NRFTW Breach Refined Feedback (New Player)

FeedBack (FB), Bug/Giltch (BG), Comment (C), Early Access (EA)

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C#1 “General Writer self-introduction on my playstyle and game experience.”

I am a player with experience in RPG, ARPG, and general challenging game genres that reward careful planning and engaging combat. I have enjoyed CRPG, JRPG, Fromsoftware games, looter shooters, survival games, and strategy games. I am not a player for fighting games, MMO’s (though features appeal to me), and competitive/rank shooters.

A major game that I compare NRFTW to is Elden Ring (ER), and game of refinement for a studio that has evolved over many titles to a peak that changed the gaming industries and player view of difficult yet rewarding gameplay. I enjoy ER and when explaining NRFTW to other players though ARPG is a correct definition of the game the core gameplay and combat favors mindset of ER compared to Diablo.

I enjoyed the challenge of Demon souls, Dark Souls series, and ER though some shortcomings pushed the gameplay into challenging and rewarding to engage with. I don’t play games as an “number cruncher” and don’t have the must meta builds. I enjoy a character that “feels” like they belong in the world and embody class expression.

When I played ER, facing the Erdtree Sentinels and Lindell Knights inspired me to obtain their weapons, armor, and incantations and become those characters as the greatest reward for me in that game. The character builds aren’t Meta or broken, just enjoy embodying the presence and playstyle of those characters. The Bolin Knights with Great Spear I envy and wish to play as.

I got the armor from random blueprint in vendor and now happily wear the Bolin Knight set with halberd as close as achievable in current build of game to the Bolin Knights. NRFTW shares some design choices like ER and some different and more than ER which is why this game grasp my attention more than others.

When you start NRFTW the setting “display damage numbers” is disabled, which I keep OFF because I don’t play with the mentality of number must go up, because the goal for me isn’t that but the reward of the gameplay. Though the number of crunchers and build refiners may have more valued feedback than I do, I hope my thoughts and opinions may assist in the development of NRFTW.

I acknowledge and would like to remind you that my thoughts and opinions may not share the whole of the player community and may not grasp the nuisance of mechanics and systems the NRFTW may have currently in game or planned to incorporate in later updates.

Many portions of the game over development have improved before my time playing the game which I do support and am aware of future updates planned that will improve portions of the game which are in-line what I would recommend of the game and will attempt to avoid taking about topics when steps to improve portions of game have been made which I feel are refined already or topics that acknowledge any feedback I could provide.

Unfortunately, I’m not very good at reflection of 3 playthroughs recalling specific bugs or glitches (good sign of development).

Hotfix 7 had big glitches/bugs, though I could still play it progressively worst with common reported issues as others. No issues after reverting from Hotfix 7. The community here longer than myself has more weight and experience with the game than myself, I also am trying not to repeat statements the community have already firmly communicated which my repeating of ideas not seeming production as highlighting new ideas or issue.

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FB#1 Title: “UI improvements in Settings” Tags: Settings, UI

UI for settings menu shows current highlighted tab as hue slightly brighter than other tabs. This display of active tab isn’t readily clear of the active tab. Recommend adding arrow pointing down at active tab to help clarify active tab.

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FB#2 Title: “Item/Gear Protection” Tags: Weapons, armor, enchantments, UI, merchant

In games with equipment and high loot/gear collection the situation to inadvertently sell equipment can occur. There are currently no systems in the game to reduce or counter the event of selling equipment/gear. Recommend adding function that equipment/loot can be “locked” preventing option of destroying or selling that equipment/gear/loot without “unlocking” first. Additionally, locking should prevent extracting runes or gems unless unlocked first to prevent inadvertently doing so when mass extracting loot.

Add UI on weapons/armor that are locked with small padlock symbols. (Example: Destiny 2)

Recommend adding for selling or destroying high end gear an “continuous input” to complete transaction. This would apply to Masterwork weapons and Exalted Gear.

Example, press and hold “sell” and 3 second bar ticks down to complete transaction since high end gear aren’t typically sold or destroyed without careful review by the player considering upgrades into the item. (Example: Destiny 2, red filling bar of time to dismantle)

Option in vendors currently to sell equipment while in loadout/equipment. Typically, players don’t sell active used items and seem like potential miss-click to destroy important items. Recommend when pressed to sell or destroy equipped items for popup to say, “To sell or destroy active gear, first unequip gear”.

No feature currently in current build of game for buy back of recently sold items, this feature is common in other loot/equipment-based games. Recommend adding either 1.) tab at vendor for buying back last 10 sold items or 2.) Add vendor/shop who only sells last 10 items sold. Buying back items could have interest making them more expensive to buy back than what was sold.

Any player wanting to buy back any items mistakenly sold would likely rather pay with interest than lose item completely. (Could make vendor in Sacrament ghetto like {Larry’s “Appropriated” goods} who suspiciously has all your last sold items)

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FB#3 Title: “Backstab consistency” Tags: npc-hostile

Mages that use fire spells aren’t capable of being backstabbed, not sure if this is intentional. Giant type or sized enemies can’t either, which makes sense as design. Request clarification if mages shouldn’t be able to receive back stab. I would recommend back stab capable on mages considering mages are high damage, low health typically and reward for sneaking behind mages. Included in list of non-backstabbing are Torn Leech Man, dual knife assassins (designed not to for dexterity enemies makes sense).

In general, backstabbing mechanics has been topic for NRFTW which during The Breach update which backstab was very hard to do leading to few opportunities for it. Though, this was created for rewarding when achieved but scarcity made it not as used. The Breach refined update made it more common, even if now 1v1 with npc-hostile now makes it the easiest method to fight.

It is possible to recommend that on higher level of enemies or enemy types that reaction to player position is more responsive to make 1v1 fights more engaging. If player fights groups of enemies in higher level enemies; keeping gaps in enemies’ response to player position for backstabs would support player fighting against odds and rewarding player positioning.

This mechanic is a difficult rope walk to create which too much or too little availability of this mechanic undermines its worth which the player community will dislike if one side favored too much. Additionally, my writing and explanation of feedback may vary on knowledge and experience with portions of NRFTW that may not reflect the more experienced players in the game community.

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FB#4 Title: “Group/enemy type info on Map” Tags: “MAP”, npc-hostile

Regions will shift in enemy groups over days creating varying gameplay and loot drops. No current way to know what group is there unless physically in that region. Being displayed at the top right, but not on map when not in region. Recommend in recently entered regions that the map show enemy groups/factions that are currently in control of the region.

If not recently entered have detail of unknown. This will enable players to rapidly plan their expeditions for resources and loot after visiting regions during their game sessions.

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C#2 Title: “House Chest Names” Tags: House

House chests have options to have type labels that correspond to rugs placed in front of them. These are nice flourishes, and I would recommend also when the chest is open if players could also type names of the chest. Example as top of chest menu where “Home Chest” is written have text box for writing custom text. This would allow players to make more detail chest names like “Runes: One-handed” and so forth deepening player organization in their homes.

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FB#6 Title: “Weapon Elemental/Status Affect UI could use improvement” Tags: weapons, UI

Weapons using elemental/status display an element buildup bar for status buildup to point of affect, however multiple elemental/status active on an enemy aren’t display. Recommend added UI showing multiple elemental/status buildup on enemies/nps-hostile.

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FB#7 Title: “Enchantment tables could have more diversity” Tags: weapons, enchantments

Currently, enchantments have varying enchantments that provide benefits or negatives enriching build crafting. However, diversity of enchantments could use attention. Modifiers include Damage, Elemental, Focus, Health, Stamina, Defense, Speed. You can’t have more than 1 modifier type per piece of gear.

I would like to recommend more variance in enchantments. Ideas include enchantments based on specific enemy groups and factions. Examples: % damage increased/received from Torn enemies. % damage increased/damage reduction during attack trades.

Possible less restriction on modifications to allow multiple modifiers per weapon (seems restrictive on 1modifier restricted). Additionally, enchantments centered around weapon types for weapons, enriching that weapon style. This idea may be covered by “attribute to class” system update.

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FB#8 Title: “In-Game Day/Night Cycle and {Alive System} could use more Implementation” Tags: level-design

In NRFTW the world flows actively from day to night changing the visual of the game from full rays of sunlight and shadows to blues of night. The colors and shades of hues are beautiful and enriching to the zones.

Additionally, caves provide mini zones of darkness requiring forms of light generation needed to navigate them. I wondered of a scenario, like a modifier to a special bounty that would change a zone (ex. Nameless Pass) to absence of world light. The zone would only have light generation from campfires, torches, and the players own light methods that would make an region new and challenging for the withdrawal of vision and level design switching from familiar to unknown and dangerous.

Maybe this would be too much and annoying for players since mitigate chance of failing in open zones would move slowly. Possibly the enhanced difficulty would be a breath of fresh air. The caves are small and don’t overstay their welcome and the entire map zones may feel too much of this mechanic.

Maybe an idea worth experimenting with could be an challenge that could be utilized. Though after reviewing the forums counter arguments to “blackout” zones have valid criticism against so not everyone’s challenge with having.

The day night cycle could also have unique situation such as enemies, merchants, and mini-bosses only around during certain times of “in-game” times.

The day night also includes weather like rain that makes the world feel real. Possibly making world conditions affecting status would be interesting to consider.

Examples include rain amplifying lighting, mid-day rays amplifying fire, and moonlight for plague and ice. Though these ideas may not suit actual gameplay, I know environmental effects would improve the effect of the world on gameplay and should be considered in the future.

Though forums show this idea may not work well as benefit of “nerf” without player choice. I mainly just pushing idea that time of day/nigh and weather should have more affect on player then explore world in “yellow” or “blue” lighting.

I hope in post 1.0 game version that zones will have arctic/winter, island, major city (1.0 teased already), and more distinct zones.

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FB#9 Title: “Actual real-life, time-based events/merchants” Tags: merchants, level design

Currently, a vendor that can be unlocked in NRFTW has rarer items for sale who is only available at 2000-2400 based on platform time zone. Though the idea from the CEO of NRFTW for events bringing the community together I can respect but I recommend careful control of these features.

I would not recommend players have to plan their lives around a games time schedule on fear of missing out or out of opportunities due to time restrictions. I would rather have the vendor time be based on the 2000-2400 in game, the day-night cycle currently implemented in game and not being utilized to full potential.

The vendor being tied to the day-night cycle in game keeps player focused for immersion in world and embraces attention to world and planning of activities in game rather than planning in personal life.

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FB#10 Title: “Cosmetics and Transmog, with respect to World” Tags: armor, loot

The use of cosmetics and transmog in games sometimes fits and doesn’t fit the worlds that exist. I respect and admire the visual art direction of NRFTW and would like to keep that in the foundation but also appreciate the player personal expression in their characters.

An example as player equips gear with best enchantments/buffs for build but character looks like they raided discount store and doesn’t look like belong to world or class expression. Another issue is player modification, lets heavily armored character look like cloth robe scout with hot pink “power puff girl” colors, not fitting in world. I would like to suggest compromises of 2 with respect to world setting. Changes in colors of armor, weapon, and items could be called many things. For current example “Dyes” rather than be any color of the rainbow be centered on color palettes already featured in game.

Example House Bolin and Sacrament has defined color pallets for their solders, which obtain a Dye called “Dye of House Bolin” or “Coat of Arms: Sacrament” which alters the colors of gear, maybe even finish of armor, of current gear. The equipment could have metal shined or dulled and cloth colors match factions in world (linen being silk or cotton with holes).

This could include enemy factions having dyes to match their color pallets. This would allow whole armor sets and mixed sets to feel complete with each other and fitting in world.

Transmog being hot topic with CEO for combat PVP balance I respect as a hazard in design. I would recommend once “blueprint” of gear obtain that only transmog available for armor types, being plate to plate or cloth to cloth. The character and gear design in this game is amazing and if I fully upgraded gear to my build and find a beautiful armor set I want; but now I must do the entire resource grind and random (RNG) enchantments rolls on that new armor set.

Transmog could fix that. This would respect PVP balance, player time investment, and world setting. Ultimately, I find the satisfaction of a character that feels has a place in the world and is complete in presentation, armor feels complete which uniform dyes and transmog could accomplish this.

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FB#11 Title: “Developer Streams and lines of Communication” Tags: stream, patch-notes

I applaud the developer’s advancement in the game from opening version in EA to where it is now. The future discussed content for EA and DLC posts 1.0 version I hope the studio can pursue and if realize is a hell of a game. Though communication during buyout of rights to game and size of studio presented issues to communication on the game’s development. A turbulent topic which is understandable.

However, improvements should be considered in making more uniform updates and plans about progress of development, the stream last July was certainly good action/method on Moon studio youtube channel and on NRFTW website are excellent form of communication with community.

If possible, maybe this form or more official patch-note-like update every 3 months could help reduce the separation between the community and developers. Though the heads down grind for progress and the celebratory stating of these advances in major releases I respect and if Moon studios would prefer to keep moving with that I could oblige.

A major complaint I would like to address though is the general plan for the development of NRFTW. Originally the first “road map” for NRFTW was made and even if no dates were attached showed goal posts for game which players at least had for reference as official in nature.

Almost Six months post-acquisition of rights to NRFTW by Moon studios, no Official Goal Post list of plans for the game have been communicated. Since the securing of the rights to NRFTW, development has changed goal post positions from the original road map.

The community has resulted to chase discord messages, twitter comments, and other forms of media to have an “un-official” list of planned content additions. This doesn’t present the studio and NRFTW in a positive light for external players and communities that need assurance this game is being managed with measurable points of progress vice and game being developed as “shooting from the hip”.

I’m not asking for hard dates, not even projections, but just a planned objective, which can still be adjustable, but at least know the studio is on proper steps to climb and not a muddy hill to fully release game.

Maybe I’m asking for too much, I am not a developer and being an independent studio is insanely challenging in recent gaming industry trends of studios being absorb/closure, “re-structured” with staff cuts, and valid games not producing financially enough to hold independent studios above margins.

We may just have to let Moon studios run its own tempo and place optimism in their work. Optimism that unfortunately is low in current game industry. Especially when some games/game studios abusing player trust like “The Day Before” who abuse Steam and player trust.

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FB#12 Title: “NPC Battles in Sacrament and Zones” Tags: Sacrament, NPC-hostile/friendly

The skirmish during “Rats and Raiders” between Sacrament forces and the Risen along with Cermin Ship raided by Risen presents a capability of the game to handle battles between factions in NRFTW. The “Alive” world of NRFTW could have factions as you explore zones with skirmishes between factions.

This idea could also create a system for end-game which Sacrament battles factions and the pestilence across zones which the Cermin could join as mini-boss encounters while fighting for Sacrament.

If not considered yet, though I presume already planned by Moon studios, the main story should include a battle for Sacrament. The city has some areas well open enough for battles with enemies and even boss’s fights, which would create a huge narrative and combat highpoint in the main story.

Possibly even end-game content includes battles to defend cities. Though this idea is the most intense suggestion sometimes going above and beyond are what separates a good game and great game. A very least 1 battle in Sacrament during the main story would truly create a heavy plot event.

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FB#13 Title: “Shield and Great Shields Abilities” Tags: Weapons, parry

Shields at moment block using poise of character while reducing damage based on armor stat, contributed by your equipment total armor and stats. No runes can be attached, and great shield stopped all movements of character. Class system update may address concerns but still wanted to talk about it.

It is possible to add abilities/runes for shield to varying parry options. Examples would be like parry and shield bash, shield rush/crash/dash, hunker down, 360-degree guard, and other offensive/defensive options for shield. Also, options for relocation characters which though great shield hunkering down will still find themselves in too dangerous situation to linger.

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-Addendum: Upon release of COOP update for NRFTW will have playthrough with friends and will document all glitches/bugs and feedback during play time. Previous above feedback based on post 3 playthroughs in reflection.

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