owners of the keep when they create the respawn structure.  Or hey, just get rid of them altogether, which is equivalent to the current situation.

Conclude by observing that yes, defending a keep should be a test of skill and will, to protect and secure all your hard earned stuff, defending should be challenging, it should require the collective effort of your entire guild.  On the other hand,  assaulting a keep should also be costly!  It should take a serious commitment by the attackers, it should cost them, it should take a display of both economic risk and gaming skill.

TY to the Devs, the software guys, designers, managers!  Everyone I know is rocking Dregs!

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Frostweaver:

  • Fixed range issues on Freezing Blast.

I love you ACE - this is such a relief for me =))

Hitching has gone on 70% too, the game feels much and much smoother now.

FPS stays very persistent (around 40-60 all the time) and it actually now fun and possible to play even in the middle of big fights.

Overall, this patch has a HUGE difference in the way how it feels and from the player experience prospective. You made those critical changes and now Crowfall looks much less than Alpha state and much more like a late Beta state of the game.

Looking forward to more of those positive changes and will keep reporting bugs, share feedback and test the game.

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2 minutes ago, shruuti said:

Re: Dregs: everyone I know loved this being available, lots of very happy campers.  That said...

I second Constantine's experience and comment,  but more...

If siege can easily destroy structures within the walls of a keep without even breaching the walls,  then why bother breaching??  You can devastate the hard work of an entire guild in just a few minutes.  It's all too easy.

A critical example is the respawn statue.  In the initial experience our guild had defending a keep, the first thing the attackers did was destroy the respawn statue, and found it easily done without ever breaching a single wall!  A prime strategy, since thereafter any defender killed will be out of the fight for many minutes (barring resurrect), taking away the advantage of being the defender and having the respawn statue to begin with.  Where are those gods when you need them.  Go figure.

So beyond Constantine's suggestion of allowing active repairs in the moment or making structures more durable overall (or both),  critical structures like the respawn statue should be allowed to be placed so they're tucked away from the action -- protected and most advantageous,  eg:  the upper floor of the main inner keep.  Or if possible, then leaving the exact choice to the owners of the keep when they create the respawn structure.  Or hey, just get rid of them altogether, which is equivalent to the current situation.

Conclude by observing that yes, defending a keep should be a test of skill and will, to protect and secure all your hard earned stuff, defending should be challenging, it should require the collective effort of your entire guild.  On the other hand,  assaulting a keep should also be costly!  It should take a serious commitment by the attackers, it should cost them, it should take a display of both economic risk and gaming skill.

TY to the Devs, the software guys, designers, managers!  Everyone I know is rocking Dregs!

I fully agree and support this point of view. Just wanted to post the same thoughts but you just did it. When any decent pvp group can destroy your structure in a few minutes which all of your guild was building a few days - this is very... very frustrating.

 

At least, you could give us an option to rebuild the structures for much lower price if the keep/fort did not change the owner at the end of the siege window.

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On 5/22/2020 at 10:26 PM, Yoink said:

This is the most fun I've had in CF in years.

The victory cards mostly put everyone into competition with each other over and over, fighting over a somewhat limited resource.

Fights all day.

A big part of this is just that their are more people playing. Looking forward to much larger pops.

 

One thing is change with the caravans is make us stay at the spawn longer. If we had to spend 5 or ten minutes loading them up before we escort them we would get a lot more fights as it would keep us in the same location longer. 

I fully agree on that except 1 thing:

I strongly disagree that waiting for longer time for caravans to respawn will be fun. You will just wait there doing nothing with a group of 5 people. When the game will go to Beta number of players will increase 4-5 times and you'll have your PVP all day. And when it reaches the release... player numbers will 10+ times higher and there will be absolutely no problem to actively contest caravans even on the go.

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19 hours ago, zenasprime said:

When out in the world (outside of the starting city) my framerate drops considerably. I tried turning some graphics features down but it didn't seem to help. I'm getting about 20-25 fps on average with bouts of 10 and under when there's any kind of action.

Maybe you could try to download the latest graphic card driver update. This helped me to tackle this issue, at least.

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