Hi folks, KS beta backer taking advantage of the opportunity to alpha test Fractured. I didn’t study up before jumping in so this feedback comes from fresh eyes.
The View
• The forced perspective produces a very limited view, more limited than usual. Being unable to rotate, the character is always in danger of literally bumping into mobs or being forced to run after them when they run offscreen. This is a major irritant for me, so I’m not able to be very objective about it. Recommendation: Allow rotation, further zoom or a tracking/proximity marker.
• The crafting HUD is pretty comprehensive for a game that will go deep. But for a new player, some things can be highlighted early: the vertical side tabs that show up depending on the crafting table could use a little bling or they can be easily overlooked in the information overwhelm for a new player. In addition, the icons at lower right and around/on the map could use some color and tooltips to explain their use.
The Tutorial
• In general, a tutorial teaches a player how to play the game: what the controls are, what icons mean and where to find things. The current tutorial works about 50% of the time.
• First, players need to understand that they really need to complete the tutorial in order to progress and learn. This is not apparent when you spawn, so needs to be highlighted. In addition, it should be emphasized that multi-part quests should be completed in order or you’ll have to go back and redo to get credit for doing them.
• Second, the green markings on the map are not useful if you don’t know what they are for (I originally thought they marked the town). Explaining that the green markers show tutorial quest locations or adding tooltips to them would be very helpful.
• Third, while I appreciate that having to figure things out on your own produces a certain kind of satisfaction, I mostly feel like I shouldn’t have to do that in a tutorial. So, how to equip a weapon, how to ensure your class can use the equipped weapon, how to obtain a spell/skill, how to learn and use a spell or skill you obtained, how to memorize a preset – these are all things that should be explained early on so players can intuit deeper things later.
• Players need to know that there are no levels but there are Knowledge Points that are spent to learn skills. I saw a lot of players asking about that today. There is more but it is a lot more granular. Overall, the tutorial needs more time spent on teaching players how Fractured does things.
The Map/Travel
• It appears that the terrain in Fractured uses single horizontal planes, and unless access from one plane to another is provided, the character cannot move up or down despite the terrain looking like it can accommodate that movement. This is problematic in terms of player time, energy and frustration in trying to get from point A to point B.
• Since the tutorial sends the player to three locations at some distance from the spawn town, the inability to navigate the overland terrain is a big deal, confusing and irritating. The signs on the roads are not interactive, and if travel on the road is a requirement, that should be made clear in the tutorial and/or on the road signs.
Mob density
• The first location early players are likely to find higher mob density is with the black widow hatchlings, young wolves or bears. Particularly with the spider hatchlings, the respawn rate or agro meter may need to be adjusted because there is less room to move around. In addition, dead mobs do not appear differently than live mobs until mouseover so despawning the dead might be useful.
• The tutorial sends the player to Goblin Hills in addition to two other locations. Goblin Hills is the closest to the spawn town per the map, so a reasonable place for the new player to go. After unsuccessfully navigating the overland terrain, the player finds that the two ends of the road leading into Goblin Hills dump the player into goblin camps populated with 3-5 humanoid mobs plus 3-4 wolf pets waiting for them at the gate. Since there is no warning of 1) mobs with ranged abilities just off the screen or 2) a warning that this content is not recommended for the solo player, this might be the place where players have their first death. Recommendation: Make Goblin Hills group content and optional in the tutorial. Or tune down the difficulty so it can be soloed.
Bugs
• Chat: I encountered a bug or glitch with being unable to post in chat. While I had no issues reading what other players posted, the only way I could sometimes post was to click on the lock, select a chat channel, click on the lock again (to unlock it) and press enter. However this workaround was unreliable and only worked about 30% of the time.
• Unable to cast spells: I learned four spells and could not cast any of them. They also could not be added to the toolbar. The only spell I was able to cast was what came from the weapon (mage staff right click). This might be a failure on my part to understand or intuit how it is supposed to work. The tutorial could have helped but did not.
• Memorized presets could not be moved from the top of the 3rd row of hotbar. This requires keeping all three hotbars expanded and unused, which is a waste of HUD real estate.
I was very frustrated by the time I logged off. I’ll go back in and put another 5-6 hours into alpha testing. If I find workarounds, resolutions or player errors, I’ll update this post.