"Together" Update Feedback and Thoughts

I have been playing since the “Breach” update. I’ve been enjoying every update and happy to pull group of friends who also are now looking forward to the game. Please take my thoughts and comments as grain of salt and looking forward to the future beta test for the class system!

FB#1: Poise damage changes noted during new update. Parry also no longer contributes to stun buildup. General community on reddit seems at odds with 2 handed (2H) weapons poise buildup and its ability to interrupt enemies’ attacks. Though I think personally 2H weapons still feel good to me, personally I prefer to play 2H compared to one-handed (1H) weapons. I will miss the buildup of poise from parry and the focus reduction lowers its value, but I think it is healthier for the game’s combat and difficulty. Parrying is still rewarding so it is still worth doing but without contributing to poise thus raises the value of 2H weapon poise damage since Parry no longer contributes. Indirectly this change did elevate my opinion of the benefit of heavy weight class ability to shove. When I played Fromsoftware games I never wanted to use heavy weight class for the penalty with no benefit, I now have enjoyed playing heavy weight class in NRFTW. The ability to stop enemies as offensive to allies and myself is rewarding and elevated indirectly from parry poise removal. I feel typically in RPGs with weight classes the heavy category is undesirable but after using heavy more often after “Together” update it is more rewarding for me than medium because of the shove ability. The roll/dodge being affected is still noted, but I have adjusted to the limitations.

FB#2: Removal of Sacrament upgrade times and raised material requirements noted general by community as positive. Material cost though higher still relatively achievable with expected player interactions with bounties to revisit regions and collect resources so cost didn’t negatively affect progression of upgrades. This has the “hot” topic within the community and by the CEO of Moon studios. These timers are on every negative review and opinion and I personally think there is no easy way to solve that perception if timers were kept in the game. The refining of resources on benches/refineries are ok and with “overclocking” with resources likely to not draw negative view from community. The core concept I perceive from the CEO is that the timer gives value in the wait and anticipation of value common in games like “Stardew Valley” and “Animal Crossing” which I personally can empathize that view. I never really minded the city upgrade timers because I always had things to do in parallel , we had ways to reduce the timers or flat out bypass in the Crucible. I also didn’t have long enough playtimes to view them as stopping/throttling my progression and it gave me something to look forward to in next play session.

I think a core concept of this is that we have an element from common considered genre of “farming/cozy” games or at worst “Gacha/mobile” progression throttling games in a game centering in ARPG players. The element of timers intended to create value and promoting multi-tasking is interpreted differently with a community focused on min-maximizing and optimization that is polar opposite to the timer elements of origin. I think if re-utilized it will always be pretentious in every review on the game even with good faith in utilization especially since options to reduce or bypass the timers were already in the game but the presence alone triggers sentiment against it.

I don’t have an game design background so my advice should be interpreted, as all my comments, as grains of salt in an salt packing plant. Possible ways to improve the reception of the timer for construction could include the following:

Make the timer directly related to in-game timer, example would be “3 Moon Cycles” to complete. Though this is really just changing the measurement of the time which some players would dislike for the vagueness of the measurement. The goal is to make them feel more immersed in the world because “hours” in real life disconnects them from the verisimilitude and immersion of the world. In being vague this encourages players to multitask other activities.

Have NPC’s carrying construction materials from Danos’s Building to building receiving upgrade and workers actively constructing building. (Expensive option since have to make whole bunch of work to shows this like models, animations, extra NPC’s, but putting the idea out there.) Though this sounds similar to mobile games, it creates visual weight to the construction actually happening and the actual construction occurring and the time it takes to physically construct a building. The timer is more believable by seeing the application of the resources and the scaffolding and walls being raised for the future upgrade.

FB#3: Backstab mechanics were changed from “experimental” to “Together” update. In which enemies that have 2H weapons, great shields, and giants require being poise stunned condition for opportunity to backstab. I lack more descriptive terms for types of enemies until the compendium catches up. This change makes combat with such enemies much more meaningful since backstab was so efficient it ran into the same issue that Fromsoftware games had with its relationship with backstabbing, being the most efficient option. This change keeps the reward of poise breaking an enemy still rewarding but keeps the player respecting the capabilities such enemies have compare to rank and file enemies that are backstab are always available. This was overall a good change.

FB#4: New embers types and Exalting are general advancement of enchantment system. The ability to take enchantments from weapons to others, boost the enchantment power, wipe enchants, and directly control type of enchant are rewarding to player time and complexity of item management and value. These additions make decision of loot more meaningful and careful consideration of loot and gear more deliberate.

The exalting change from all maximums to random 50% buff is interesting and though randomness over unique gear as result does raise the peak gear chase. The ability to reset gear respects player resources so overall the changes were positive on enchantment system.

-In updating of heavy enchantment reworks, the alternative of “masterwork” items with all gems may require future time investment since the openness of enchantments seem to overpower full gem gear, but maybe that the whole point for randomness over guarantee affects. Last stream from developers did mention gem rework or experimentation which is good.

Though the reduction of ember spawn rate early game seems harmful to new players who need to learn the system though practice with such low drop rates is negative to experimentation. Maybe this is because a common tactic for players to make new realms just to farm embers was considered an “exploit” which behavior is unintended from the developer. I would recommend just making in less often than later game vice suspended spawning. I still don’t think I have a good fix for this but early players should be encouraged to interact not wait till endgame to use enchantments.

-Despite my multiple playthroughs the “rules” of enchants with enchantment type has always seem cumbersome and vague. Only after using a fan made “build planner” did the rules start to make any sense. I hope the compendium helps with this but until that happens this is how most players will understand enchantments. Especially since if there is an enchant slot with for scenario 8 times but you want type #8 but each re-roll doesn’t prevent repeats during a cycle. Example: Ember rolls sequence goes as 1,3,5,3,2,3,7,5,3,7,4,1,3,7,5, then 8. During this I could be convinced that #8 enchantment doesn’t exist, though I used and player made “build planner” that says it does exist and it cost me 16 embers when there are only 8 types of enchantments in the slot. I know the ability to use embers to take the desired ember from another gear and transfer to another reduces this issue, but would like a consistent re-roll as in all options are shown then a reset. Example: Ember rolls sequence goes as 1,4,7,5,2,6,3, then 8. It shows the player all options then start over, thus showing the player all options without having misleading or confusing a player that enchantment doesn’t exist in that slot and not wasting an excessive number of embers. I know this is more advocating for player efficiency over the “gear journey”, but I would like to not have to look at an “build planner” out of game to see all the enchantments and gear can get.

Would like in future update to Compendium showing list of all enchantments, Facets, and topics like that in game for player reference.

FB#5: Facets are an addition that enhances the value of the weapon. They add to build complexity and gear chase. Though at end game when I wanted a certain Facet, which can’t be re-roll and are random, required around 17 weapons crafts to get desired. The material cost was substantial even after multiple playthroughs, though that’s the point, I guess.

-Maybe consider the idea to provide another method of obtaining a Facet such as the way enchants from one weapon to another be entertained? There are significantly more enchantments so direct take and give probably too easy such as Essence Ember. I have found nice melee facets on wands and nice focus facets on 2-handers so just as embers make us value weapons/gear for what they carry over the weapon/gear itself is added loot value/diversity. Would maybe the ability to remove the facet from a weapon, destroying the weapon, and getting an “**Facet Shard**”. The Facet shards being useful as 3-5 could grant a facet to non-facet gear as an alternative to pure RNG.

This would give more options, pure RNG saves time if resources are available, while Facet shards is another RNG and player attention to loot to save resources. It doesn’t subtract from the value of the current system, if anything give another avenue with benefit and downside of having to collect the quantity of Facet shards. Bear in mind that currently the preferred facets on all gear could typically total in 5-6 facets correlating to 15 – 30 facet shards which is complex in itself (multiple shard types for each facet type). It acts as 2 methods likely employed together to achieve the desired build(s) which players farm for resources to craft RNG desired facet while special attention to loot for preferred facet in gaining facet shards. This makes the facet chase more engaging in which looted gear and resources are both considered since at moment an facet on the non-desired gear doesn’t aid an desire build pursuit. Changes the player thought of “if only that was rolled on the weapon/gear I wanted” into “nice, just 2 more drops”. The player priority/decision of extracting gear having an preferred facet or enchantment enhancing player choice.

-Specifically, using “Facet Shards” could only be used on a weapon without a facet, thus giving them a unique value as the facet “wildcard”.

FB#6: Whisper Fast Travel still feels awkward, as upgrading whispers as not useful. The initial perspective at the start of NRFTW had fast travel not an option, elevating the player connection to the world, environment awareness, and immersion in the world. However like building upgrade timers was the most common negative bullet point. The normalcy of fast travel in RPG, open-world, and general world navigation and exploration in gaming across genre’s has led to restricting fast travel as negative. Commonly use of rigidness of fast travel may have interpretation as “wasting player time” though the regions are general, once shortcuts unlocked (kickdown ladders, bridges, and gates) only 1-2 minutes to travel. The primary region that gets noted commonly is the nameless pass, though once all gates open isn’t bad for travel. The current implemented “fast travel” has free points at normally “starting points” of regions and in some “middle/end” points that work mostly to solve player desire. If players want more points of faster travel can donate to whisper to upgrade to “Elder Whisper” thus creating fast travel point.

Example of rigid fast travel would be “Dragons Dogma 2” utilizing carts and consumable fast travel stones. It had polarizing views by players.

The current system for whisper upgrades seems cumbersome which the only region in my opinion worth upgrading is in the nameless pass close or at the Gate to Caylen. I can empathize with players wanting the fast travel to save time, but I still value the point of traveling in the world and being familiar with the environments. If you don’t use the fast travel system, it doesn’t majorly hurt the player movement, but player time is something the player views as important to which I would like to propose alternative system that makes the player feel urgency in travel while aligning to design of players traveling in world.

-The fast travel points at the start of the regions literally outside of Sacrament in my opinion are unnecessary, not as an respawn point but as a fast travel point. There are more notable because when the new player starts playing the game the whisper holds the regions name when they teleport (TP) to the point and forms the mental image of the region. Though the literal half minute to run to that whisper keeps them aware of navigation in Sacrament and the relation of the region to Sacrament, I know the map shows this but the TP from the outside gate of Sacrament to the middle of Sacrament being the market de-values the areas between the points. I presume there will be more vendors, NPC’s, and player useful structures at Sacraments walls in 1.0 but at moment are less important by the fact that the TP just to the start of the region bypasses them and the player isn’t frequently crossing these “vacant” areas of Sacrament.

-Players ultimately need to feel their urgency is valued by the game, which that is what fast travel and TP does but undervaluing the level design of the game and Sacrament.

-The system that Fast Travel could shape into could involve more players driven Fast Travel while still encouraging player familiarity with the games environment/navigation.

=Proposition: Start by removing starting Fast Travel Elder Whispers in regions (excluding Sacrament) and keep the ability to return to last previous whisper. House warp stone can also stay available.

-On slaying first boss in game, receive item called “Strand of Chorus/Harmony/Reverb” (working title). This item acts and a limited (no-sell/destroy) resource only dropped by Bosses (Health Bar at bottom of screen) that turns whispers when deposited into Elder Whisper (for fast travel). This would be at time of writing there would be a total of 6-7 Bosses transferring to associated Elder Whispers (including Egg Warrior and 1 each fight against Darak). Could argue Caretaker Boss could drop 2 Strands since twin bosses and Caylen gate Winged Brood. This item could be extracted from a Whisper to downgrade it if they want to re-locate to another Whisper at their discretion. This now places the importance of fast travel directly into the players hands for priority and excludes TP points that the player wouldn’t prioritize. It also gives players fast travel based on story progression, feeding an positive feedback loop for the story. The player won’t use them on TP points directly outside of Sacrament due to scarcity, and direct them to valued point they consider. This would typically result in common points already in the game but if they are chosen by players the choice is on the player and valued by the player while the player is more intimate with areas that they accept to travel through.

-For example, the player would likely upgrade TP at middle or end of regions to thus if regions such as Shallows, Mariner’s Keep, and Orban Glades being shared around 1 TP. The rest of the regions getting 1 TP individually being Nameless Pass, Black Trench, Marin Woods, Lowland Meadows would result in 5 TP points with 1-2 extra points. On 1.0 each new region would have an Boss then each region would maintain an Strand and thus a TP point. I personally anticipate additional bosses would occur in regions thus providing more TP points and additionally more options total for TP.

-This does make Fast Travel comparable to Icor but want to keep that material separate since that material already has plenty of sinks for that resource.

-Players could even remove an TP from an region if they don’t mind the travel there for additional TP in another region. This places the full power of TP in the players hands with the limitation transferring to player travel in regions that promotes further familiarity by the players transversal in those areas.

-Encourages players to come more familiar to transversal in regions to save time, especially cool transversal between regions. Ex. Suspension Platform between Lowland Meadows and Mariner’s Keep. Jumping off waterfall from Orban Glades to Shallows. These cool transversal options need more promoting factors to push these interesting options of navigation. Though more playing in map design would be cool to have more, such as tunnels (nameless pass to Marin woods) and Railroads (shallows to nameless pass) rewarded for exploration.

-At the start of endgame, the choice could be made to make, under the current Plague regions, TP resource drops from Plague Bosses. This resource thus allowing complete TP ability since at end-game world exploration and immersion take less priority over player gear/loot pursuit.

FB#7: Player interactions with other players still requires more development. I understand that one player can only interact with a vendor at a time narrative or software reasons. Though would be nice to have as quality of life, though players can just come back after each person is done and share turns. Though going back and forth would be reduce if that could be smooth out.

-Heard duels in Patch 1 with slapping fish to each other. Very funny.

-Game difficulty scaling with friends is an excellent addition. Number of enemies and enhance boss move sets in multiplayer are appreciated.

-In multiplayer effects of magic and bows and cause potential for visual clutter, possibly consider reduced visual affect in multiplayer that can be enabled at player discretion.

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This i find as a really good alternative :+1:

:heart:

I mean i dont really have anything against build timers in general as ive played so many real time strategy games through the years, im mostly referring to old-school rts games that the newer generations almost never gets to enjoy..

Building a base in an rts can take time especially in games such as RPGs/ARPGs with rts elements, build timers is not connected to mobile games time-gating tactic it can tie to anything that requires you to pay real money to bypass a mechanic in those games.

Never confuse “time is money” with the illusion “money is time” that mankind has created to put pressure or fool those who believe they can buy time back because you are still paying forwards, so you are still not earning any time back, it only works for some specific examples in real life like food, services and other work related stuff in real life etc.

But in a mobile game which you can/or have to put aside at any moment or change game that you probably will wether you pay or not..

this is a typical example of how some of my friends and family bypass time in mobile games but take it with a big spoon of salt:

“you bypass time with money then you get your virtual item earlier but you are not gonna use it until later because you now have to sleep for 4-8 hours but you still would have gotten the virtual item after that sleeping period.”

Did they earn anything of value off of that purchase?

Mobile Games Time-Gating

Purpose: Primarily to drive monetization by forcing players to wait days or weeks for tasks to finish, or pay to skip the wait.

Impact: Acts as a “hard stop” to gameplay, limiting how much a player can do in one session.

Monetization: Designed to be removed by spending real-world money.

Real Time Strategy Games

Purpose: To manage resources, provide strategic tension, and prevent immediate overwhelming force, etc.

Impact: Forces the player to prioritize actions and make quick decisions, adding to the intensity.

Monetization: Typically none, it is a core balancing mechanic, not a monetization tactic.

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