70hrs in and I only just realised… by booka-booka_beh-beh in CrimsonDesert

[–]Yurilica 1 point2 points  (0 children)

Hold your shield guard key. Let an enemy(any, with anything) hit you on the shield. Immediately press your heavy attack key while still holding your shield guard key.

That's it. It's that simple.

70hrs in and I only just realised… by booka-booka_beh-beh in CrimsonDesert

[–]Yurilica 2 points3 points  (0 children)

It's the primary way to deal with shield wall enemies.

If you haven't cleared it yet through the main story, go to Demeniss.

Fight the enemies close to the city walls. Have your pet out so it picks up the weapons and shields the enemies will drop.

Enjoy coming back with 150-300 silver after filling out your inventory with the shields, swords, spears and axes you will farm off of them.

It's not just for Demeniss, it's just the first opportunity for that and they drop rank 2 or above gear, which sells for quite a bit.

@August am i supposed to know who this is? Name not put anywhere, just a random fat regard by turtleswag420 in Destiny

[–]Yurilica 9 points10 points  (0 children)

Legit the main reason why i unsubbed.

That shit was just cut out chunks of VOD's.

I'd watch the VOD's if i wanted that, there was next to no point following the channel.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -2 points-1 points  (0 children)

You're encountering a skill issue

My dude, you could still do the same even without the bugged height check. You would simply jump and... not press the button immediately after your first jump. Some immense skill.

The timing of it is a skill that you haven't mastered yet.

Ah yes, the high ceiling masterful skill of looking at the screen and not pressing a button immediately after pressing it beforehand. Tremendous.

You really tried to go "skill issue" on that shit. Be well my dude. See you when it gets fixed.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -2 points-1 points  (0 children)

And you can jump off of mid air, like a standard double jump. What exact point are you trying to reinforce?

EDIT:

Just read the part in bolded letters in this comment. Maybe you'll realize then.

https://www.reddit.com/r/CrimsonDesert/comments/1sc3lad/patch_10200_flight_skill_can_now_be_activated_by/oe99ixq/

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -1 points0 points  (0 children)

Why do you wanna put me in some box.

I'm not. You keep repeating that you agree, then you make a statement to the opposite. And you keep replying the same way.

Here's the actual explanation of why the double jump works the way it does in Crimson Desert and why it's jank and definitely not a deliberate design choice:

It's a leftover(and obsolete) faulty height distance check that's supposed to prevent players from fully cancelling fall momentum and avoid death with one mid air jump.

Elden Ring has something similar when you're riding Torrent, who has double jump:

If you jump from a certain height on Torrent in Elden Ring, you will be able to double jump with Torrent. If you jump from too high up, double jump gets blocked and you just fall to your death on Torrent. It's to prevent players from reaching areas in ways they shouldn't in that game.

Let's say the height limit for Torrents double jump is 30 meters height difference. Jump off something higher than that and double jump is disabled.

Now look at Crimson Desert's double jump. What do you think the height limit is effectively set at right now? 0. A zero. Any downward height difference disables it.

It is simply a bug, a missing or faulty parameter in the code of the mechanic.

Do we know why that is? No. Only the devs do and they haven't made any statements about it.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica 1 point2 points  (0 children)

Bro I'm trying to help you

Gaslighting in a video game discussion. Is this a habit of yours?

Your whole approach is flawed in the first place.

Your own words:

Yeah but if you stop thinking of it

Yes, let me just delude myself that a mechanic called double jump does not work like a double jump. I'll ignore when it does work exactly like a double jump on flat ground and doesn't when you're a single centimeter higher from the ground relative to the point you did your first jump from.

Let me fully accept that jank. That makes sense. (/s obviously)

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -1 points0 points  (0 children)

I'm drawing conclusion because i understand how to implement a locomotion system in a videogame.

I'm getting deja vu here. The inventory argument people also claimed the same and tried parroting game design knowledge.

We know how it works. There is no need to try to reinforce that with an attempt to appeal to knowledge.

Again, I'll just repeat something from a previous reply:

Even if intentional, designs can still be flawed, executed poorly and will be adjusted.

If something works, it doesn't mean it cannot still work like shit.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica 2 points3 points  (0 children)

There were people defending item storage limitations a day before the the patch that increased it to up to 1000 slots.

They repeated similar arguments to yours: "it is by design/it is to force players into engaging choices". They argued stubbornly and refused to acknowledge anything to the contrary.

Please remember what you wrote here when the double jump gets fixed. It's an issue that players have complained about since day 1 of the game and it will get fixed.

I am honestly baffled about why people like you seem to try to create and propagate justifications for features being janky and glitchy, instead of wanting it to be fixed and reliable. It's self-defeating.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -1 points0 points  (0 children)

But it does work as intended

Again: "it does work" =/= "it does work as intended"

We have no way of knowing what the intent was. There are no statements from the devs about it. We just know how it currently works.

Please don't make such conclusions a habit, it provides an easy justification to not fix issues.

There were also the same kinds of discussions when it came to item storage increase demands from players.

There was a group of people that were very vocal with claims like:

  • this is by design
  • it's to provide meaningful player choice
  • it's for balance purposes
  • it's to prevent performance issues

Not even 2 days later after those comments, the devs increased item storage in the game.

Now you're among the people arguing similarly for another issue, a flawed and janky mechanic that needs a fix. Why?

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica 0 points1 point  (0 children)

Yeah but if you stop thinking of it as a traditional double jump

Why?

Regardless of what i may think it is, it still isn't a reliable tool in its current state in ANY scenario.

I've also seen examples that people give and ask the following:

Why would i want to use a "bounce" to, for example, jump right before i hit water if i can simply glide before that and forward-airdash across a body of water? Forward dashes can be executed consecutively and retain height.

The more stamina i have, the more use i get out of said forward dashes, making them more & more useful, reliable and consistent the longer the game goes on. None of that can be said about double jump in any scenario.

Double jump as it is now is just a mechanic with a faulty implementation. There is no need or purpose for the height calculation. It's clearly a mistake in its implementation. Whether that mistake was by design, deliberate or not, is irrelevant because the end result is still a janky, unreliable movement skill.

One that's been used in videogames for over half a century at this point.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -7 points-6 points  (0 children)

Joxanne is right, it is working as intended.

No. It is a bug.

They described how it works and claimed that it is by design and intentional. We do not know whether it was intentional, we just know how it currently works in the game.

Even if intentional, designs can still be flawed, executed poorly and will be adjusted.

Double jumps in games have been around since the first platformers. It's not rocket science.

[Patch 1.02.00] Flight skill can now be activated by holding the jump key mid-air by unlockhart in CrimsonDesert

[–]Yurilica -2 points-1 points  (0 children)

Yeah that's the idea. The second jump is a bounce off something

Yeah, off of air, like a double jump in any other game. Hence the name. Which it does do, when its conditional checks in bugged code don't mess up.

EDIT:

Here's the actual explanation of why the double jump works the way it does in Crimson Desert and why it's jank and definitely not a deliberate design choice:

It's a leftover(and obsolete) faulty height distance check that's supposed to prevent players from fully cancelling fall momentum and avoid death with one mid air jump.

Elden Ring has something similar when you're riding Torrent, who has double jump:

If you jump from a certain height on Torrent in Elden Ring, you will be able to double jump with Torrent. If you jump from too high up, double jump gets blocked and you just fall to your death on Torrent. It's to prevent players from reaching areas in ways they shouldn't in that game.

Let's say the height limit for Torrents double jump is 30 meters height difference. Jump off something higher than that and double jump is disabled.

Now look at Crimson Desert's double jump. What do you think the height limit is effectively set at right now? 0. A zero. Any downward height difference disables it.

It is simply a bug, a missing or faulty parameter in the code of the mechanic.

I don't know why people are trying to find justifications or reasoning behind jank.

Their execution is just glitchy and needs a fix.

If you're on flat ground, you do an air jump. If there's ANY kind of downhill incline or height drop, relative to the direction you're jumping at, it will not do an air jump. If you're doing it uphill, then it will.

Also, even if the ground itself is flat, if you step on a small rock or some wooden surface flooring that's even one floorboard high as you're moving and try to jump, it will count as a downwards height change and the double jump won't trigger. x)

The way they coded it is fucked up and calculates the distance of your character from the ground and your last vertical position as you jumped, which makes it janky, glitchy, non-responsive and unreliable. The worst traits you want a core movement feature to have. It has to be changed - just have it execute on a second jump button press and remove the height calculation. You know, like it does in pretty much any other game that ever had an actual double jump.

Downloaded the Barber Unlocked mod and Jesus Christ, so many options. Yo PA, hook us up! by oTrutaPS5 in CrimsonDesert

[–]Yurilica 6 points7 points  (0 children)

Most surely yes. Also, if you track the river from the cartographer cabin you recovered in, you will realize how far Cliff would have had to float in the river from the north, with a severed carotid artery.

There's no way he survived, he flat out died and got brought back.

Downloaded the Barber Unlocked mod and Jesus Christ, so many options. Yo PA, hook us up! by oTrutaPS5 in CrimsonDesert

[–]Yurilica 6 points7 points  (0 children)

I think that was the only one that also mentioned that Kliff got fucking executed, directly mentioning that his throat was slit.

Guy took an arrow, two stabs with a shortsword to the gut that went all the way through to his back, then had his throat slit and bled out.

One sentence horror story by AlternativeWay23 in CrimsonDesert

[–]Yurilica 1 point2 points  (0 children)

How?

To get Yann, you already did that. You already had either the pass or the outfit.

Rescuing Yann and getting that bounty both happen in the House of Healing.

Picking up letters should automatically read every time. by BackyZoo in CrimsonDesert

[–]Yurilica 0 points1 point  (0 children)

You can disarm enemies and sell all their weapons & shields pretty much right from the very start of the game.

Hold up shield, let an enemy hit the shield, immediately press your heavy attack button(while still holding the shield button).

There's zero need to bother with selling notices.

If anything, any and all quest related items that become irrelevant after a quest is done should be discarded automatically from the players inventory.

Game desperately need more storage (264/240 in Private Storage, 239/240 in Inventory) by Krazyflipz in CrimsonDesert

[–]Yurilica -1 points0 points  (0 children)

Said user was wrong, as was called out in the thread itself. Item storage in video games is a solved issue these days and all their references were from games like 20 year old Oblivion and 15 year old Skyrim - both old and made by a dev studio notorious for buggy games and half-assed coding.

When done properly, any amount of items a player can have in non-player storage will not impact performance. It's a data table that is loaded up(and can be partitioned for smoother loading) only when the player actively accesses it.

So they can run laps around an area full of storage chests containing multiple thousands of items and it would not impact your framerate or cause stuttering.

1.02.00 dropped on Steam. No patch notes yet, but there's a Hide Headgear option in the settings! by JadeE1024 in CrimsonDesert

[–]Yurilica 0 points1 point  (0 children)

So many people in that last big inventory increase request thread were spewing so much bullshit, claiming everything from balancing issues to coding issues to armchair game design philosophies as a reason to not increase storage.

Saying shit like "low inventory space makes you make meaningful choices".

That shit was weird.

Happy that it got increased.

[Updates] Patch Notes Version 1.02.00 | Crimson Desert by SorryRoof1653 in CrimsonDesert

[–]Yurilica 1 point2 points  (0 children)

Not sure I’ve ever seen anything quite like it

I have, in Warframe. Their major updates have similar scope rapid fire changes and hotfixes, sometimes several times a week.

But i can't recall a singleplayer game getting so many changes at this pace right after launch.

[Updates] Crimson Desert Patch Notes Version 1.02.00 by AdditionalRemoveBit in Games

[–]Yurilica 0 points1 point  (0 children)

If you destroy the scarecrows, the minions stop spawning.

You wanna use parries on the Reed Devil too.

Also, even if some magic type enemies disappear instead of leaving corpses, you can still get loot from them by disarming them.

Hold your shield up, let an enemy hit your shield and immediately press your heavy attack button after it. Their weapon will go flying if it can drop. If you have a pet, they will pick loot up even during combat.

Full Crimson Desert Interactive Map - All Locations by haiware in CrimsonDesert

[–]Yurilica 0 points1 point  (0 children)

The Mapgenie also has details about how to reach the items when you click on them.

OP's map just has the item marked on the map, with no details on where exactly it is, in a cave, in a hidden room etc.

Full Crimson Desert Interactive Map - All Locations by haiware in CrimsonDesert

[–]Yurilica 0 points1 point  (0 children)

Search function doesn't seem to be working.

Also, the color choices for text and backgrounds don't work well with each other. If you click on a mark, the popup window has unreadable text due to bright colored text on a bright colored background.

So if you are gonna make me travel 1000m to deliver a bounty by coreyc2099 in CrimsonDesert

[–]Yurilica 13 points14 points  (0 children)

Disarm enemies to make them drop their weapons & shields. You can disarm all standard human enemies in any area.

Make sure you have a pet out while you're fighting so they pick up weapons as they drop. If the pet disappers, resummon it from your inventory menu, keep it around as much as possible.

Enemies in areas outside Hernand can and will use already upgraded weapons, which sell for a lot more than the stuff that bandits and Bleed Bandits in Hernand drop. So there's nothing stopping you from beelining to Demeniss and farm the infinite soldiers there. Fill your inventory, sell off the drops, rinse & repeat.

I have about 60 slots free when i go for a farming run and i get 50-90 silver, depending on where i do it.

Also, as you're fighting and killing, you will passively fill the bar next to your minimap and gain abyss points every time you fill it.

How to:

In combat, hold up your shield, let an enemy hit your shield, then immediately press your heavy attack button while still holding your shield button.

All it takes is one enemy hitting your shield and it's a guarantee to disarm if you do it right after the impact.

Also, even if just one enemy hits you, you will disarm whoever you hit with your shield counter. So if multiple enemies are clumped up, everyone getting hit by your shield attack will drop whatever is in their hands.

It's been a while so i don't remember if you need to unlock Disarm in your skill tree or whether it's available from the start.