Early Game Friction: Controls, Quests, and Progression

Controller Controls – Default Setup
The default controller layout feels awkward, especially when it comes to the parry mechanic.
Parry requires extremely fast reactions and immediate input response, yet it is mapped by default to LT / L2, which is an analog trigger. Analog triggers have longer physical travel and less consistent input timing compared to digital buttons, making them a poor fit for a timing-critical action like parry.

While control remapping is available, the core issue lies in the default configuration. Most players will start the game without adjusting settings, so the first impression of the controls matters. For actions that depend on precise timing, players are generally accustomed to using digital buttons such as L1 / R1, which offer faster and more reliable input. This is a common standard across action games, including shooters, where players often move critical actions away from triggers for this exact reason.

Overall, I would strongly recommend that the default control scheme on first launch be based on the established templates used in Elden Ring and other souls-like games. This is not about copying design, but about leveraging a well-tested ergonomic standard that the target audience already understands. Deviating from this standard should be a deliberate design choice with a clear benefit, rather than an unnecessary friction point during the player’s first contact with the game.

Daily Quests – Difficulty Clarity
The difficulty of daily quests is unclear. Some daily quests feel impossible at my current level, while others are extremely easy, and the game does not explain why this difference exists.

There should be a clearly visible recommended level for each daily quest, similar to the danger level shown for locations. This would help players understand which quests are appropriate for their current progression and avoid unnecessary frustration.

If this information already exists, it is not visible enough and should be made more prominent in the UI.

Early Game Guidance and Player Flow

Clear guidance in the early game is critically important. Even players who create guides and walkthroughs often progress inefficiently or incorrectly. A common example is after defeating the first boss in the quest “Of Rats and Raiders” in Orban Glades. Instead of being clearly directed toward Nameless Pass, many players attempt to grind to around level 15 in the starting area in order to continue the quest.

This creates unnecessary frustration and heavy early-game grinding, and for many players this is the point where they stop playing altogether. If experienced players and guide creators consistently make this mistake, it strongly suggests that the game is not providing clear enough direction.

The player should be guided more clearly toward the intended next location and progression path, especially at this early stage of the game.

I’m not sure whether it’s worth writing all of this, as I don’t know if this feedback will actually be read or considered.

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I concur that the daily quest clarity is vital, especially because you can pick up a mark without realizing the difficulty level. For example, the pair of bosses on the beach are very difficult for a new player to tackle (especially if they’re only around level 4-6, which is when I picked it up) and they occupy a rather large swath of the region, which makes it difficult or impossible to gather resources there.

I would like to return to a specific issue regarding early game guidance and player flow, which I believe has a significant impact on players.

More and more cases are appearing where players are simply unaware that progressing toward Nameless Pass is an available and intended option at this stage of the game. As a result, many assume they are expected to continue grinding the starting area and attempt to complete higher-danger content far too early.

I believe this could be addressed with a relatively simple solution:
adding a danger level indicator (e.g. “Danger Level”) directly in the quest log, displayed in parentheses next to each quest.

This would make it immediately clear that players are not expected to grind the first location in order to complete high-danger quests, and would help prevent situations where players try to force progression by reaching danger level 15 in the starting area.

Such clarity would significantly improve early-game flow, reduce unnecessary frustration, and better communicate the intended progression path without removing player freedom.

I’ll be adding additional feedback points in this thread.

They took away quest XP on top, so I find myself, for the first since before Breach, having to grind a lot in the early game, which is a complete turnoff as a solo player. During Breach, grinding took place in the Nameless Pass for me. For similar players, that removes the frustration of still being in the first zone after hours. Breach allowed you to focus on build and play style, now I have to focus on getting raw numbers up, completely uninspiring.

As far as the transition to Nameless Pass goes, you’re barred from entering it until the requisite level. It may confuse some less attentive players, but if you complete quests in proper order you can go there and grind immediately.

I’m kind of confused (don’t read as critical) how one might conclude they cannot grind in Nameless Pass (you aren’t the only one who has mentioned it) beyond the initial closed door. Do you mean it was too hard to go there right away because you were only level 3? This makes sense to me, as I find myself prone to wander and this results in unintentional grinding. As such, I was at or above the proper level when I first went. Add to this, I went there on a second character 2 levels early and had no problems grinding. I’m an explorer, and this game rewards explorers.

Thanks for your time :slight_smile:

Not because of the gating. I tend to fully explore the Orban Glades/Caverns/Shallows/Keep before facing Warwick. But the changes in Together have made bounties in the Glades/Shallows/etc and in the Pass more taxing for solo player, forcing a need for grinding in the earlier zones. This wasn’t as much of an issue in Breach for, or maybe for players similar to me.

Then I am unsure what your issue is. The only time I felt I even needed to grind was starting a new character in the same realm. The bounties were just a bonus, albeit one that I feel needs to be more clearly indicated (as far as challenge goes). I’m unsure what would mentally bar someone from grinding nameless pass.

That may be the exact cause of the confusion: the unclear labeling of difficulty for first zone bounties makes it seem the rest of the game is even harder, even though you can absolutely progress

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I agree with this assessment. I played through bounties until I couldn’t beat them and then went to NP and found most enemies and encounters there were monumentally easier to complete. Bounties are a great bit of challenge. Perhaps I just assumed they would be like padding (the way other devs use them) and not like challenges. :slight_smile:

Thanks everyone for the constructive and respectful comments.
What I meant was that quite a lot of players didn’t realize that Nameless Pass was the intended next step, and ended up staying in the starting area just to be able to finish the canal quest, which is meant for much higher levels (around level 15).

I’d also like to share some additional feedback.
At the moment, my biggest pain point is how often deaths are caused by falling.

I could even say that most of my deaths come from falling, primarily because of the auto-jump and when moving across narrow beams or bridges, I often struggle with balancing, and it’s not entirely clear to me what the intended mechanic for maintaining balance actually is.

I also don’t fully understand the design decision behind auto-jump. I’m not trying to dictate how the game should be made, but I personally don’t see why manual jumping wouldn’t provide better control and a clearer player experience.

Auto-jump onto narrow beams or platforms adds this additional step that you won’t be expecting if you’re a new player: where you expect the jump to come to a full stop on completion the toon shuffles forward a step or two instead, so that you when you move forward as you expected to full stop you walk off into a falling death.

My brain adapted by moving my controller in the opposite direction I’m jumping in to correct for this, but they need to remove that shuffle from landing, it’s just a footgun.