This game reminds me of Silver and… whatever lets come to main point. This game has some things that I find annoying in most games.
Paying for teleport, rly you have to spend materials to activate teleportation at certain rifts? Get rid of that. That design choice doesnt enrich the gameplay in any possible way. no1 gonna complain about bad things not being in a game
Debuffs in gear. only few games implement debuffs into your armor/weapons and the few are called Rogue-Like. Why do you that nonsense? No there is no reason. It’s like making food, putting a lot of sugar and then saying I just put salt that you almost cant taste the sugar. Just dont put too much sugar in it. It gets even harder to balance. Devs just throw random debuffs with random numbers. When you get a ring that provides 14% dmg but you take 30% dmg and you actually compare that ring to other rings (e.g. +40% max focus)in a boss fight you’ll find out the ring sucks. Even the possibility to change the debuff shows how unbalanced the design is. Even just looking at the numbers should make you realise it’s unbalanced Get rid of that. You wont be able to balance that
Endgame gear/scaling: I’m at the point where you can get special materials from plagued bosses. However, I’m running with the same items since lvl 24 without scaling them and I m now lvl 30 and still dont struggle at all. Why should I farm those materials? I dont struggle. Give me e.g. nice abilities and not increasing digits that dont change anything
Gear Buffs: you have different items but the buffs/enchantments are all the same and therefore gear types is almost meaningless. I dont even care what item I get, I just look at weight or attack speed and thats it. Give me unique things (e.g. +str/int or or, +poise) that come with gear.
Economy: You have a lot of money, a lot of, but there is nothing interesting you want to buy from the merchants. It’s tooooooooooooooooooo easy to farm materials
I agree that the current fast travel system needs to be changed, but not in the way you proposed. Imo it would be ideal, if there were a designated rare resource just for unlocking fast travel. This way, Moon could also tune down resource gain, because it won’t be needed anymore to just dump lots of resources to unlock fast travel.
The devs should definitely look at the enchantments again and make it so they are more interesting. I don’t agree with you on removing negative affixes though.
That’s exactly what the upcoming soft class system, which is inspired by Final Fantasy Tactics, should change. Here’s some info on it:
In this way it’s more like a Soulslike, as you should choose a weapon based on it’s moveset. And their intend with gear being the same in a weight class is that you choose it because of the looks of it. Also attribute bonuses don’t make sense, as attributes are going away with the class system.
Yes, we need a money dump in the endgame. The devs are already aware of it though. We just have to see what they come up with. Regarding farming materials, that was tuned down on the co-op beta and will probably also make it into the official update.
you have to explain what is the sense of paying for teleportation and having negative debuffs in items. How do they enhance the game play compared if there dont exist in the game.
You don’t “pay for teleports” as in sense you don’t pay to use it. You need to awake the Whisper.. and that happens for very few of them and is a one time action..
We didn’t found any issues doing so.. and we played almost the whole time with full party of 4 players.. when that wasn’t possible we were at least 3.
Just dumped some trash in there and we unlocked all the whispers of the whole map pretty easly. And we did on the first try.. we had no need to make travels back and forth to unlock it.
I don’t think this is an issue.
If you play SOLO, and you are complaining because of that, then the easy fix is to, at least, halve the ammount of whisper points required to awaken it, because with a team of players you do this in like 30s.
Plagued items, with the negative affixes, have more enchantments and generally, though not in all cases, better enchantments. A tradeoff is therefore needed to not make magical gear obsolete.
Implementation of free fast travel would just lead to people not interacting with the world anymore. A world that was designed without fast travel in mind and because of that has very many shortcuts. Fast travel is just a way for players trying to optimize the fun out of a game. Those players will then blame the game for not having enough resources and Xp. It also doesn’t really matter how long the runbacks are until you are in the endgame and try to grind to optimize your build. At that point you should have already unlocked enough of them, to so,mewhat freely teleport everywhere.
Not interacting anymore if for free? What happens if you paid for teleportation, the end of interacting, game is dead, go other game? No that has nothing to do with interacting.
Elden Ring, Khazan, Zelda, any other game, you dont pay for teleportation because there is no value in this mechanic. Putting that mechanic into a game shows that devs didnt think about how it influences the game in any positive way.
I wanted one person to ever explain what the value is. No1, nobody not even one can, cuz it has none value in general. Zelda, Elden Ring, Khazan and so on show gameplay doesnt stop if teleports are free and paying for teleports is limiting the player in their freedom. You cant teleport back, you re absolutely limited. End of story
First, I’ll say that the current system of sacrificing random items sucks and offers nothing to the game, and we agree with that.
You only end up throwing away consumable items and the items to craft them, which in turn are poorly balanced and therefore useless xD.
But the idea of unlocking teleporters isn’t a bad idea in itself, it’s just been poorly implemented.
It is important to say that the developers intended to have direct teleportation only in cities. The reason is that they spent a lot of effort in making the world interconnected and full of shortcuts and therefore it does not take much time to cross it if you learn the map. The developers therefore wanted to make their interconnected map well learned by the players since they made it in such a way as to make it perfectly navigable without TP.
Despite this, there was strong feedback from players who wanted to implement fast travel, so they implemented it,but they introduced these costs because they essentially wanted to encourage players to learn the map and then upgrade all the Wispers.
In theory, this is a sensible decision, as it would be a good choice for players who are just learning how to quickly navigate the map using shortcuts, And the TP is for experienced players who have already mastered the map.
But in practice it doesn’t work like that, upgrading the whisper doesn’t require having learned the map but only sacrificing random items.
Also the devs wanted to place the empowered whispers, one at the beginning of an area and one at the end but for some reason at the end of the Nameless Pass there is no TP, and the TP of the Lowland Meadows is only one and it is in the center.
If the 2nd Nameless Pass TP is added you would actually find that navigating from the map is quite fast, and intermediate TP are not necessary, traveling starting from the TPs that have already been given to us by the devs feels good, the only TP that is missing is the one at the end of the Nameless Pass.
This is the TP that is missing from the End of Nameless Pass:
I think it would make more sense if the intermediate TPs were unlocked with story events or in any case in a different system that guarantees that the player has actually learned the map or at least had time to do so rather than the current system.
As for Elden Ring and Zelda, they are very different games when it comes to re-exploring the map, the only reason you return to an area you’ve already completed in those games is to talk to an NPC (and other things but they happen rarely), while in NRFTW re-exploring an area is very incentivized.
The NRFTW map is more similar to the Dark Souls 1 map than the Elden Ring map, and is completely different from Zelda BOTW & TOTK map, In size, Interconnections, verticality and traversal speed.
If it helps you visualize the thing better: imagine riding around on a horse in Elden Ring and Zelda, and try to imagine the same thing in NRFTW and Dark Souls, it wouldn’t work very well and wouldn’t make much sense.
Here too, the negative effects work well as a concept, but in practice they suck, and the same goes for the enchantment system.
They’re not just to counterbalance the extra effects of purple items. They should practically change the way the game is played, the way you behave in a fight.
Obviously as you also criticized this does not happen, the negative effects are very unbalanced, either they are so strong as to render an item unusable or they can be overridden by other positive effects and are essentially ignored.
If you only care about the negative effects these are the ones I conceived/reworked (ignore the fact that they are gems, you’ll understand if you read the topic):
Cursed Chipped Moon Stone Same for all gear: Add 2 gem slots but Lose 7-5 to 30-20 Focus (based on Damage taken) each time you take Damage
Cursed Small Skull Same for all gear: Add 2 gem slots but take 15%-10% extra damage for 10-7 seconds each time you take Damage, this effect can stack up to 4 times
Cursed Chipped Emerald Same for all gear: Add 2 gem slots but Lose 25-17 Stamina on Focus Use
Cursed Chipped Marble Same for all gear: Add 2 gem slots but The gem effects of this item only work when you have more than 60%-40% Health (excluding balanced gems)
Cursed Chipped Topaz Same for all gear: Add 2 gem slots but The gem effects of this item only work when you have more than 53%-30% Focus (excluding balanced gems)
Cursed Chipped Jede Same for all gear: Add 2 gem slots but take 30%-20% extra damage for 3-2 seconds each time you roll
Cursed Tiny Feather Same for all gear: Add 2 gem slots but Equip Load Decreased by 6%-4% for 6-4 seconds each time you roll this effect can stack up to 4 times
Cursed Chipped Granite Same for all gear: Add 2 gem slots but Stagger Resistance decreased by 38%-25%
Obviously these effects change the way you play and they are not just statistical de-buffs, but the numbers are not perfect but this would really need some playtesting.
When I wrote this I’m thinking about the fact that the curses should punish the player only when he does something wrong and not just for existing to reinforce the idea that purple items are for more experienced players who can take extra risks.
Yes the game is not balanced, the weapons are not balanced against each other, progression doesn’t work as it should, It’s easy to play the game but at the same time it’s difficult to make creative builds (due to the enchantment system and incorrect use of RNG).
If you try to do things like crafting (and therefore also buying materials at the shops), or trying different weapons or changing runes, or upgrading weapons, or using and trying to make builds, you’ll actually run out of money too quickly.
But I agree that there is a problem, the system seems to either give you too much money or nothing at all, Those who want to try different things never have money, while those who like to have only one build have nothing to do with all the money they have.