i also made suggestion about mods on tools . Similar system in New World . in that game it was very rewarding to gather and actually felt good . There’s ways to make gathering to be enjoyable
Regarding Wisps and Fast Travel
I remember it was mentioned in the past you were thinking on ways to upgrade the Wisps.
So instead of adding fast travel unlocked immediately, you could do it as an unlockable upgrade to some Major Wisps (NOT ALL) one for each big zone:
-Shallows Wisp in the “tower” on the coast
-Black Trench entrance Wisp
-Orban Glades Wisp placed before Darak bossfight (probably not even needed cause the area there is already pretty smoll)
-Sacrament Plaza Wisp upgraded by default (or used as tutorial to show the upgrade system)
-Crucible Wisp
-Nameless Pass Wisp, the one in the center of the entire zone, which you reach by doing parkour on stone blocks. (When quest for stopping the gate unlocks it became unavaible to teleport, since player has to go for the other route quest requires)
-Marin Village Wisp for Marin Woods
-Lowaland Meadows Wisp, the one placed in the center of the zone
It would be still some sort of fast travel, but at least not super fast travel, you’d still need first upgrade the Major Wisps and Walk for a bit (aswell as unlock all the shortcuts in the big area)
Regarding side content post-Sacrament
People go to Nameless Pass first??? I always went to Black Trench first, I thought it was kind of the same level of difficulty, and just a choice placed on the player on which of the two areas to complete first.
And I always thought the areas would get increased level depending on which one of the two was completed first.
So that if I completed Black Trench first, Nameless Pass (and boss) would go ++levels
Or if someone completed Nameless Pass first, Black Trench (and boss) would go ++levels
How does one miss a fast travel on maps so small and with so many shortcuts available ?
Thanks a lot Thomas to you and the team for your hard work and dedication, this new list of features/improvements is quite impressive!
One thing however if I may regarding parrying: from a “game feel” perspective, parrying is already really nice to trigger with a nice feeling/sound effect, imho what is somehow missing is the “reward” part associated with a successfull parry.
In the games you mentioned -that have indeed great parrries mechanic i.e. Sekiro & Elden Ring- parrying is very rewarding as it helps breaking the poise of our opponent, and once done (poise broken) we can land a critical hit i.e. front-stab.
For those of us who like parrying a lot and are even making a kind of “parry build” in their current NRftW run, enabling a successfull parry to break the poise and leading to a critical hit could make the game even more fun!
Fingers crossed hope this suggestion could make its way into the game
It’s called focus refill which lets you instantly do any rune attack (which is your “critical” attack).
Not even close, a rune attack is a rune attack, the “critical hit” is the one you can only do at the moment stabbing a foe from behing in NRftW.
Anyway you should chill out a little bit, in this thread and many others, you sound pretty arrogant lecturing others about how they should play/what they should think or do.
I absolutely understand why people are asking for it, but I am in the same camp as you.
And the big problem with adding things temporarily is that people will see that as a nerf later down the line so these “temporary” changes will easily become permanent.
But then again, this is usually something I also want in most other games but here it has made perfect sense actually moving through the areas.
I won’t lie though that it is a bit of a pain when activating a whisper and you then want to go do something else for a bit e.g. dailies not being able to travel back to Sacrament without losing the “last checkpoint”.
Please don’t add unlimited fast travel. Maybe a limited fast travel in the end game, but you would have to grind it and it will be expensive. Like the idea of paying it with Plague ichor or runes that get destroyed after use. If you implement a fast travel and then you change it, it will backlash against you.
And please don’t change bows or basic spells to Stamina. ATM bows are secondary weapons and hence must be FOCUS oriented. Wands and other spells work fine as they are.
Instead, please just release and implement new range MAIN weapons as you mentioned (crossbows, grate bows, bellows, trick bag, etc). And let us experiment with these as main weapons to further polish a range combat system. The combat system before was very bland reggarding range weapons, I think it should have some kind of mele to be challenging and enjoyable.
Really nice changes mentioned here.
However, one thing I really hope will not get implemented though are timing mechanics for farming resources. I love having little resource gathering and such in this game, but I wouldn’t want it to go all out on it.
Currently it does not seem like a hassle so I basically chop down every tree, fish every fish, dig out every hole etc. simply because it is so effortless. To me there actually already even is a timing mechanic for this in the game by pressing the Y button for each axe chop etc. (I know you can hold the Y button for the same thing but this brings the right level of engagement for me).
Being forced to click a button at the right time just to collect resources would definitely make be skip it altogether.
I really hated these mechanics in Cult of the Lamb ( another game that mixes both combat and collecting resources etc.) for cooking food, fishing etc.
With that being said, I absolutely adore the resource gathering part so I would definitely not mind those parts being expanded upon. It is just if I were to be forced to time each axe chop when cutting down trees etc., that would get really tiresome.
Maybe somehow tying the enablement of new fast travel whispers to defeating bosses would be an interesting way of doing it.
Hopefully with an incentive to play at higher difficulties, personally would love to see bosses with extra moves, phases, abilities, etc,. Bounties with more mobs. Maybe ambush events that happen throughout your standard play. A simple +hp+dmg toggle would be a decent step, but might not be enough of a challenge in the long run. Though that could be more for a later patch?
Most of the updates for Patch 1 seem great and I can’t wait for it to come out. While I do appreciate the unlimited fast travel, I think the idea that it will take away from the experience of the world is valid. But the magic of discovering the world bit by bit doesn’t last for the entire game, and gathering resources on the way to an objective is only really meaningful early on when you’re starting from zero. Once you’re in mid game, or worse late game, all of that is already settled and shortcuts aren’t that shortcutting and all the drag of having to move your arse to get anywhere is felt much more. So ideally, to preserve the early game experience, fast travel could be slowly unlocked either area by area or by a progression system. Since it’s tied to the lore of the Cerim, maybe in one of the Cerim ruins there could be a thing you can activate to increase the teleportation of the whispers. That way it’s both in-world, and preserves the exploration and gathering needed early game.
On grinding materials…
It would be cool if this could occasionally trigger a special rare mob.
Examples:
Fishing out a siren or some type of water monster.
Mining awakens a golem.
Digging unearths a mud monster.
Oops, that tree is Treant.
These could have their own unique drops in addition to dropping more of the mats you were looking for.
This would add a small element of danger along with extra rewards to the normal farming run.
I mean… Cough cough. Nameless pass much? The garden?
Well, something that deletes 1/4th of boss hp bar at P4+10 is pretty critical for me, and I appreciate the flexibility of choosing what kind of critical attack I do. To each his own though, but I’m not enslaved to “critical” meaning only some silly special animation.
Right back at you.
Oh, he’s annoying. I still roll going into that stupid garden even though i haven’t seen him post Breach.
Seen em quite a few times. More gardens, more of that annoying friend
Honestly, looks fantastic.
As one of the people who really enjoys the soulslike difficulty (pre-hotfix Breach, minus the backstab issue, was perfect for me), I think realm options are a great way to make the game accessible while keeping players like me happy.
The “special” shinies are also great news, because that was one of my biggest actual gripes with the game so far.
I do prefer the limited fast travel to unlimited, but I understand why they feel the pressure to change that. Hopefully with future updated systems it can be brought back, even as a realm option. Personally, I find the limited fast travel makes unlocking shortcuts and exploring properly rewarding.
ABOUT WORLD DIFFICULTY:
“Souls-likes” games shouldn’t have difficulty settings, UNLESS there is an incentive to play on the higher difficulties.
(It kills the entire approach to combat if you can just lower the difficulty and get the same success as everybody else)
How to “fix” it:
Simply by adjusting rewards for each difficulty.
(At least that would make it worth it for skilled players to not play on low difficulty)
Easy: -15% XP / -15% coin / -15% rare loot drops. (-20 enemy HP/DMG)
Normal: Default
Hard: +15% XP / +15% coin / +15% rare loot drops (+20% enemy HP/DMG)
Extreme: +25% XP / +25% coin / +25% rare loot drops (+40% enemy HP/DMG)
Is it possible to just get a detailed explanation on why you’re including in-game timers? If it’s engagement/revenue related, be straight up about it. But we’ve heard basically nothing even though they’re universally reviled and Moon steadfastly refuses to remove them from the game.