Yeah, sorry, I meant “GIF” by Screenshot. Good point.
I use a program called ShareX to make them, but it’s not really easy to use. There’s one called Licecap that I have heard a lot of people use to make GIFs…
Logan what did you use to make yours?
Yeah, sorry, I meant “GIF” by Screenshot. Good point.
I use a program called ShareX to make them, but it’s not really easy to use. There’s one called Licecap that I have heard a lot of people use to make GIFs…
Logan what did you use to make yours?
So today like logan said about the bug. we continued shortly after that. but at some point it froze and unfroze again. except this time eliminating the ability to move. i had to “stuck combat” then create a portal that i physically walked through. (that could have been you restarting area.)
My issues from yesterday stemmed from using advance settings in steamvr. im not sure whats up with it but sent my CPU usage through the roof which has never happened.
The hitboxes on the final boss when he kneels become his like one of his arms or his back. the hitbox appears to move when he kneels from a stalagtite. which was only a problem when i was initially getting aggro. from there i was just focusing on getting him inline for the next stalag. also when he was kneeling when i would find the hitbox and go after it often i had to move to the side of him. in which shortly after he would turn while kneeled causing me to lose the hitbox out of range again. still not a big deal once i grabbed the boss…
The warrior feels lacking for behind able to pull a group from range. It seems what would fix is if the sword rush would give a small amount of threat would help. because if i sword rush to a mob thats headed for a teammate. It would just ignore me and continue before i could even swing at them.
also speaking on the warrior it still seems that the side swing on big monsters still want to produce an upswing instead of cross.
attempting to the cleave is almost a feat of its own. being its 2 ups. I’ve found you have to avoid hitting it on the way down or it tends to negate the previous hit and ruin the combination. maybe if you made upswing/downswing have the same effect. just a thought.
Warrior improvements and musk improvements have been phenomenal!
On the Musketeer the healing well is WAYYYYYY too strong. lol doing the dungeon today we had 2 musk and all they had for the first boss in terms of healing was that spell. they both alternated using it underneath me. effectively negating all damage i was receiving. Either a longer cooldown or a decrease in the means of healing. Ill be back in later to test more need to cool the brain down a bit!
I used OBS to record. I try not to use it because I don’t know the effect it has on my CPU. I am not able to play the rest of this test, but I was thinking about the horizontal swings vs big enemies. I swing up at their torso which could be registering the initial bottom left to upper right motion as a vertical swing. I can’t check if you can even hit them attacking straight ahead based on body size/height.
When you disable chat the word “enable” is misspelled. Loving the game keep up the great work.
I’ll play around on google and find something suitable. It probably wont be until next test though. I was thinking about it and I think I see how I got fireball from it. Hard to explain without drawing it, but if it ignores the extra lines the fire ball spell is in it if you draw your x a bit low in between the vertical lines.
To answer the question: “What happens when you enter the arena while dead?”
The answer is that you spawn normally in PVP, but upon being killed by Zardulu, you reawaken to a perpetual death in the regular world. No bugfix would take shake me out of it, so I logged for the night.
Yikes, sorry to hear that. What’s the name of the Character that’s stuck?
Okay, that’s a wrap for this test! Server is going down. Thanks to everyone who participated! I’ll post a recap blog post tomorrow with some stats from this test as well as discussing what we’ll be focusing on for next test. Hope you all had a fun time!
Was not able to play as much this test due to unavoidable commitments, but the hours I managed were great.
I had trouble getting some of the swings right on the Warrior, however this might have been due to me not having enough time to fully master it. I do like such a rework though! - did not have time to do much with the musketeer.
I didnt get much time to test this go around. You guys have blocked off the “other areas” much better, I was only able to get to a few extra places this test.
I spent a ton of time in the house. I stacked the silverware end on end. Made bottle pyramids, and had a good time throwing things. Physics in the house are slow, and odd. Things fall slow. If you put a bottle on a plate, its nearly impossible to fling the bottle off the plate, it will roll slowly down it. The plate with the candles can be placed upside down.
I really enjoyed the time I spent in game this go around.
Musketeer - Great job! Only issues I found were: orbs seemed a bit more difficult to grab hold of (no big deal though, practice will fix that), Lifewell was a bit too powerful (though it way need to be that powerful for future dungeons). The orb switching from healing to damage and back again required a lot of shaking to switch, also if you hold your orb for a little while before tossing in the air, it will switch just before you let go (No shaking required). So far my favorite class by far.
Warrior - I like the combo system and new placement of the shield. The problems I noticed with this class were: the up stroke for the combo seemed to not hit as reliably as the other swings, I found myself constantly repositioning myself after rushing an opponent (I was either a little too far to hit or right on top of them), horn seemed hit or miss (was rarely getting all of the enemies to turn to me), is provoke an area effect? when attacking mobs that were grouped up, I couldn’t tell if I was hitting one with provoke or all of them.( the enemies were pretty much one on top of another), the only combo I could tell if I succeeded was the cleave since it had an audible and visual cue. The others were hard to tell if I landed them while in combat, I could tell at the practice dummy but not in combat with group members chattering and mobs running around. I’m not a big fan of melee classes but, since it’s my job to test mechanics out, I put some time in on it). Still prefer ranged combat.
Mage - Since there were some small changes since last test, I put time in on it. The only problem I found was my inability to get polymorph. While attempting the spell, I was getting polymorph 10% of the time and Fireball 60% of the time (some of which registered as “Perfect” Fireballs, the other 30% were fails.) If no changes are made and I get the same result during next test I will attempt to get a video or GIF of it. I understand that the main reason for not getting the spell was completely my fault for not having the skill and not having a proper template to learn off of. However, the fireballs coming up most of the time is the problem I’m reporting not my lack of skill. The other spells seemed to work for me most of the time with the other exception of arcane ray (again lack of skill and template). Oddly enough I could get arcane explosion but not ray. lol
Ranger - No time put in.
Other issues were: For a right handed person I could not reach my compass with my left hand. I had to stow my weapon then grab it with my right. Still had issues with the teleportation grid while on hills. The menu options would still clip off while in groups. Musketeer orbs were still leaving behind lightning balls in the dungeon.
Thank you for all your hard work in making a great game. The 48 hour testing period was preferable. Gave me time to experience different things without sacrificing sleep or family time.
Brandt in-game.
Had a blast playing with mrBoldMan, stealur, and Logan.
Likes
Difficulty
Navigation
Class Specifics
Dislikes
Quest Interface
Class Specifics
Controls
Interface
Wishlist and Encouragement
General
Randomized enemy skill kits based on a point assignment system. Visual cues.
Interface
Navigation
Class Specifics
Warrior combos. Encourage mixing it up.
Warrior DPS spec.
Musketeer orb synergy.
Musketeer Turret
Rune Mage
Ability Equip System
Controls
I offered to help out with some Unity journal writing, DB design, and coding examples.
I’m newer to game development and am graduating this December with a degree in CS.
Let me know if you need help!
FYI All of their orbs are aoe. just follow up with a poison orb and all will be poisoned. or weakened or whatever.
Oh you’re right. I guess I was struggling to convey what felt so unsatisfying about it. I don’t think Gravity does enough; enemies are usually already grouped up due to aggro and the stun doesn’t make it last long enough to save someone.
Thanks for the feedback, everyone!
I should have the blog post out with my thoughts tomorrow morning.
Sorry for jumping in late on the thread, had some family obligations on Saturday. Played a good bit on Friday, remaxed Musketeer and Warrior.
Musketeer: Really enjoyed being able to switch out my orb loadouts. They all seemed pretty effective and fun to use, though as mentioned, lifewell may be a bit too effective in many combat situations. Grabbing orbs was a little trickier but I suspect everyone will get used to it. I did notice I was less likely to misgrab between compass, harvesting tool and turret, so that’s good. Turret mode swapping was cool, though I felt a little goofy shaking it. I did like that it remembered which mode it was switched to, so you didn’t need to keep doing so each time it respawned. Had some issues early on with orbs not respawning, and I saw some others have it happen later, but it sounds like that’s been handled.
Warrior: Dramatically improved, overall usage feels really good. As others have mentioned, I wish the charge had a slight (like 0.25 second) stun and a light (maybe one hit worth) of aggro. Reuse on it could be sped up slightly maybe to help with battlefield control. The horn really didn’t seem to taunt in many situations. I’m not sure if it was a range issue or something else, but something felt off with it. I still feel like I have some issues with managing the shield and my sword attacks so I’m blocking incoming hits and still doing damage effectively, but that could just be a practice thing. I did find myself wishing on a number of occasions on larger mobs (especially the bosses) that my red floating combat text would show up for me at the point of impact instead of above the mob’s head. Knowing if I’m connecting with the rock golem dungeon boss would really help with that fight. I felt like I was able to get some of the combos to work some of the time, but the success effects seemed pretty small and disappeared quickly. It might be nice to have those be a little more obvious, at least to the initiating player (don’t need to show it to others) to communicate success.
General/Other
As always, all feedback is provided with the utmost respect to the amount of work you guys are putting in and is meant only to help improve the game. Can’t wait for the next playtest!
-Draven
Mourtegoul. It might have been fixed by logging back in, but I didn’t think to try that until later. (I was sleepy.)
welp i messed around with the crafting system and liked it.
i had no idea what i was doing with the hook and lure ingredients but hell i had fun
Cant wait to see what potion crafting is like. hopefully, you guys will make potions throwable thatd be rad
Here’s the new blog post detailing thoughts about the Alpha test, as well as a few new area of requested feedback: