about 3 years ago - Kaldorei - Direct link
Originally posted by hitorix: so many things still need fix. that date is too rush. i said another year or two.

Which things? We are looking for feedbacks to know which things need to be fixed.
about 3 years ago - Kaldorei - Direct link
Originally posted by Illuminerdi: The animations need a ton of work. The game might ship on June 8th but I seriously doubt it will be very polished :(

Well the animations are the most that a small team can do with our scope, even if we had more time this is not an aspect that can be vastly improved
about 3 years ago - Kaldorei - Direct link
Originally posted by andy:
Originally posted by Kaldorei: Which things? We are looking for feedbacks to know which things need to be fixed.

Some things i personally dislike in current version.

Crafting / gathering:

Too many resources like wood are required to craft every item. Those resources are also mostly limited to certain regions. For example, crafting Animist Staff fequires 63 minerolls (8+25+30). Crafting mineroll requires 3 worldroots and 2 thresthorns per item. But there are very few thorns before players cross the Pass of Alphara, and after crossing it there are no roots at all. So, unless player spends days gathering thorns in early location, or gathers almost two hundreds roots already knowing about thorns in next location, it won't be possible to craft that staff for a long time. The same can be said about any item with required materials limited to locations that can't be accessed after certain point in story.

Randomized stats.

Seriously, this stuff sometimes creates absolutely useless combinations. For example, purple quality sword for Daryon with 1 power, but dozens of magic and incantation speed as bonus stats. Does he have any magic-based abilities at all? Of course, maybe there is another character who uses the same weapons, but benefits from magic stats. Also, randomized stats sometimes make higher quality version weaker than lower quality version of the same item.

Crystals.

While this idea is very interesting, it's too rng-dependant. For example, player can miss some abilities simply because crystals with those abilities won't drop at all. Or only one will drop, but with bad stats (most crystals i got with spell only are attack-based, and most skill only are magic-based, looks like rng in this game is trolling me). Rare crystals that can be obtained from random encounters discovered by nekaroo have random color, stats AND require completion of certain bonus objective during battle. Like inflicting 3 status alterations on enemy that dies in 1-2 hits. Seriously, those crystals should be a base reward since they are already rng upon rng upon rng and those encounters don't respawn.

Bonus objectives in combat.

The way they are generated is weird in best case. For example, player can get "win battle without moving your characters" against opponents with knockback attacks and longer attack range. Or "kill any enemy in one hit" against a single very resilient enemy. Or "kill an enemy after each character attacked it" against enemies that would be dead after any strike other than Selene's basic attack. Challenge like "suffer 600 points of damage" against enemies that deal 20-30 points of damage per attack is simply some kind of perversion. Also, some objectives are not clearly explained: for example, striking with element enemy is resistant to will fail bonus "defeat enemy without exploiting elemental weakness". And skipping turn second time will fail bonus "win battle without using the same ability twice" (is that REALLY an ability?).

Randomized rewards from one-time boss battles.

I tried to test in in battle with monolith boss. Sometimes it offered only currency from bonus objectives. Sometimes one sword. Sometimes two swords. Always of random quality (between white and purple) and with random stats (yeah, that magic / incantation speed / 1 pow purple sword was one of offered rewards).

Dialogues during side quests.

During first two chapters everything was fine, but after i entered next region... Sometimes camera is located too low and shows only characters' legs (for example, first dialogue between NPCs during quest about defending refugees village from horde of monkeys). Sometimes scene begins with some character standing among others, then another character says at some point "he left / is sleeping now / (whatever)", but character still stands at the same place (side quests in Tyr-Caelum).


Those are main problems i can remember after first three chapters. Maybe i missed something or will encounter more later.

Thanks for your feedbacks, i forwarded it to the team and some things will be iterated based on your feedbacks.