Original Post — Direct link

Been playing every moment I can since work hadn't started crunch until yesterday, I have almost all the characters and according to Steam about 50 hours in the game so I finally feel confident to drop something large. I'm going to separate this into Suggestions (Opinion) and Bugs (Fact).


PART I: Suggestions


Ability Customization Depth


I know this is currently being worked on and is currently in a very basic temporary state, but I want to say that whatever system replaces the current one should allow genuine build depth. I also think it would be a cool idea to keep the grind part of upgrading abilities and it would make design sense to tie that system into the pack system even further.

I'll include an example system I came up with in a comment below to keep this to just the important stuff.


Character Unlocks


Personally I don't mind the current system, but I do think there are improvements that could be made to help improve the player experience substantially:

  • Let the player pick from ANY of the first 8 characters.

  • Once you complete the first tutorial mission (the one that takes you to the Pantheon), have the game ask if they want to stick with that character. If they say no, they get to re-pick and re-do the same mission. If they say yes they get to keep that character.

These changes will help make sure everyone gets to start with the character they like the most right away, which helps maximize their fun factor and keeps them engaged for longer to help reduce churning. (To help make this up to existing players you could offer 100 shards of any character they don't have unlocked or something, IDK)

For more difficult characters you can just add a warning that the character is more advanced and might not be a good pick but still allow the player to opt into that and see if it is for them.

  • Adjust Assassination Missions so that the ones associated with the first 8 characters are all unlocked relatively close to each other time wise and very clearly mention which character you'll help unlock by doing each one.

The intent here is that players can then opt to chase after the other characters that interest them much faster, rather than going through a much more linear path as the current setup is.


Gameplay Tweaks


  • Add an option to make movement abilities travel towards the crosshair rather than the direction you are moving.

Not everyone would prefer this, so make it an option for those of us who do.

  • Legendary Items should actually do extra specific effects, with weapons doing character specific changes.

  • Add Legendary Potions to find/craft, stuff like use potion to break CC, move superfast for a bit, gain resource, +crit chance, etc etc etc.

  • Give all CC diminishing returns. (Co-op isn't in yet but I imagine the CC locking would be vastly different with multiple players, if this is the case then make the diminishing returns scale based on how many people are in your party.)


User Interface Changes


Combat:

  • The health bar you can enable above the player's head should be visually different than the enemy ones. Right now it just blends in too much to be useful.

  • Add an option to also enable your resource meter above your head.

Help:

  • Help Menus should have the page indicator (1/5 etc) located in the bottom middle of the UI frame and enlarged a tad to make it more obvious there are more pages. Right now it's just a bit too hidden.

Crafting:

  • The Crafting UI should support the Compare Item frame like the Inventory & Store do since you can equip items from that menu.

Inventory:

  • The Stats part at the bottom of the Inventory UI should have the stats tooltips show how much each stat provides with 1 stat point. (e.g. 1 point of Fortitude = how much HP exactly)

  • In the Inventory UI if you hold Ctrl on Rings/Amulets to change the item you are comparing it to, hitting right click to equip the item should swap the item with the Ring/Amulet it is currently being compared to.

  • Allow us to spend gold (and maybe specific crafting resources, IDK?) to purchase bag slots which expand our inventory.

  • Reduce the delay on selling items. (considering the client already does the animation of the item disappearing right away, I imagine the best way to do this is to show the gold right away, hide the waiting for server message, and allow a player to keep selling, but if the server throws up a rejection do a pop up box saying the server rejected the sell and return the item/take the gold back)

Stash:

  • Add functionality to name the tabs with the name being shown in the bottom middle of the UI frame (above the pages)

  • Add functionality to replace the page # of the UI with specific icons (e.g. a sword to represent weapons, armor for armor, rings for jewelry, etc) to help make management easier.

Ability Upgrade:

  • Add a locked icon to the abilities not unlocked yet for visual clarity.

PART II: BUGS

Misc.:

  • Start Menu icon on Windows does not have Pagan's icon (currently shows the Unreal Engine logo)

Packs UI:

  • Text is not correctly spaced right now (e.g. shows MissionsPack, QuestPack, etc).

Inventory:

  • Game can forget you are holding Ctrl for quick sell if you sell too fast.

(Repro: Hold Ctrl, mass sell very quickly with your mouse, if you click to sell another item while it is waiting for server response the game will drop your Ctrl input and not quick sell anymore but rather pick the item up until you let go and re-hold Ctrl)

User Interface:

  • Interact Key bind text does not properly update if rebound.

(Repro: Bind your interact key to any other key. The game will still tell you to hit R to interact. In the Pantheon the text will update to the actual key temporarily after you interact with something but this only lasts until you leave. In Battles the text never properly reflects the actual key.)

  • Quest/Challenge(?) text during Battles does not properly reflect your rebound keys.

(Repro: Rebind your F ability key, if you get a Quest/Challenge like "Complete the encounter without using your F ability" it will stay say F ability rather than your actual ability input)


That's all, super enjoy the game, it's really good and has a great base to work with and expand on. There's some cool stuff going on here that I really enjoy and if I ever get to work on an ARPG I'd be a huge proponent of saying we should do this thing.

External link →
about 5 years ago - /u/Sasha_jp - Direct link

I'm furiously taking notes right now. Great post /u/underpaidgamedev and great username :3