These are among the notes of stuff I’d wish to see fixed or changed/added to. Been loving the game ever since EA launch day, currently at 190 hours of playtime.
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Option for rebinding socketed Runes at Eleanor. Could work like this: Press button to select socketed Rune, then select which other socketed rune/empty socket to switch it with/to
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Some placeables on the top floors of certain player homes like The Roost appear to still be visible when the player is on ground floor
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Ice infusion is too noisy/clumpy of an effect, ruining the silhouette of our favorite weapons. Take a look at how nice this staff looks both in thumbnail and player preview, vs how it looks in actual gameplay. Maybe the way the spikes appear could be reworked to adapt to the weapon’s surface, a way to go “with the grain” rather than against it? Another way to go about it could be to make the spikes far smaller or replace them with something more subtle
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After using a Fallen Ember to reroll an affix, the highlight should stay on that last selection. It resetting to the top while having the affixes go up or down each time a reroll happens has caused me to accidentally choose the wrong thing when speed-rerolling
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Checkerboard rendering, perhaps lack of antialiasing or some other oversight still leads to a bunch of textures with transparency looking grainy, as per older posts like: Visual Pixelation & Flickering (Updated with Patch 2) - Wicked Bug Reporting - No Rest For The Wicked, Waterfall Animation Anomaly | Waterfall Top Simplistic Rendering (Nameless Pass) - Wicked Bug Reporting - No Rest For The Wicked and Missed Temporal Anti-Aliasing for transparent textures (water, fog) - Wicked Bug Reporting - No Rest For The Wicked. My personal testing is done at 1080p resolution and based on a couple other reports, one at 1440p and 2160p with these same issues pretty much confirms this has to be present on everyone’s case
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Elemental infusion on some weapons like bows stops displaying if the player cycles through weapons during gameplay (not inventory menu). The infusion fx from that point onwards only shows when performing attacks
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Smarter placement of realm difficulty indicators on our HUD. Instead of that little icon, we can have unique portrait frames for each difficulty option, here are before & after mockups for each difficulty:
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Toggle options for Enemy Faction and Danger Level. Maybe a dynamic function so they only appear briefly whenever moving into a new area? Depending on faction name length and amount of factions present, that part of the screen can take up unnecessary space, as if we have an open quest log at all times
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Toggle option for tap precision popups during gathering? There are already quite a few vfx indicators to let us know how good we timed the minigame. As little ingame text as possible is what I’m trying to get at here
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On a similar topic, there appears to be a bug that causes extra gathered resources to spawn as a second drop rather than just added to the amount of the drop we’d normally pick up. This ultimately adds up to quite a bit of excess time spent resource gathering when you have to perform the loot animation twice. Some of these double drops also tend to fall a bit further to the player’s side, sometimes running down cliffs with no way to grab them in time since we’re already busy picking up the other drop
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If I remember right, pre-Breach the Seneschal used to have a quick entry animation whenever we reached the Limnus, kinda like how he rises out of his hole the first time we meet him during the cutscene. Was this accidentally removed and if so, is it possible to add it back in? Was a little detail but still gave some more quality to an otherwise one-and-done room
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The cloak from Captain’s Sigil (Torso piece from Captain’s Set) seems to have wonky cloth physics. For lack of a better word, the cloak’s too “jumpy” and sits in this weird place of looking too attached to our legs while also stretching wildly whenever doing actions like sprinting. As if it’s trying to stretch away but magnetizes back to us too quickly.
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Is Icebreaker’s moveset unfinished? It lacks charge attacks and it’s main attack chain consists of just 3 downward swings. It’s other attack chains (sprint & dodge) are insanely more versatile
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Specific SFX like the Whisper audio that plays when confirming to fast travel somewhere, aren’t tied to the actual Sound or Dialogue volume sliders. You can confirm this if you put everything except for Master and Music sliders all the way down and fast travelling. Will update here if I find more like this
Thanks for reading up and thank you Moon Studios for the greatness you’ve made so far, keep up the good work!
Edit: Added new entries, grammar correction and bold text to make each section stand out better