Gonna keep this condensed to a list:
Visuals
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Once we cut down a tree, the time it takes before we hear the sound of the tree hitting the ground is always fixed. So there is always about a 3 - 4 sec delay before we hear a “ground hit” sound after having cut the log, no matter if it hits any surface before that or not having hit ground at all (falls down a cliff). The sound should play as soon as it touches ANY surface and a few varied albeit less heavy sounds for bumping around.
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Bushes and grass could use just a bit more visual feedback for being cut by attacks. At least larger bushes, you can notice that if you strike them, there’s so little FX they seemingly just disappear out of thin air (think it uses the same FX that’s seen when cutting grass).
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Textures with transparency still producing noisy artifacts/pixelation/checkerboarding. This has been brought up in a bunch of threads already, just bringing more attention to it. This issue is very apparent on surfaces like grass, shrubbery, waterfalls, water ripples, fur, fader geometry during it’s “fading in/out” transitions, elemental fx, etc. No change in graphics setting will completely remedy this, has to do with the in-engine renderer for all I know.
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Quite a lot of far-away environment chunks seem to have incorrect lighting/ not loading in properly. Didn’t necessarily notice this before. Must be an issue brought with patch 2. A good example of this issue would be atop Nameless Pass’ hills just before catching the elevator that takes you down to the quarry. Looking ahead of the quarry the hills are lit differently than their adjacent environment. Problem with the LoDs maybe? Another one is water occasionally having a bright blue color when moving a bit further from it in the Black Trench.
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Armor sets need another QA pass as quite a few of them with cloaks for example, either lack cloth physics altogether or have misaligned/stretchy geometry. Some parts with cloth physics clip through the players’ legs no matter the leg piece worn or none worn at all. Stuff like that. To add to that, Patch 2 seems to have “nerfed” plenty (if not all) pieces’ physics reactivity to both player movement and the wind.
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Cloth physics on player gear occasionally stops working. Seen this happen sometimes after warping through Whispers or upon first loading up my save. Temporary workaround is to just unequip and re-equip said gear.
Gameplay
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Please remove ability to sidle on the front side of our houses. Too many times my character just decides to hug the door instead of entering it.
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Tanth enemies need a quicker animation for throwing their mine traps or a far smaller tendency to use it as a combat initiator move. The reason is that currently, their animation is so slow that once I see them winding up I always have plenty of time to run up to them, roll behind their back and perform a backstab. They are easily among the most trivial enemies to deal with just because of this exploit. The mine trap should also be able to explode upon impact as long as it’s not hit the ground yet. This will discourage cases like mine where we just carelessly run around them.
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This is more of a suggestion, regarding the gibbing system. Would love it if there was a higher frequency for dismembering enemy limbs with normal attacks (right now next to none). Some weapons don’t have any charge attack, runic special or some players decide not to install runic attacks due to their build. In other words, would appreciate if people that have to resort to simple attacks weren’t “penalized” with less satisfying gore.
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Enemy animations occasionally bugging out due to beginning attacks when out of your camera view or when you get them out of view during one of their attacks. Lost to Echo Knight because he did a full combo of ranged plague attacks with unsynched and bugged animations. Nearly lost to a tall hammer wielding knight for the same reason.
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When cycling through quick-use items it would be great if controller analog stick had sensitivity to make cycling speed up/slow down at will. We can already do fast cycling with mouse, no reason not to have the same on controllers. Better yet? Let us assign only a set number of items to our quick-use bar. As it is right now, you effectively get punished with a more cumbersome rummaging-through-rubble experience, mid-combat, the more you fill up your inventory.
That’s it for now, will update as soon as I think of more.