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Felwit - Consolidated Feedback/Bug List

Felwit

Well-Known Member
Chests in Newbie Area - The chests in the newbie area MTgwfCg0NzUuNTY1LCAtOS4wNDksIC04NzYuMTc4LCAzMTYuMzgp require level 2. This is literally just around the corner from the starting camp. I would expect a newbie to be able to loot it, and save higher level chests for a bit further in.
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Felwit

Well-Known Member
Deer Still Sinking Into the Ground - At this location, the deer was sinking into the ground up to its knees. I don't think it was having this issue before I started fighting it. When it did the rear and kick with front legs, it would move back on top of the ground, then sink back down once all four hooves were on the ground.
MTgwfCg2NjcuMzM0LCAtNy42NjUsIC03NDQuMzU3LCAxNjQuMjk1KQ==
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Felwit

Well-Known Member
"Geared" toggle is not working in Edit Appearance. I created the character, played a bit, then came back to edit the appearance.
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Also, under these settings, the fingers are REALLY long.
 

Undone

Codemaster
Stormhaven Studios
"Geared" toggle is not working in Edit Appearance. I created the character, played a bit, then came back to edit the appearance.
when you edit an existing character the "clothed" and "geared" checkboxes toggle your current gear - so if you have no gear it toggles...nothing
 

Suntali

Well-Known Member
When in a group with the auto loot feature selected looting works great. Sedna and I both had it set to Greed. When either one of us right-clicked on the dead mob, the loot was distributed instantly and the loot window disappeared. The only issue we saw was when there was no loot, we had to manually close the loot window by clicking the X in the upper right or hitting ESC.
 

Felwit

Well-Known Member
Feedback from Friends
I was able to stream some of the game to some friends I had played WoW with for a couple years. While they recognized the game has all the basic systems in place, they think the game still looks too early-stage still to interest them.
(1) They asked when the graphics overhaul was going to take place. They think the current graphics already look dated by several years. I think this applies to both the models, as well as the fairly spartan UI.
(2) They asked how to make elves and dwarves, or even how to make the humans look like elves and dwarves. They were interested in all the color palettes on the right of character creation, until I told them all the blues, greens, etc. were for eye color, not skin color. Else, they wanted more visual options, enough so they could get lost in character creation for a couple hours.
(3) They wanted a bit more zone diversity. I.e., S. Newhaven, N. Newhaven, Meadowlands still look awfully similar. The mines, of course, look different.
 

Undone

Codemaster
Stormhaven Studios
(1) They asked when the graphics overhaul was going to take place. They think the current graphics already look dated by several years. I think this applies to both the models, as well as the fairly spartan UI.
I'm not sure what to tell them here. The graphics overhaul took place in August when we updated to HDRP. When/if we ever move to Unity 2021 the skybox will be replaced which should greatly enhance the sky & clouds and maybe some lighting. I personally think our character models look fantastic so this is a bit disappointing.

(2) They asked how to make elves and dwarves, or even how to make the humans look like elves and dwarves. They were interested in all the color palettes on the right of character creation, until I told them all the blues, greens, etc. were for eye color, not skin color. Else, they wanted more visual options, enough so they could get lost in character creation for a couple hours.
We've never had plans for much other than humanoids. One of the reasons we offer so many body types is so that you can make characters that resemble elves or dwarves. In regards to the color palettes - our world is relatively "low" fantasy so it wouldn't fit to have blue and green skinned humanoids. And yes, we certainly need more visual options which is something we will continue working on - but as you know our team is small and time is limited.

(3) They wanted a bit more zone diversity. I.e., S. Newhaven, N. Newhaven, Meadowlands still look awfully similar. The mines, of course, look different.
Dryfoot looks completely different than S/N Newhaven so I recommend you poke around that zone for them next time you get a chance. It still needs a lot of work, but should be visually distinct.
 

Kaerwin

Active Member
I'm not sure what to tell them here.
Well, I'd be inclined to tell them that they're deeply superficial people who are fixated on the appearance of the game when they should be looking at the things that actually matter to players' long-term enjoyment: gameplay and content.
 

Felwit

Well-Known Member
Jumping & Echoes
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Around the position above which is somewhat close to a zone wall east of Camp 3, when I jump, I hear the jump sound and then an echo of the jump sound.

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In contrast, at this location closer to Camp 3, I don't hear an echo when I jump.
 

Felwit

Well-Known Member
No Camera Collision with Mobs

There is no collision between the camera and mobs, so you can do a colonoscopy and see them from the inside out. I am also invisible in the picture below, likely the same issue I reported in Alpha.
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Felwit

Well-Known Member
Floating Text - Need different colors for floating text damage against myself vs. against the mob. Else I just see floating red number for both, and they don't really tell me much.
 

Felwit

Well-Known Member
Skinning Another's Kill - I am able to skin other people's kills, which are fine. But I have to wait a while before I can do it, and the corpses disappear not too long after. I pull a mob while waiting for one to give me valid permissions. It was valid like 3 seconds after I pulled the mob, but already gone by the time I had killed the mob I pulled. Please make the corpses stick around a bit longer, if you are going to let people skin others' kills.

Skinning and Corpse Decay - I was in the middle of skinning someone else's kill. I had already started skinning and was about 5 seconds through, when the corpse fell through the world. I would suggest adding something that allows the skinning to succeed if the corpse timer expires while someone is in the middle of skinning or looting.
 

Felwit

Well-Known Member
Ability Countdown Timers - Currently, a 10s cooldown starts at 9 and counts down each second, thus after it has been at 1 second for a full second, it changes to 0.9. The problem is that it is rounding DOWN for everything until it gets to under 1 second. I believe the industry has standardized on rounding UP, and then transitioning from 2s to 0.9 (basically skipping 1).
 

Felwit

Well-Known Member
Lacking Profanity Filter - There is no profanity filter for chat, nor the corresponding option to toggle it off/on. This is pretty standard, even at release. Similarly, someone asked if you can use profanity in your character name. Nobody checked, but if there is no name filter, you should consider adding one. We've all been adults in Alpha/Beta, but we'll eventually get kids in the game who start trying to use profanity. Please shield us from the teenyboppers and their awful language.
 

Felwit

Well-Known Member
Still having problem with shoulders peeking out through Linen Shirt. I bugged it before, but there was a patch message between now and then that suggested it was fixed. First picture is in combat stance and fighting (top of right shoulder). Second one is while skinning (back-bottom of right armpit).
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Kittik

Well-Known Member
Ability Countdown Timers - Currently, a 10s cooldown starts at 9 and counts down each second, thus after it has been at 1 second for a full second, it changes to 0.9. The problem is that it is rounding DOWN for everything until it gets to under 1 second. I believe the industry has standardized on rounding UP, and then transitioning from 2s to 0.9 (basically skipping 1).
This is what it is! I knew something was off with this.....
 

Undone

Codemaster
Stormhaven Studios
Floating Text - Need different colors for floating text damage against myself vs. against the mob. Else I just see floating red number for both, and they don't really tell me much.
At the moment if something is happening TO you (npc hits you, heal hits you) the overhead text is over your head. Likewise, if you do something TO an NPC the floaty text is over their head. Is this not enough to differentiate? How do you propose we differentiate when the colors already indicate dmg vs. heal?

Skinning Another's Kill - I am able to skin other people's kills, which are fine. But I have to wait a while before I can do it, and the corpses disappear not too long after. I pull a mob while waiting for one to give me valid permissions. It was valid like 3 seconds after I pulled the mob, but already gone by the time I had killed the mob I pulled. Please make the corpses stick around a bit longer, if you are going to let people skin others' kills.

Skinning and Corpse Decay - I was in the middle of skinning someone else's kill. I had already started skinning and was about 5 seconds through, when the corpse fell through the world. I would suggest adding something that allows the skinning to succeed if the corpse timer expires while someone is in the middle of skinning or looting.
The problem is people could theoretically hold a corpse forever. There is a timeout for a reason - maybe we do a better job at displaying that timeout? I can't have corpses held forever for both performance and design reasons.

Ability Countdown Timers - Currently, a 10s cooldown starts at 9 and counts down each second, thus after it has been at 1 second for a full second, it changes to 0.9. The problem is that it is rounding DOWN for everything until it gets to under 1 second. I believe the industry has standardized on rounding UP, and then transitioning from 2s to 0.9 (basically skipping 1).
Hrm - I'll take a look at this. We may need to round up for the seconds but keep everything else rounded down as you suggest.

Lacking Profanity Filter - There is no profanity filter for chat, nor the corresponding option to toggle it off/on. This is pretty standard, even at release. Similarly, someone asked if you can use profanity in your character name. Nobody checked, but if there is no name filter, you should consider adding one. We've all been adults in Alpha/Beta, but we'll eventually get kids in the game who start trying to use profanity. Please shield us from the teenyboppers and their awful language.
There is a profanity filter on character names but as you said not yet in game. Will add this to the list.
 

Undone

Codemaster
Stormhaven Studios
Still having problem with shoulders peeking out through Linen Shirt. I bugged it before, but there was a patch message between now and then that suggested it was fixed. First picture is in combat stance and fighting (top of right shoulder). Second one is while skinning (back-bottom of right armpit).
I'll have our character artist take another look. Thanks for the screencaps.
 

Suntali

Well-Known Member
At the moment if something is happening TO you (npc hits you, heal hits you) the overhead text is over your head. Likewise, if you do something TO an NPC the floaty text is over their head. Is this not enough to differentiate? How do you propose we differentiate when the colors already indicate dmg vs. heal?

Nearly every time I'm either fighting a mob solo face to face, tanking a mob in a group (again face to face), or doing dps from behind (rogue style), the mob is in front of me and the two scrolling combat texts are nearly inseparable. That's my perspective on the situation. Perhaps if we would be able to scroll our perspective out more than the current max, that might help. I didn't see an option to change point of view max distance in the setting menu.
 

Felwit

Well-Known Member
At the moment if something is happening TO you (npc hits you, heal hits you) the overhead text is over your head. Likewise, if you do something TO an NPC the floaty text is over their head. Is this not enough to differentiate? How do you propose we differentiate when the colors already indicate dmg vs. heal?
1647108229402.png
You can see that the numbers 13 and 4 are pretty close in vertical alignment. Some of this depends on where your camera is rotated.

But also, damage to the mob doesn't pop up in the same place all the time. It will vary to the right or the left a bit, even if I stay in the same place. These are from the same position and camera angle. My Bleeding Strike DOT is centered over the "n" of "Brown Bear Cub." My Glancing AA is centered over the space between "B" and "e" of "Brown Bear Cub." As a note, the Bleeding Strike DOT damage itself seems to vary left and right. Maybe part of this is the numbers lining up with the mob model, so when the bear leans right or left, the numbers follow the leaning?
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