RatTower
Arcane
- Joined
- Apr 24, 2017
- Messages
- 476
Finally I got a bit more time!
I'll try to address a couple things and compile a list of issues in this post. I'll go through all the feedback and probably repeat myself a bit, but in case I miss anything please let me know.
Dexterity = damage bonus or (severe) damage penality
So here is a little list of things that need to be addressed according to all this feedback. I hope I didn't forget anything. A couple of these will be in a hotfix, a couple will be in a patch and a couple hopefully in future versions. I have my own list of roughly 100 open issues. A few are overlapping with these things.
I'll try to fix at least a good portion of the patch issues before sending out the next batch of alpha keys.
Rat Tower
I'll try to address a couple things and compile a list of issues in this post. I'll go through all the feedback and probably repeat myself a bit, but in case I miss anything please let me know.
It's a balance thing. It might work out better once you push endurance. Gotta test that with late game.-I think blocking consuming stamina (and by this I mean just being in the "block" stance, aka RMB) is bit too penalising, and will only scare player relying on defense (unless this is your intent);
Disabled right now. Coming back later.-the slimes didn't spit balls of acid like you shown previously, did you disabled it for the demo?
Coming with patch.-when I use a torch, it don't appear in any hand and there's no way to put it out; is this intentional or a bug?
Weight has an effect on your movment speed. Belric's Watch actually isn't the first area in the game, so this might just be another balancing issue.-the biggest problem with it so far is the slow movement; I like running being tied to athletics, but the default walking speed is just to slow
Strength = Equipment requirement for weapons + raw damage bonusBy the way what do mean by dexterity determining the weapon's effictivness?
Dexterity = damage bonus or (severe) damage penality
The linked screen seems like it's from a deliberately dark area. As you already point out, these are supposed to give torches and lightspells more meaning. I will adjust the torch light radius.The game is just too dark. Now, to preface this, it could 100% be an issue on my end. I have tried adjusting the brightness on my monitor, changing the settings, etc. No matter what I do, I just can't seem to make it bright enough. This is what I'm referring to: https://imgur.com/a/V8vOXLv
Without a torch, certain areas are unplayable. This is by no means a bad thing - it gives a lot of power and weight to both the torches and divine light spells. Because torches and magic are a scarce resource, it gives them even more weight. So often in games, these types of items are simply rendered useless due to a game being too lenient with its light. However, I found that the torches still didn't illuminate enough, and when they did, it was too centered on the player. In the center of a room, I would expect the sides to be further illuminated than they were. An easy (or maybe not so easy, because I do not understand coding at all) way to fix this would be to add a gamma slider. If that would break balance too much, perhaps making torches/divine light stronger would do. Just my 2 cents! This was my biggest annoyance, and it was extremely minor compared to many alphas I have played, so hats off to you!
I believe someone already mentioned this, but you can carry items by holding "F" while looking at them. You can then push them away and pull them towards you with the mousewheel.Speaking of the fish, I was not enamored with how closely the items drop from your character. I would personally prefer it if the item just dropped a little further away from the player, or even better, allowing the player to place it. I recall the instance of cooking the fish; I felt like I had to almost stand directly on the fire in order to place it correctly. I could just be really awful at placing things, but that's just me.
Belric's Watch is a later level. The tutorial boxes are only there for the alpha.I think the game as it currently stands has a major flaw in terms of difficulty. In fact, I'm a bit confused as to what your goal with this first level is. Is it really supposed to be the introductory level ?
Lysandrian keys are basically "generic" keys that aren't necessary for progression. They are "consumables" and just offer an alternative to lockpicks or destroying a door. Those keys have a chance to break.The first major issue is with keys. Keys allow you to open up various areas of the level, but there is currently no way to figure out if you've opened everything or if you've missed something. The lysdandria key is a good example. Without spoiling too much, it's standing on a small bench with candles in an alcove on a wall, and I literrally ran past this area a dozen times without seeing that there was a key here.
That's a fairly interesting one. Can you remember what enemy it was you were fighting?The second major issue is combat and the stamina meter. So far, combat seems to be the most buggy part of the game. Some undeads seem to get stuck, stop reacting / attacking and it even happened to myself a couple times too. In one occasion I was unable to attack, defend or move at all and had to stand here in front of a frozen undead. I forgot how I unstuck myself, but something was definitely bugged.
Enemies do not always respawn. What's currently happening is a KF4-like "enemy nest" system, where enemies respawn until you clear them out - this works pretty well when your enemy spawns are very clearly bound to a single room, but once encounters spread out (e.g. by patrolling) it becomes confusing. I'll try out something different in the coming patch.The third major issue is the save system. I had to double check to be sure I didn't dream it, but no: the enemies reset on saving at altars. This is not cool, at all. I could somehow understand resetting enemies when dying, but that's not even what I'm talking about here: I kill an enemy, go back to an altar to save, and when I come back, that same enemy is back. I'm also losing experience points, and when respawning, it's not a real "reload", so the consumable items I had in my inventory ( and used previously ) remain lost. The consequence of all of this is that you cannot really game the system ( for example by killing enemies one at a time, saving, so that you can ensure minimum progression even if it's too difficult for you ), but in fact that as you keep saving / dying and losing consumables, your chances lower and the difficulty keeps increasing. I'm hoping that in the future you'll implement a true quick save / reload system instead of the current one, which reminds me of Ultima Ascendant ( and which was despised and criticized by almost everybody, if you recall.. ).
See above. Lysandrian keys are consumables.For some reason one of the keys I found went into my inventory, and just on a whim I tried it on a nearby door and it unlocked it (Wasn't consumed). It seemed to have been established that there was a keyring system with a previous key, and it would automatically be used if it could be. How come this key needed to be used manually?
There were actually a couple bugged doors that wouldn't persist their lock-state. Should be addressed once the hotfix is out.The world state seems to not being fully saved/loaded -- at least enemies respawn and certain objects, such as doors, return to closed/locked state, while items seem do not respawn, which requires beating the alpha in one sitting to avoid progression issues.
This might be worth thinking about. Perhaps this could be integrated with the "First Aid" skill.The enemy health is revealed when you lock onto them, which feels off and kinda kills the mysterious atmosphere -- maybe you could hide that until a certain stat is way up there or something?
So here is a little list of things that need to be addressed according to all this feedback. I hope I didn't forget anything. A couple of these will be in a hotfix, a couple will be in a patch and a couple hopefully in future versions. I have my own list of roughly 100 open issues. A few are overlapping with these things.
Some things for hotfixes & patches:
- balance arrow traps
- debug output for player position
- better item distribution (torches along the way / fill empty containers / rewards / more arrows)
- torch light radius
- torch light position
- stronger awareness decrease for enemy search state
- ESC to quit menus
- minimum damage on low stamina attacks
- lockpicking notes on doors
- torch tutorial
- AI rework for more randomized reactions (breakout attacks instead of just blocking)
- faster rotation for archers
- more 1v1 enounters
- turn off collision for dead slimes
- doors need to save their locked state correctly
- dousing torches / removing beneficial status effects
- stagger rebalance (perhaps increase movement speed penality)
- Fix mouse capture on documents
- UI element to close documents
- gamma slider
- make named keys more visible
- hint at interactive puzzle items
- fix stamina lock (no more exaggerated lockdown times)
- no more full respawn of enemies (!)
- proper linebreaks in dialogue texts / answers (fix text overflows)
- reposition mantling tutorial
- more generous mantling checks
- double click for trading
- lower camera roll on strafe
Some things for future versions:
- transform small static items into dynamic ones
- proper graphics settings, including resolution support
- rebinding keys
- spitting slimes
- non-intercepting mouse focus on alt-tab
- drag & drop menu + right click context menu in inventory
- ranged enemies switching to melee
- proper screenspace reflection (or remove)
- improve AI positioning to prevent deadlocks (integrate EQS queries)
Other issues (possibly up for balancing):
- Penalizing stamina drain on blocking
- Weight system
- atmospheric sfx variety
- UI size and/or make health easier to see
- Binding enemy health visibility to skill (perhaps first aid)
- archery affecting draw speed
I'll try to fix at least a good portion of the patch issues before sending out the next batch of alpha keys.
Rat Tower