Don't limit players in the Early Access

I noticed that you removed gems sold by Enchanted merchants in the latest update, and are going to continue removing ingot sold by blacksmith merchants. I’m worried about that.

I don’t know if the sales and good reviews of the EA version influenced your judgment and let you enter the official operation of the game in advance. It puts you in the work of adjusting these minutiae in advance.

I would like to remind you that your game is only a work in progress, and we, the supporters of the EA version, are here to help you test and improve it. So instead of adding these restrictions to slow down our game progress, you should introduce features such as “points reset”, “affix reset”, “infinite storehouse” etc as soon as possible, so that we can experience all aspects of the game as efficiently as possible, in order to respond program bugs and gameplay loops problems more effectively.

I left the game after 30 hours, not because the game is bad, but because the game was too restrictive and prevented me from experiencing other weapons and other BDs. I want to build my house, but the worthless chores of resource gathering and inventory management are wasting my time.

You should know that many players are using Cheat Engine as “Developer Tools” in order to experience more game content. This is clearly problematic.

You guys are hardworking, and that’s great! But you should do a good update plan, each update stage should have a core theme, unrelated issues are temporarily put down.

I think the first topic should be: Performance issues and nasty Bugs. It’s about being able to play the game properly.

The second theme that follows closely behind is: Core Mechanics and Gameplay Loops. It’s about whether your core gameplay is fun enough, reasonable enough, and has a good loop to keep players playing.

After these two aspects are resolved, it is time to consider expanding the game and adjusting the numbers and difficulty.

If you do not work according to this priority, you may do a lot of useless and repetitive work. because the details that you’re making now will be re-adjusted in the future In all probability

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If they give us total freedom to do whatever we wanted which you’re basically asking for anyway “unlimited storage, less farming, total freedom to reset points easily” then how the heck can they test the gameplay loop they want to implement? ARPGs are a gameplay loop not a straight line to the ending how can they test that loop when you want an experience that will be atypical to 1.0?

2 Likes

I never said they should give us total freedom to do whatever we wanted.
I just think they should try to simplify the whole gameplay loop , and leave the horizontal expansion for later.

Unlimited storage does not change the gameplay loop. Players still need to buy the house, upgrade the carpenter, and craft the chest. Players still need to manage backpack and choose which item to keep ,but they get the opportunity to learn and use every item they picked up Instead of wasting time on farming and arrange dozens of chests.

Free to reset points does not change the gameplay loop as well. Players still need to kill monsters and upgrade, assign points according to builds. but they get the chance to learn and use every weapon they obtained, try different buids and fighting styles

Even the internal testers will use Developer Tools to skip farming, because they know the first priority is to figure out if the gameplay loop works instead of how long should it take or what color should it be.

Yes they use developer tools to test stuff in isolation, but to get an idea of the overall game you need to actually play the overall game. You call the farming chores but they’re not chores they are directly tied in to progression. You don’t have to explicitly go on farming runs, when you farm you also fight enemies and go back to chests to get new gear.

They’re not “slowing the game progress down” they’re seeing what players do with this iteration of their game, with this iteration of their vision. The core of the game isn’t you being at endgame trying to make the most broken builds it’s about the journey to that, you’re removing the journey in your suggestion.

I used this when I was in primary school on games like Adventure Quest, then I grew up.

If people wanna cheat you can’t stop them, it is due to them having a lax attitude.

I think you are making quite a lot of assumptions. I think the devs have a better outlook on the situation then we do.