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6.510.0 Live Feedback for 4/7/2021


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Hello the game looks like overall good, i did reach lvl 18 pretty much fluid until that.

Here a list of things that i think is important to improve:

1.Quest log: must be more easy to find, why not put in a more accesible permanent menu?

2.Items and craft: sometimes is not really much intuitive, i did figure out only after a few how to cook my 1st meat, i was looking for some items that didnt exactly match with the words in the crafting page or something like that (not remember exactly) also on the sacrifice quest i was about to spend more time looking for more meat, but probably i didnt pay enough attention to the quest (that also would be better with more information in a quest log/tracker). I did reach lvl 18 without much information about crafts. Ok i understand gathering materials is usefull, i go for gathering skins and wood when i find them, but after this? i want more quest that force me to find out how effectively worth is doing it, if it is really worth my time focusing on those professions. Let me craft my 1st weapon and let me compare with the ones i can buy. 

3.guilds and party: i did reach at lvl 17 basically the pvp area (that right now was kinda empty) and i was so lost. I would add some quest right before to help me find friends, or get used to some tools to find a party more easy.

4. durability of gathering tools: pickaxe, knife etc. that you make at the start does destroy really fast, im outside of town for quite a while during my initial quests and suddenly when i find a nice amount of resources my tools does break. I don't expect them to be forever but breaking them in the 1st hours of the game when i did collect so few materials is a thing i didn't like at all.

5. skills and talents: would be nice to have some sort of gif on every skill on talent tree so i can make a better idea of what im picking. I don't say it is bad like it is now, but looking it in a video would help a lot to me.

6. spawn and number of enemies: during some of the initial quests i did find hard to find some animals i did need for quest, there was on map more players looking to find them then the animal itselfs.

7. map: well on this i think it really have a nice system, with the square i can tell to a friend or to my guild... but... but is hard to read, need more information in it. If im following the direction for a quest and find some wall when i open the map id like to find much easier the way i should take, sometimes is not that clear and i will have just to run around the wall hoping it is the right direction.

 

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kinda enjoyed the game till lvl 17but then i got completely lost .... gathering is nice, combat looks promising .... but there is not much to do after leaving the save island. even grinding more lvls isnt fun cuz there are only few mobs. 

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So, I played for about an hour or two. As a very visual person, I have to say that the art style is kinda... WoW-ish. At this point, revamping it might be difficult, but just something to keep in mind. (And hey, maybe that's what you were going for?). More customization would be nice and I'd like to be able to see the gear I'm wearing, but I can look past that since this is Beta.

Combat was okay, though it was hard to tell who exactly I was targeting on, if anyone. You might want to make it clear that you can target a single enemy or just go all out on everyone around you.

One thing that did bother me was having to manually exit the menu every time I looted something. There's an option to exit the menu upon movement that I think should be turned on by default. Or better yet, just tell me what I looted without opening up anything. I can rearrange my bag later.

Speaking of looting, skinning an animal is sort of tedious. I have to kill it, loot it, then skin it. I feel like it should either be instant like looting or just tied into looting (you hit loot, you get the hide too). It just felt really time consuming having to sit there and skin it when that could easily just be a loot drop.

I also don't see the point of hunger, at least not this early on. I think having an NPC explain why it's a thing could help lorewise (any of the ones that teach you how to cook would be perfect). I just had an inkling that "I bet if that goes down far enough, something bad will happen."

I experienced some lag, but I'm all the way over in South Korea, so that's to be expected. Nothing really game breaking. The game definitely has a strong foundation. That said, nothing about it really stood out to me. Nothing said "Oh, that's different, that's gotta be a Crowfall thing!" I thought, "Well, I don't hate it. But, I don't like anything in particular about it." The mechanics are all there, but the spark just isn't. 

I'd like to take advantage of being able to help in the beta, I just worry it'll feel more like a chore than a fun opportunity at this point.  

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Just my two cents, but I think you guys could improve on the introduction to the game. Played for over an hour where the majority of it was spent walking from point A to point B and talking to a person learning lore, with combat and gathering in general being very rare activities, or just tutorials in the end. As far as I was, which was level 10, it very much followed this formula, which got old quick when you want to get into the mechanics of the game itself. Even a simple fetch quest, or kill this many monster quest, as simple as they are, would make these first few hours of the game far more engaging to me at least. By the time I got to the the quest where we had to escort the pigs I already gave up. Seriously, either don't do escort quests or make the escort faster, there's nothing fun in just walking at a snail's pace waiting to reach the goal.

As far as combat goes, it has a good foundation but it's also a bit flawed design wise. I played as a knight, and most of my skills were in 10+ seconds cooldown and all I could do most of the time was hold my left mouse button waiting for the enemy to die, which got old very quick. Having shorter cooldowns for active skills, even if they are not as powerful, would make combat way more fun. A way to focus on one enemy would be nice as well, since as far as I can tell you can't really see what you're targetting unless you get close enough or attack it.

Another minor nitpick would be no quest indicator on the UI. The location appears on the compass at the top, but it would be nice to be able to have a quest list telling you what you have to do on the UI rather than it being an exclusive menu you need to open.

As far as I'm concerned, I like the looks in the game. They are not the best, but it has a cool looking style to me that makes walking around and fighting a pleasant experience. In my opinion though, you still need to change a lot of things to make the gameplay more interesting to hold people's attentions, cause the way it is now I can see a lot of people following the same path as me, hopefully waiting for the quests and game to pick up only to give up a few hours in.

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Please revert the grayed out action bar when using an ability. It still shows gray, which if anyone is use to in most other games gray usually indicates skills unavailable. You can still use the skill and it will show the timer for it but the whole action bar going gray after skill use can be very misleading/confusing.

Didn't realize it was fixed already sorry 🙃

Edited by AgentSolus
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With the changes to Retaliate, I feel like the cost should be lowered. Bring it down to 40 or 50 Stamina. PVP relies too heavily on CC right now and I feel like the meta will be boring fights with one team or the other pancaked on the ground.

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I really like that there is a slot for EACH harvesting tool in my inventory. I do not like how harvesting actually works in the game. It looks like you are literally ripping off Fortnite. It doesn't even feel as good though. Not even close. I also do not like that the materials just fly out from the objects/dead animals for me to then have to pick them up. Harvesting can feel like it takes a long time. I would make harvesting materials take less time, and have those materials appear in my inventory. 

Combat feels very off. My reticle is almost not noticeable at all until I realize that I am in fact not aiming at my current enemy. Not being able to run while not in combat is weird. I notice that we naturally run fast while not in combat but it still feels very strange. I can not really tell what any of my abilities do. There are no real indicators to tell me what is happening on the battle field. I do not know what is being done to me, and I do not know what I am doing to others. This is all taken from the starter area, I have not played in pvp yet.

I like the "alt 1-3" for consumables on the hot bar. I would like to see free mouse cursor option to let me be able to just hover over an ability in my hot bar to see what it does. Despite having read my Fae Frost weaver's abilities in the spell book, I still have kind of no idea what so ever as to how to actually use my kit, or what these different kinds of ice are. The only thing I have noticed is that using the ice ability that only I am able to see and then hitting it with the ice wave damage ability tends to make it do a bunch of damage. But I do not really know what it's doing because sometimes instead it will just ensnare my opponent and deal some damage.

Combat really is just a very confusing mess. Some animations for attacks feel like they are unfinished. I read that the developers, you guys, are trying to make new abilities and things like that for classes. If I were you guys, I would NOT try to make anything new right now. Your current abilities, UI, and combat in general needs indicators and needs to feel like it blends together more. Also, where mini map.

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The spawn rate at many of the War tribe camps on infected are awfully slow. Ive had to explain to at least a dozen new players that Its not usually that slow. They were struggling to level up, and find mobs.   And when they get frustrated with leveling due to the prolonged wait times  they tend to ask about more complex things like crafting and harvesting. Which isnt explained in game, and  usually overwhelms them more.    Please take a look at spawn timers for War tribes.  

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I played to level 17 or 18. It told me to go to the next server and I called it a night.

Graphics/Performance: the look of the game reminds me of WoW. That's not necessarily a bad thing, but it's not going to win any awards for looking nice, either. I'd say this is "ok". The performance was also "ok". I'm on an aging 4th gen i5 with a 1060 and it ran ok. I saw some frame rates in the 45 range, but it was at 60 most of the time in less populated areas. Still, I think maybe the performance is a bit under what I would expect for the graphics to be what they are. Server performance was generally good. I did have some "lag spikes" at times, but it was very occasional and not that bad.

Combat: I'd think about lowering cooldowns on abilities, or offering more abilities. Maybe this is just because I was low level, but my abilities felt like they were always on cooldown. Sometimes I'd start the next fight and have nothing to do but auto attack, which isn't super fun. Also, health regen out of combat was too slow. Maybe it's because I was playing a tank, but I felt like it would take forever to regen my health. Maybe at least have a "resting" option that increases it? I dunno. Waiting for my health to come back is not fun. I also didn't like that the attacks from my greatsword would only hit one enemy, even when they are literally inside each other. That's just weird. Even with a one handed sword, I'd find that weird, but with a two hander? Let me hit all the targets in range. Another thing that I found strange was when mobs would like "zoom away". Sometimes they'd zoom through (or over) obstacles, making pursuing them stupidly difficult (and it also looked really buggy). On the other hand, ranged units would do that, then run back into melee range with me anyway. That's some weird AI.

Gathering/Crafting: It looks like there might be a complex, well-done system here, but I couldn't get far enough along to tell for sure. On gathering, the stamina system is too limiting. I should be able to chop at least one tree or finish hitting at least one rock (harvest one node) before having to stop and rest. Again, like with health regen, I felt like stamina regen was too slow. I shouldn't have to stand there doing nothing for 30s for every 30s of doing something. That's just boring, not fun, and feels out of place. I also did not like how the resources fly everywhere while you harvest, then you have to manually grab them. On top of that, grabbing them is buggy - lots of times I would have to move off of the thing and then move back to it multiple times for it to "pick up". This whole mechanic should be done away with. If you guys want the resources to fly everywhere, then at least have them get drawn back to you (magnetize) so you don't have to manually run in circles over and over. This is just not fun. In addition, gathering felt too slow on some things and too fast on others. Maybe that's because of tools? I don't know. Why can't I equip better tools? I can make them, but not equip them. I found that I have to buy some ability things from the NPC to use the better tools, but this needs to be explained up front in some way (or changed).

Also, the basic tools break too fast - this is why I made and wanted to use better ones. I wouldn't mind this if it were easy to repair them or something. But not being able to repair them AND having the durability hardly able to take down one "non-level 1" tree AND having a UI where making the item, equipping the item again, etc. is difficult? It seemed very tedious. The easiest solution here (if you don't want to change durability or the ability to repair) is to at least make it so crafting and equipping a replacement is easier. Even just making it so if you have another item of the same type in your inventory when it breaks that it auto-equips it would be a huge help here. But ideally, if I'm using "crap wood axe" in my slot and it breaks, when I make another one, it should just go right into the tool slot. As it is now, I can't even MANUALLY equip it without closing the crafting tab because it thinks I'm trying to add the completed axe to the crafting recipe. Bad. Make this less tedious. Oh, and finally, the "target" things that appear while crafting - the idea/system itself is not bad. I kind of like it. But it has some pretty glaring problems. First, I swear they would always appear as I ran out of stamina. Because of the stamina problems mentioned before, that makes it even more frustrating. Second, they sometimes appear at "angles" where, even if I adjust my reticle to be on it, it counts as a miss because the node isn't behind it (it's like too far off to the side, forcing me to strafe to the side AND match the reticle to the target to get it to count. Even that could be ok, but for the third point. Third, it hardly does anything. All that work to get it to happen, moving around, changing the angle of the hit, repositioning, hoping I regain a chunk of stamina so I can swing. If I finally do, it does like 110 damage instead of 78. Whaaaat? Have those things actually deliver something tangible. It shouldn't lower the amount of hits to finish the node by 1/15. Have it give a rare drop, or a double normal drop, or 2or 3x normal damage or SOMETHING. If it would take me 15 hits to complete the node, getting one of those might lower it by one. They don't even appear that often, so make it so when they do and you bother to do it, it means something. If it was more worth it, options 1 and 2 become more acceptable. If you leave the "reward" the same, take away the annoyances, at least.

Finally, I swear you have ingots and ore switched around. You are supposed to take ore and refine it into ingots, not take ingots and refine them into ore. ore is the raw product. Ingots are bars of refined metal. You had me take ingots and "refine" them into ore, which I then used to make a ring. This makes no sense. Maybe this is nit-picky, but it seemed really strange to me.

Movement: I felt like the game needed a sprint, or it needed all its movement speeds increased. With how much I was running around, I kept wanting the world to be smaller (worse option) or movement speeds to be increased (better). This could be only out of combat, or only on mounts, etc. Speaking of mounts, it sure seemed like my horse was slow. The NPCs talked like the mount would speed up my trip dramatically, but then once I was riding, I had a guy running next to me and he seemed only like 10% slower than me. Come on, at least let the mounts be fast. Overall, though, the movement seemed responsive and good enough. Some of the animations might be a bit strange, but nothing too bad.

Leveling: I thought it might be a bit too fast. Admittedly, these were lower levels, so maybe it's not a big deal. Still, I think there were some points where I leveled up from each quest I turned in, even when I didn't actually DO anything during that time. One quest might be "go talk to this person". I go talk to them, level up, they tell me to go talk to another person and I level up again. Hmm. That doesn't really seem to be the way to go here. Maybe some XP balancing needs to happen on quests or something, but I think "talking" quests might be giving a bit much. On the other hand, others that were much harder or time consuming didn't always give me enough experience, I felt like. Just some tweaking needed there, imo.

Miscellaneous: Targeting NPCs to deliver quests or interact with them is difficult when there's a crowd of people around them. That's annoying. Too much inventory spam. I had like 5 types of meat, multiple types of skin, tons of types of rocks, wood, ore, etc. I like complexity, but if you're going to limit inventory space like that, you need to lower the spam. Also, when the inventory is full, it goes into "overflow" mode. OK, but why can I then not sell stuff? You really take away one of the primary ways of freeing up space because you need to free up space? This makes no sense. I was able to sacrifice items, but not sell them. I don't get that. Also, when in "overflow", you need to know what the SHAPE of the item is that is overflowing. In my case, it happened twice, and both times were because the item in question was HUGE RECTANGLE. Up to that point, I had never even seen an item that big. I had no idea it even existed. I couldn't figure out why, if I have 8 free spots in my inventory, I am in "overflow status". Eventually, through trial and error, I was able to randomly free enough space to fit in the huge thing (was it a boulder for foundation - I think so). If we knew what the shape was, it would be infinitely easier to know HOW to clear space to get out of overflow. A small amount of help from the UI could go a long way as well, like having it move items around to fit in the overflowing item. Either way, that should be tweaked, because it sucked and kept me from doing anything else for at least 10 minutes. Finally, I'm not a fan of how the character naming works. I'd rather be able to name each individual character rather than them all share my account name. If you feel the need to link them, the surname system used in other games could be a good option. 

 

Edit: thought of and added some more thoughts on gathering.

 

Edited by Kevbo
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Right now I have not played much, but I do very much enjoy the game, I would recommend personally adding a hotkey for te quest log, but other then that I very much enjoy the game I will look out for bugs the best I can, but for me so far it has run smoothly. I enjoy the fighting mechanics, and also love the simplistic craft, and that you can craft early game. For me it is a turn off for games that make you wait to craft your own gear. So over all right now. GREAT JOB! I will post again and do my best to give regular feedback!

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you guys have to revert the spawning of mobs back to 6.4 imo -the density is absolutely awful now & the spawn times on top of that make it even worse. with all the traffic in game atm from keys going out for new players. I love seeing all the new players in game!!  There just not enough to go around tbh 18 + for the grind to 30. We need to be smashing buttons all the time  vs running sim 2021. Love Crowfall!  great job guys really, cant wait for release.

Big thanks to the dev's for all there hard work.

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4 hours ago, Bzra said:

With the changes to Retaliate, I feel like the cost should be lowered. Bring it down to 40 or 50 Stamina. PVP relies too heavily on CC right now and I feel like the meta will be boring fights with one team or the other pancaked on the ground.

This here. Or reduce the stamina regen time to like 1s. 3s is too much and like Bzra said you're on the floor for the majority of the fights which is no fun

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2 hours ago, yianni said:

This here. Or reduce the stamina regen time to like 1s. 3s is too much and like Bzra said you're on the floor for the majority of the fights which is no fun

Or dont give everyone 5 CC abilities?

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forest creature discipline needs some other stats on it besides healing stats. if someone takes it just for support that is not a healer there's no reason to upgrade it

please change the icons for the stakes. they all look alike

Edited by yianni
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