Quality-of-life Improvements

Hello, everyone! I made an account here just for this post, which I originally made on Reddit, so I apologize if a lot of the stuff I talk about here has already been discussed. I’ve actually added a few new suggestions in this post compared to the one I made on Reddit.

I’m absolutely in love with this game. The art direction, combat, soundtrack and exploration are all top notch. It’s consuming every bit of my free time. I can’t wait for 1.0 adding the class system. Moon Studios is really crafting something truly special here, which is unsurprising considering the masterpiece that are both Ori games.

Right now my only actual issue with the game mechanically is that itemization suffers from the same problemas as Diablo IV at launch, due to Essence Embers existing; don’t get me wrong, having control to build your perfect equipment is great, but it opens a massive can of worms, since you end up hoarding a bunch of equipment that has affixes you want; not very different from Aspects clogging your stash in Diablo IV.

While I haven’t finished the game yet, I’ve compiled a list of suggestions for quality-of-life features; nothing that changes the game at its core, just makes it more convenient. A lot of those suggestions are based on Diablo IV, which despite being in a very miserable state right now, has a bunch of stuff that make the experience smoother.

:trident_emblem:Salvage System

This sits at the top of my wishlist. I would love a mechanic that allows dismantling items and equipment into raw materials. That would make hoarding items more valuable, and give you more options of what to do with unwanted equipment rather than just selling.

Yes, while you can buy materials directly from vendors, their stock is limited.

:trident_emblem:Transmogs and Armor Dyes

A transmog for this game is an absolute must in my opinion. There are so many cool sets for all armor classes, I’d love to build my own cosmetic set.

Also, adding dyes to color your transmogs allow more player expression.

:trident_emblem:Marking Items

This is a simple one that even Diablo IV didn’t have at launch.

Marking items as “Favorite” would prevent accidentally selling or destroying them.

Marking items as “Trash” would allow to sell / salvage multiple items in batches.

:trident_emblem:Tool Efficiency

Higher tiers of tools should also grant more significantly more resources if you do a perfect harvesting.

:trident_emblem:Improved Fast Travel

When selecting a Whisper, it should also display a preview of the minimap so you know exactly where you’re teleporting to. While I more or less memorized the map, it still catches me offguard sometimes when I trying to move around to complete daily challenges.

:trident_emblem:Non-combat pets

I love the models for the dogs and cats around Sacrament, and I wish there was a way to have a pet in the game. Much like in Diablo IV, these pets could gather non-harvesting resources such as plants, mushrooms. Or maybe they could also be used for scouting the map and highlight certain valuables like treasures.

Or in a worst case scenario make so they just follow you around in Sacrament and remain in the city if you go out exploring.

:trident_emblem:Improved map markers

More different map marker icons so you can better filter and catalogue points of interest. Also, I’d remove the cap on map markers.

:trident_emblem:Improvements for Co-op

I’m assuming these are already in the pipeline since they’re basic features of any multiplayer game.

There should be a way to allow multiple players to interact with the same NPC. Right now you have to wait for the other player to finish.

Adding an in-game chat and map pings would be great too to improve communication. The in-game chat is definitely being added at some point.

A improved offscreen marker to find your friends without having to open the minimap would be fantastic too.

:trident_emblem:Increase walk and run movement speed

Even with the lowest loadout movement still feels painfully slow sometimes. A slightly increase would make exploration (as well combat) a bit less daunting.

:trident_emblem:House Rental

This idea comes directly from the original Fable games.

Allow renting houses for NPCs to gain income, which is collected automatically when going back to Sacrament (you don’t have to move to the respective house). This would make worth to invest on buying multiple houses. Maybe decorating the rented houses could also increase the amount of income you get.

:trident_emblem:NPC Affinity

Add errands and side missions you can complete that increase the affection of the NPCs towards the player. This game has such a plethora of uniquely voiced NPCs in Sacrament that don’t anything, which feels like such a waste.

Increasing affinity could earn the player items, such as materials, consumables or even unique cosmetic gear.

This system could tie in with the house rental mechanic I suggested above; a NPC gradually grows more affectionate of the player if their rent is fair.

:trident_emblem:More Sacrament upgrades

The game already teases the possibility of a farming system with the small farm near the entrance of Sacrament. Since the bulk of this game is harvesting and crafting, having more systems like those to play around in Sacrament would be really cool. Farms to harvest food, or small barns with critters you could tame to obtain meat, hooves, etc.

:trident_emblem:Chest Management

Allow transferring chests and items in-between owned houses. This is an absolute must for me because when you acquire a new home and you want to transfer your items to new chests it’s a massive ordeal and takes so much time.

Also, allow a chest upgrade system, where you can use materials to convert a small chest into a large chest.

Lastly a UI button where you automatically deposit similar items to all nearby chests without having to inspect one by one would be an absolute godsend of an addition. Terraria and Core Keeper have this feature.

:trident_emblem:House Preview

Allow us to see what a house looks like on the inside before we purchase it.

:trident_emblem:Personal Loot

I know this game wasn’t initially projected with co-op in mind, which was added after the community begged for it, but would be nice if we had personal loot when looting chests, monsters, etc.

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