Keep up the great work! Make sure you all sleep sometime soon!
Make fast travel something that you can opt in during realm creation. Not blanket for everyone. I don’t see this as something that makes the world bigger or more accessible, it only narrows it to the small batch of areas with quests in them. All of the shortcuts and secrets become irrelevant. Resources become scarse and people will be constantly underleveled.
Another option is having it as an unlock after 100% of the story as a side project with Danos/girl in the crucible.
Well said! solid points made and examples given, clear to understand!
Something i wanna mention too!
its gonna result in weh weh cry baby posts, “omg i have no materials or food” well did you tp all the time? “yeah” well weh weh away thats on you!
again solid post and good points made!
Just the lion/bear paws haha. Or the gutterpigs at least. Excited for the changes.
Love the QoL improvements! I’m very happy to see the game moving in the right direction.
Though i would be cautious about putting settings on Realms. Please consider carefully on what settings to implement when setting up Realms and be ready to make more changes to it when the time comes.
I have no doubt this game will be a masterpiece! Keep up the good work.
Loving lot of things on this patch as I can tell this game is getting better and better in different ways.
I will admit though I don’t want the game getting too easy as I been noticing since each hotfix it has been going that direction… but I also know this helps keep some bad reviews away as the company is trying to grow.
So even though if I had my choice …I rather it just be one difficulty, but if it keeps the peace then at least with the realm tiers I can crank the difficulty to satisfy my souls like itch as getting too easy will be boring.
Also I was wondering since we will be able to increase the difficulty… are we also getting better drops for a more risk for more reward type realms as well?
Totally. This is the thing that changed my view on fast travel, when I needed to get somewhere initially, I was annoyed I had to go there manually. Then realized I opened heaps of shortcuts so actually it isn’t that far anyway, but on the way I see some iron, I see some birch trees, fish a digging spot… a bunch of chests.
It’s not the destination, it’s the journey!
I share the same concern about the idea of “Better Grinding Flow.” When it comes to interactive actions, I believe they should remain an option, not a requirement. I’d love to see a system where you can either hold down a button for normal mining, or engage in a timing-based action that speeds up the process or yields more resources.
It would also be great if these actions helped build up Focus. To me, the idea of entering a meditative state while mining and gradually filling your Focus bar feels like a natural and immersive design.
I hope you’ll continue to value a balance between challenge and reward, but also give equal importance to the quieter moments of laid-back gameplay. Sometimes it’s nice to just chill and gather materials without constant tension.
One last request: it would be awesome if falling trees could deal heavy damage to enemies—except Selim, of course!
No realm difficulties to make it easier.
The worst thing you could do with Wicked would be to introduce difficulties that make the game easier.
If difficulties, then only make them harder, never easier…
I’m happy with any game that has NO difficulties..
about fast travel.
How about if we have to drink plague ooze like we currently do, which allows us to set a few limited whispers (fill whisper with blood). It turns red, and we can teleport there from other whispers. Like you can set 3 or 4 whispers as your teleport option.
u can also say the more u port a unknown counter count down and if u use that too much a boss or big enemie will haunt you. like another cerim notice you and will challange you.
It would be great if you could include an animation preview of every rune in the game.
Can you allow us to equipe wands on off hand, as someone who doesn’t like shields or bows i struggle to find use for my offhand. possibly even allow us to equipe in one-handed weapon on whatever hand we want.
Since some people are complaining about gathering minigames, I want to post my support for them. Wildstar had fun minigames and mini-activities.
People who argue they just want to get the gathering over with can just rely on the farm the game will allow you to have to passively gather stuff for them.
Fully support the fast travel changes. If you don’t like it, don’t use it. People who want to impose limitations on others and tell them how they should play a game have the mistaken idea that they are the game designers. Let people select their difficulties and travel preferences.
Realize that these communication mediums are echo chambers, and a lot of people are just repeating opinions for theater and to show off to their friend groups how much of a “serious” gamer they are. Don’t surrender design and QoL to people who feel like they have something to prove. The silent majority of your playerbase are not the tryhards.
Those who want to impose limitations can always do it to themselves, not others. Difficulty realms and realm rules are a good idea for this reason.
I write in hopes you can reconsider full travel.
It is the start of a slippery slope, and once people hit a wall with the lack of resources they could have collected along the way, they will move on to complain about resources and consumables. You may alleviate some of that with the farm, but are you going to allow mines in cities that produces ores? wood or clay or granite? The people who hated walking will hate going out for round 3 or 4 for resource gathering, when the current travel method could have got through the process in at most 1 or 2 trips.
Additionally in my opinion you have a unique thing here with portal pads and houses. Perhaps we can upgrade a very few selected whisper locations with houses players can buy, like a hunter’s hut. They can then place portals and additional chests in them, blending in with the fantasy of the game and the spirit of survival genre.
Let’s make more spaces in the world Players can customise to their fantasy, rather than having full travel to skip the world.
I’m very happy to hear about the effort you’re putting into improving the game, but unfortunately, I haven’t read anything at all regarding the problem many users are having logging into the game.
We’ve been unable to play for over 10 days now, because the game crashes after the Moon Studios screen without any error message. You can see the multiple user reports at the following link:
I am a Chinese player who plays more than 200 hours. These changes in my opinion are largely influenced by the thinking of Chinese players. I am very resistant to fast teleportation and difficulty options, even though these changes are requested by many Chinese players. What I’m saying is, you can consider opening up travel to each other in Sacra and Malin, but never the whole map, That new players will have no incentive to explore the map shortcut, the old players have opened the shortcut into a joke. As for the difficulty choice I can only support open higher difficulty for players to challenge themselves, Instead of being forced to open up easy difficulty to meet the unreasonable needs of some baby players, if really open simple difficulty, A lot of players will feel like they’re losing their sense of achievement. That’s not a good idea, trust me, Thomas
I think it’s fine if each major area can preserve the last teleport point, or like in Dark Souls 1, where you can only teleport to important locations.
I second that , do not do this indeed, love how it works now, if they change to much away from there vision i think it will make the world less interesting and so on, or maybe if you fast travel you get a sort of punishment for that ?
Fast travel
When I had a quest in Shallows, having to run there all the way from Sacrament was annoying, yes.
However, when I discovered a short cut, kicked down a stair, and then used it to get to my destination faster, it felt amazing. This is a feeling that shouldn’t be taken away from the game. Mastering the map is a crucial part of the game’s identity.
The only problem is right now the map isn’t finished so there aren’t enough of these connecting shortcuts.
The Cable Car that connects Lowland Meadows & Shallows together, for example, was a great shortcut. I think you should add more shortcuts rather than fast travel.
Or, if you were to add a “free fast travel point”, make it a gate that only exist at the very end of each direction of the map (4 directions 4 gates)
Realm-Tier
EldenRing accessibility was great because it wasn’t a difficulty option, everyone plays the same game on the same difficulty. Unskilled players can make the game easier by grinding, but they will then come back and beat the same boss that skillful players beat.
Even though different approaches (grind or not grind) will results in different levels of difficulty, the key is that the content itself did not change, whether players chose the easier or harder approach, we all beat the same content.
It creates a shared sense of accomplishment. If you beat the game then you beat the game, no caveats, no question asked. It unites the community rather than divides.
If you want to copy EldenRing, then copy EldenRing. Difficulty options was exactly what EldenRing tried to avoid.
Hi everyone here is my point of view
Fast Travel absolutely NO.
I think that having only one portal for each area, this would please everyone a little.. while enabling the transfer on all portals of all areas would make the game similar to diablo or path of exile.. and we do not want another game like that..
besides the fact that if Thomas you put the fast travel on all the points and then remove this option you already know that many will complain.
I also agree on the fact of not adding mechanics like paper mario or nintendo or mobile games to the farm.. first because it would break the magic of the game.. " its me mario! "
collecting resources and materials is boring because once you have completed all the upgrades and you are in the endgame at a certain point you start to avoid collecting resources.. you start to avoid wood.. then you start to avoid collecting mushrooms.. etc etc
so if I can give you some advice when there will be farmville (instead of mini games :facepalm:) .. make sure that first of all you can build slowly and progressively so as to encourage the player to collect resources first of all .. to finally be repaid for the time spent .. and maybe some unique crafts to show to others ..
Realm Tiers (Difficulty Options)
I totally understand why you want to make the game accessible to everyone because obviously you have to sell the product.. and I agree with you, let’s be clear.
but there are many people like me who like the challenge.. what do you think about maybe with an exclusive mode for real hardcore gamers? I mean do you want to play hard? this is the mode for you! obviously with unique and greater rewards..
Rune
I’m of the opinion that players don’t use runes because you simply can’t remove them.. and my initial thought in the game was.. I put this rune and then I can’t remove it? I’ll wait a little longer and see what happens.. and I got to level 30.. without using any runes.
I think the problem is that at the beginning there isn’t even a tutorial that explains the benefits of the runes… if they can also be removed you’ll see that everyone will use them.
Ledge Protection for Rune Attacks 10\10
Fall Damage Tweaks 10\10
Ranged Gameplay Pass 10\10
More Weekly Bounties & Challenges 10\10
Housing: Chest Carpets + Naming 10\10
Parry Feedback Improvements
parry is always too difficult and you don’t really understand when to use it.. the only moments that I was able to use it and the initial area because you understand when they attack you.. from bosses or monsters that attack you without a weapon in hand.. it’s practically impossible to understand when is the right time.
actually to tell the truth I have resigned myself and I prefer to avoid the attacks simple and functional.
Loot That Matches the Challenge
as you have already said the loot in this game is too much based on chance..
beginning game with blue pieces is fine simple and clear stats..
in the end game instead you have no idea how to dress the character.. implement a menu that tells you the object what types of rolls you can get (and not that you have to look at an exel file to know the stats you would like to have)
Possibly adding little interactive mechanics (think Paper Mario-style timing events) to make farming a bit more active and fun.
I would point out that farming resources provides time for some wind down between intense combat. Fight: concentrate; Farm: relax. I really need to wind down after I beat boss on 5th attempt. Not sure what Paper Mario style means, but I am worried such mini game will just tilt me a little bit more.