First Play Reactions (a note to the devs)
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The game isn't ready to public testing, and am not sure why they are doing it, it will just put people off the way it is at the moment, i'm going to assume the financial side of things isn't doing so great and this is a way of attracting more people to hopefully raise more.
It has great potential but it's far too early to see.
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@Listatta It is always nice when people makes so comprehensive feedback like this. It also includes very good points with constructive critisism. I would say to that 'point to click' part, have you tried to move holding down the mouse left button? I play these 'point to click' games 98% of the time that way (if it is possible). It makes the moving much more smoother and keeps you better ongoing.
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@Listatta a very detailled and well written Report. I like it if people take the time to write down their experience to help the Devs to find problems with their design.
It is a bit sad, that you don't feel thats a game for you, but probably it will change with time.
You said, you are playing PoE since 2017, that means, you stepped into it, when it was already well polished and smooth.
When i saw it first time (did not played it at this state, but a friend showed it to me) it was still in an kind of Alpha state and it wasn't that enjoyable like it is now, graphic wise, stability wise, handling wise... so i guess there are hopes for Fractured for you
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I have to say that zoning areas with miles of walls bothered me as well and I think there should be much more freedom to explore and move around.
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@Tuoni said in First Play Reactions (a note to the devs):
I have to say that zoning areas with miles of walls bothered me as well and I think there should be much more freedom to explore and move around.
*pssst* there is this one special skill from Wisps, the small ridges are not a problem anymore with it
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@Kralith
doesn't change the fact that they're obnoxiously long though.
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@Zori said in First Play Reactions (a note to the devs):
@Kralith
doesn't change the fact that they're obnoxiously long though.True, it does not. Those are almost comparable to invisible walls what some MMOs use to restrict the moving to special areas, not equally bad but still close enough.
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@Tuoni
Essentially it is, even if you look at the mini map to plan your route, you'd be surprised at the amount of blocks you'd get.I don't think that getting a special skill from a wisp should be necessary to be able to overcome some of these issues. There are some 'mountain ranges' that should be easily scaled yet you cannot get to it unless you go around.
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@Zori I agree. Special abilities should not be a solution for design issues. There is nothing wrong to restrict some of the areas but doing that too much will be away from the open world experience and idea of seamless world. Moreover, creating miles of copy paste stonewalls or cliffs does not look that good either, therefore, it is a visual problem as well.
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Hmm i do not know why you think about limiting us or making copy&paste design.
If you go along a ridge in real World or even a big Mountain, you are also not able to just easy jump up/down or cross it.
Yeah in modern world it is easier, but think about the romans, who wanted to go over the Alps to reach Europe north of them.
They needed months to find/build a way for all the military troops.
Mostly people had to go around it and find a path. Or use some Abilities&Tools.
Do you know, if there will be not other possibilities to jump/climb over these ridges later on?
I also never had a real problem to find the next path of the ridges, you even see them on the Map.None Ridges or Mountains feeled for me like copy&paste. @Tuoni
To make every 10 Meters a path through them, would feel for me way more copy&paste, and boring to remove them all and just to have a flat-everywhere-to-walk-without-hurdles-map.
And yeah, i would like if we would be able to climb Mountains in one or another way, to find a special hidden treasure on top of them.
But i doubt the game design is made for this.
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@Tuoni Ironically the really long ridges that you need to follow to get around a mountain makes it feel like things are just barren waste lands that feels really bare.
I don't mind the mountainous terrain but if there's only one linear path to overcome the obstructive long ridges, then it does get quite tiresome.
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@Kralith I think you missed the actual point. Regardless how the wall is implemented it is there creating a kind of zone and not offering seamless open world experience, and that is the main problem. On top of that the current implementation, especially the stonewall, does not look that good either. Therefore, there should not be paths every 10 meters because there should not be that wall at first place. Of course it is okay to have some obstacles blocking the access to certain areas but less would offer much better gaming experience for players, at least from exploring point of view.
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@Zori said in First Play Reactions (a note to the devs):
@Tuoni Ironically the really long ridges that you need to follow to get around a mountain makes it feel like things are just barren waste lands that feels really bare.
I don't mind the mountainous terrain but if there's only one linear path to overcome the obstructive long ridges, then it does get quite tiresome.
Open world games should avoid linear environment design as much as possible and goal for freedom of traveling and exploration instead. I run along with that wall sometime and then I turned back because I was not sure when it is going to end or if ever.
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@Kralith
"think about the romans, who wanted to go over the Alps to reach Europe north of them."
Hannibal Crosses the Alps with Elephants -
https://en.wikipedia.org/wiki/Hannibal's_crossing_of_the_Alps"If you go along a ridge in real World or even a big Mountain, you are also not able to just easy jump up/down or cross it."
But if we're talking about realism, then why do I have to kill a wisp to learn its skill and overcome a ridge that's practically just 7ft tall?But the point of the discussion was, the long ridges weren't designed thoughtfully. While impassable mountain ridges do exist in real life, they do offer some variance in the way that they're naturally designed. i.e; varying height, varying levels of ruggedness and weathering.
The design here feels to 'linear', it's almost as if there was a ruler used to draw the impassable line.
"To make every 10 Meters a path through them, would feel for me way more copy&paste, and boring to remove them all and just to have a flat-everywhere-to-walk-without-hurdles-map."
And I don't think that was the point or the suggestion at all. The point that was being made was that the way that the 'invisible' wall was designed felt too linear and -for the sake of realism- seemed unnatural, therefore it didn't have an authentic feel to it.
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@Tuoni I'd often observe the mini map, to plan a route that I want to follow and be surprised that the 'passable' looking thing on the map is actually not passable at all, therefore i'd need to keep going to get around the ridge, even though some 'small hills' looked like they were only 7-8ft tall that practically looks smooth and easily passable, you'd still have to go around it.
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@Zori said in First Play Reactions (a note to the devs):
The design here feels to 'linear', it's almost as if there was a ruler used to draw the impassable line.
For sure it is not hand drawn, but generated.
There can be much more graphical improvement at this ridges and cliffs in future.As for the features to cross these borders, i can imagine to have skills for climbing or using ropes or whatever.
Well, i am going with you, that i would like to climb up mountains, because i love to find path up to them and walk on them.
I guess that point i made you missed.