This game has the potential to become a masterpiece with its exquisite design, enjoyable gameplay, and addictive nature. Please polish it well.
As a player, my thoughts may be naive, but It was also translated into Chinese with gpt,I hope they can be helpful.
Approximately 70 hours of game time, the following viewpoints are all personal gaming experiences.
1.A new backpack slots unlocking solution:
At the beginning of the game, only armor slots and misc inventory slots are locked. Unlock all consumable slots and item slots, use the plague ichor, increase the stacking limit of consumable slots or increase the stacking limit of item slots.
Example use one plague ichor, increase the stacking limit of consumable slots from 20 to 25, repeat this action, player can increase the stacking limit to 100 or more.
Why do I hope for this?
As an exploration-oriented player I acquire far more items than the number of backpack slots before entering the city. Obtaining plague ichor requires bosses and completing tasks. If I don’t repeatedly bosses, I don’t want the number of slots to become a hindrance for players in the early stages, allowing players to confidently collect all the items on the road.
2.In the first game, the treasure chest has a unique drop list. After the player picks it up, it returns to the normal drop list.
The rewards can be clay, metal ingots, a chance to drop blue equipment, and dishes that increase player attributes (some early dishes that add attributes can be added, but players find them troublesome to make - they require various materials such as fish, but receiving them directly would be a reward. The effect is more like a low-level steak platter, shepherd’s pie, etc. - the values are adjusted, such as adding 5% attack power for 300 seconds).
Why do I hope for this?
In some dangerous places (referring to places that require crossing many precarious bridges), the rewards given are too stingy. When players come here, they may have fallen off the bridge countless times. When the player reaches the end, getting only 2 copper coins as a reward feels very frustrating. I hope that the places players work hard to reach will have exciting rewards. Some players feel that there should be places like treasure chests waiting to be discovered, and there really are things waiting for them, such as the wolf’s den at the nameless mountain pass. It may add a lot of trouble for the development team, but I really hope this can be done.
3.Give me a button “Put in storage and organize” to free me from the task of organizing the warehouse:
There are two problems: 1. The items in the warehouse are mixed up, and it takes a lot of time to categorize them and put them in the storage. 2. The boxes take up too much space, and all three houses are used to store boxes.
My suggestion: 1. Add tags to items and add the functionality to label boxes, allowing players to decide what materials to store. 2. Add a button that, when pressed, allows items to be stored directly in the box with the same name in a slot that is not at its stacking limit, without the need to stand near the box. If this seems magical, let me save an NPC somewhere and make them a butler, so I can give them the items and they can organize and store them in the boxes. 3. Introduce advanced magic boxes with multiple pages, similar to the bank storage in World of Warcraft. We can unlock these pages with items. If that’s not possible, then try upgrading to higher-level shops to unlock shop storage, where we can store items.
Why do I hope for this?
Even in the EA version of the game, I have already used three houses to store armor, food, and items. The development team has created such beautiful house designs, and I don’t think it’s meant for us to just fill them up with boxes. If possible, I still want to play house and decorate my rooms nicely to enjoy life. (Of course, players are greedy, and even with the above modifications, it’s more likely that the empty space will be filled with armor of various attributes, after all, this is a game where we chase after better stats.)
4.Optimize Key Settings:
Using R2 to activate the emoticon wheel, having both L1 and R1 buttons to switch between combat skills feels somewhat extravagant in version of game. Currently, the L2 and O buttons no purpose, so I hope the development team can adjust the button logic to that players’ actions are more accurately reflected in game.
Why do I hope for this?
I want my intentions to be executed without hesitation and with precision, rather than having to pause think before taking action. For example, using a single button to perform actions such as sprinting, rolling, and jumping. When walking a tree trunk on a cliff, frequently triggering a jump by holding down the sprint button can result in fatal falls. Similarly, when approaching the edge of a broken bridge, accidentally lightly pressing the sprint button can trigger a roll and result in falling off the cliff. Additionally, sticking to wall is not a commonly used action, accounting for less than 1% of the total gameplay time of 70 hours. However, the comedic effect of accidentally triggering this action is more than 1%, such as to a wall before opening a door or pick up the mushroom.
5.Issue with Blocking Attacks:
This week, I have fought the Plague Doctor countless times. When I block an attack, the Plague Doctor is only stunned for the time it takes to swing a one-handed sword. I need to block multiple attacks in order to have a longer stun duration. Eventually, I lost patience and started using combat skills instead.
However, I still really enjoy the sound and vibration of blocking attacks, as well as the satisfying feeling of landing a powerful blow that drains a significant amount of the enemy’s health. It’s really cool. I hope the development team can improve the counter-attack benefits for certain monsters, so that players who enjoy combat skills and blocking attacks can have a better gaming experience.
6.Let Finnley Work All Day When He’s Supposed to:
Don’t make me wake up early on Saturdays for work.