Feedback from last beta:
- How is performance inside of the city during the day/night?
I didn't notice any problems personally, but I have been keeping shadows at zero. Performance has for sure improved after all the tweaks done in general though - I'm running at higher settings than I use to and it's workable. I'd say continue with the optimizations though please!
- How much of an impact did adjusting humanoid texture resolutions impact performance on your rig?
I honestly did not try this - left it on the default high. But more options are good, this may help some users for sure.
- Are weapon & armor augments worth using?
I experimented with this and shared some feedback already about the weapon bonus effects not showing on the character sheet (which I found out is by design)
Suggestion - add the bonus from augments to the tooltip when you hover over "Flanking" for example, or whatever the bonus applies to. That won't bloat the sheet itself as it will be on the tooltip, listed as main hand augment bonus/offhand augment bonus + XX is what I'm thinking.
As far as actual use, I have a suggestion - If possible, can you have the charge only decrease if it actually is used? For example: + Flanking bonus should not take a charge UNLESS you are flanking. I burned through my dagger charges very quickly as when I was solo I couldn't really flank and it used a charge every swing. It would be nice if it actually only used a charge if the bonus was used. If this cannot be done, it may be a good idea to increase the default charge count or allow us to stack charges of the same type (with a max limit) (maybe you can do this? Didn't test).
I did find a visual issue in the JSON when you apply an augment to an item, I included it in screenshots but I will attach it also here (Bonus listed twice, level requirement listed twice)
Suggestion: Keep the durability slider % left under durability for the item, then augment data after - as you can see in the screenshot it goes below the augment data and doesn't look right there imo.
Another thought: I think augments would be cooler if when a weapon is augmented it would have some kind of visual equipped effect or on hit visual effect. I think this has been talked about some and may be in the works. I personally would love to see chemical/ember type of +dmg augments myself with nice visual effects for some of the higher level ones!
- Was your patching process faster than it typically is?
Very much so, I would even go as far to say that along with the compression of the files that was also done this decreased my zoning times greatly. I have an M.2 SSD and zoning was a bit slow before recent improvements/compression of files. Now it's really not bad at all.
Bugs:
I still get some settings issues (like resolution/camera settings) resetting sometimes when I zone. If this issue persists in the live version with fresh install files, I'll provide more feedback.
The main one that's a bit annoying is the game changing from the resolution I set back to my native resolution.
More feedback:
Forgetting a class:
If you "forget" a class, maybe instead of bringing the new one to level 6, take it down to half your role level?
Reason: With the recent exp adjustments, it takes quite a bit of time to level the class even fighting higher level mobs. I think cutting it in half is reasonable and will still prevent people from switching willy nilly as even with cutting it to half there will be a considerable recovery period - especially at higher levels.
Crafting:
I've been talking to Adric that I feel high level flux should have more of an impact when crafting - he explained to me how it is calculated now and that makes it so sometimes it applies and sometimes it doesn't based on how the numbers come out in the end via rounding. I suggested that higher flux holds should hold more weight and thus always provides a small increase if possible.
Reason: If the name of the item changes (Minor to Lesser) for example when adding flux, the item should actually be better. In addition, flux being one of the more rare components, should simply always apply a better affix number if you chose to use it.
This is all I can think of at this moment, I hope to continue to provide feedback for live as well when time permits.
Thanks for making such a great game!