The source of most conflicts: with the design idea of an online game, a single-player game was released.
The acquisition of resources and the long process of developing equipment are obviously designed with the idea of online games in mind. But the official released “Wicked” as a stand-alone game.
And even from the perspective of online game design, resource acquisition and numerical design are relatively poor. Thomas said on Twitter that he noticed that many people were buying unlimited amounts of finished metal ingots without using the furnace at all, so he removed the ingot supply from the store. But the problem is that the current productivity equipment is not doing well. Not only productivity, many mechanisms are just there but not done well enough.
At present, we still look at it from the perspective of a single-player game: the numerical differences of equipment, the randomness of enchantments, and the randomness of gem inlays have led many people to use “external” means such as rollback mechanisms and modifiers to improve the game experience. After all, many people are striving for perfection and intensity. For the vast majority of people, gaming without the use of outside means will be a very poor experience. (I have played for 185 hours so far, starting from scratch and completing three different point-added character growth and new worlds without using any “external” means.) During the game, I always think: If it is a first-time player, A newbie, and his operation is not very good, how much difficulty does he have to go through here? It’s not that you can’t play without using “external” means. But the difference between using and not using is too big! If most other games do not use save replacement and modification time, the game experience of these “external” means of modifiers is 6 points, and after use, it is 10 points (excluding excessive use). So in “Wicked”, the experience without using “external” means is 3 points. After use it is 9 points. The difference between this is too big, which is a mistake in the difficulty curve and numerical design.
By the way, I will share some ideas that I recently discussed with my friends. I created a social chat group with 484 people. These were discussed between me and the members.
1: The problem with the stamina bar is that it is not conspicuous enough. Can you add an option to adjust the brightness? The stamina point bonus decreases unreasonably. Before reaching 17 points, each point increases stamina by 4 points. After 17, only 2 points are available per point. I think between 17-22, it is more reasonable to offer 3 points. “Wicked” severely limits physical strength, but adds a lot of physical strength to the equipment entry. The gap between this is too big, and it seems that freely allocated attribute points are unnecessary. (Assuming that the official sees this and then weakens the physical bonus in the equipment entry, then I can only say that this is a mediocre and stupid approach)
2: The randomness of equipment is too serious. Although this can greatly increase the life of the game, players will never get the equipment they want. If you look at it from a pure “in-game” perspective, not only is it random and difficult for players to obtain equipment, but they may not necessarily be able to meet the rough design requirements after obtaining it. Values can also be poorly randomized, as can enchantments and embedded gems (of course, this is also a charm). The cost of acquiring most equipment is too high. Such high acquisition costs and usage restrictions are a waste of “Wicked’s” extremely excellent animation production, as if the production team deliberately hid this treasure. We believe that we can increase the probability of dropping specific equipment in some areas, or increase the probability of enemies dropping related equipment. Launch more weapon production blueprints. And the improvement method allows players to give them to the blacksmith or carpenter for research. After successful research, blacksmiths, carpenters and tailors can directly buy these equipment.
3: When the enemy is at the bottom of the screen, it is reasonable that the enemy cannot be seen due to the camera perspective. But in most cases there is no sound, and players cannot determine the enemy’s moves. I think this may be a bug. The sound is not played correctly.
Plus I want to attack some people! These people criticize players who use save mechanics and external means. In fact you are just jealous. You require yourself not to use external means, but you also don’t let others use external means? Your thoughts are no different from those of extreme animal protection organizations, feminist organizations, LGBT, and vegetarians! Using external means in a single-player PVE game does not affect other people. There is no problem with this. Do you feel envious and jealous when you see the top-notch equipment they obtained, and feel that your persistence is meaningless? So criticize their approach? purity. too low! Those who use external means in PVP are the ones who are really criticized.
It was only on my fourth playthrough with a new character that I discovered that stamina values between 11 and 17 were only increased by 3 points. This is outrageous
Agreed on the stamina bar. Playing on a TV across the room, 65" OLED with proper HDR, I need binoculars to keep track of it.
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