Constructive Criticism
#1
Posted 21 December 2009 - 07:44 PM
I have some basic gameplay constructive criticisms I'd like to make.
1) I'm not sure why general chat is disabled on the trial server. At the moment it's not a major issue as most people should be in the same locale and I believe can chat that way. I personally think it's in QOL's best interest to allow these trial players to be part of a community that will then want to continue on the paying side of things.
2) I think QOL should make a decision fairly soon on whether character transfers will happen before the first 30 days of the trial server. And once that decision is made the trial players should be made aware.
The only downside of the 30 day trial period is that subscribers may feel that these people are getting a free 30 days. It's certainly a reasonable gripe, but I think that the current limits to trade skills and studies are enough of an incentive for players to go to subscription sooner rather than later.
3) This next criticism is my biggest concern. Gameplay is the most important aspect of any MMO. It should feel smooth and fluid.
I have quite a few issues with combat. I have to assume that the issue with some mobs teleporting to you and getting behind you hasn't been fixed? It seems like most mobs magically jump from their location to either right on me or behind. Occasionally I'll actually see them run to me.
Player movement needs some work imo. When going up stairs the camera moves extremely jaggedly. The floaty jumps are very distracting to me. The combat speed seems too slow.
4) I don't crash as much as I did at the end of open beta, but I still crash every hour or so. And for whatever reason the bug reporter always crashes and so my report can never reach QOL. My only guess is that Kaspersky is somehow blocking functionality of the bug reporter? At this point I've given up trying to send a crash report and I'd prefer not to post my personal logs as I'm not sure what's included in the binary section of those logs.
#2
Posted 21 December 2009 - 10:18 PM
3) the MOBs warping to you was actually added with the last patch (it might be an over-compensation for the MOBs ignoring combat for a couple of seconds before closing). The warp overshoot is bothersome, but at least once combat starts, we don't get flanked continually the way we did.
Personally I find the combat speed comfortable, but that is one of those personal taste things.
Adrios Characters (Armstrong) in the OldTimers Guild:
Thendora - Soldier // Melrose - Ranger // Thorke - Healer // Kethrin - Magus
#4
Posted 22 December 2009 - 01:41 PM
See you in game!
~Eldaran
Matma'el server (formerly Hokk)
#6
Posted 22 December 2009 - 02:48 PM
---@--- Jayaha Talrok Magus | Chadeaux Human Ranger | Adrios & Hokk ---@---
#7
Posted 22 December 2009 - 03:48 PM
Hopefully instances and PvP down the road will draw him in.
Matma'el server (formerly Hokk)
#8
Posted 22 December 2009 - 04:09 PM
In my first 2-3 hours I encountered:
- video issues changing from windowed mode to full screen that required a restart
- one crash & the crash tool crashed as well
- got stuck in combat twice
- got stuck in the terrain once
- my healing potion timer started going into negative numbers
Other annoyances:
- load screens are too long, coming from another game this really stands out
- ui is a bit sluggish at times, especially clicking with a mouse
- at one point on the tab pane only the general tab was present and not the three mage tabs
- had some odd graphical issues where all my inventory had a pinkish color that looked like some sort of timer countdown
- spell distances were slightly off. i'd target a mob, move close until the ability turned white which should mean it's in range, the try to use the ability and often times nothing would happen. move a little closer and it would work. mobs visually blocked also silently fail.
Another oddity is that I was playing the game on minimum video settings. I switched it to max everything and didn't notice any change in performance. I do play at 1920x1200 and my CPU is on the slow side so I suspect my CPU is the bottleneck as opposed to my graphics card.
#9
Posted 30 December 2009 - 10:38 AM
The game has definitely improved since beta, but there are still plenty of issues.
In my first 2-3 hours I encountered:
- video issues changing from windowed mode to full screen that required a restart
- one crash & the crash tool crashed as well
- got stuck in combat twice
- got stuck in the terrain once
- my healing potion timer started going into negative numbers
Other annoyances:
- load screens are too long, coming from another game this really stands out
- ui is a bit sluggish at times, especially clicking with a mouse
- at one point on the tab pane only the general tab was present and not the three mage tabs
- had some odd graphical issues where all my inventory had a pinkish color that looked like some sort of timer countdown
- spell distances were slightly off. i'd target a mob, move close until the ability turned white which should mean it's in range, the try to use the ability and often times nothing would happen. move a little closer and it would work. mobs visually blocked also silently fail.
Another oddity is that I was playing the game on minimum video settings. I switched it to max everything and didn't notice any change in performance. I do play at 1920x1200 and my CPU is on the slow side so I suspect my CPU is the bottleneck as opposed to my graphics card.
I suspect it is not really a CPU issue. I am playing Alganon on a Core 2 Duo E8500 o/c to 3.94Ghz and a HD4890.
While investigating the effect of hardware on Alganon, I ran the CPU at the default speed of 3.16GHz and o/c of 3.94Ghz.
In most other games, I can see a dramatic improvement in FPS, redraws and general responce.
Alganon seem to run the same at both speeds. Therefore I suspect that it could be due to how effective the game engine is and not purely hardware related.
#11
Posted 30 December 2009 - 02:48 PM
Yeah the game runs the same on my Quad Core and my Dual Core. Both have very good video cards and plenty of RAM. I've never seen an improvement in FPS.
I suspect, though I haven't seen a dev comment to confirm this, it's because the client is not multi-threaded. That is, it will never use more than one core/cpu in it's current build.
If you have a dual core, for example, you'll note the CPU utlization never goes above ~50%, as the second core is not being utilized by the client process.
Of course it could be a huge co-incidence, but this is the same behavior I've seen in other single threaded MMO's, so.. /shrug
#12
Posted 30 December 2009 - 03:07 PM
I suspect, though I haven't seen a dev comment to confirm this, it's because the client is not multi-threaded. That is, it will never use more than one core/cpu in it's current build.
If you have a dual core, for example, you'll note the CPU utlization never goes above ~50%, as the second core is not being utilized by the client process.
Of course it could be a huge co-incidence, but this is the same behavior I've seen in other single threaded MMO's, so.. /shrug
Ashla - 34 Ranger | Nia - 18 Soldier - Hokk Server, Fame & Fortune Guild 
#14
Posted 30 December 2009 - 03:43 PM
I suspect, though I haven't seen a dev comment to confirm this, it's because the client is not multi-threaded. That is, it will never use more than one core/cpu in it's current build.
Oh the client is multithreaded alright, the problem is more to do with the workload being carried out on specific threads and how certain threads have priority over important subsystems thereby resulting in the performance bottleneck that a number of us observe when playing the game.
The vast majority of software is multithreaded (unless it's written with VB5 or below), but not many software titles are written to utilise multiple CPUs. I use Visual Studio 6, Visual Studio 2005 and VS 2008 for my day to day development. All three of these IDEs offer adequate resources to allow myself to develop titles that manage threads across multiple cores (I'm a C++ developer, but in my dabbling with C# I've found it's even easier). I still go for the lowest common factor though, I've always got an old Athlon XP 3200 to make sure everything runs smoothly, and can only get better when run on systems with multiple cores or CPUs.
#16
Posted 02 January 2010 - 04:22 AM
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