Great!!! Day 30, download de patch… Day 31 play the game, after read all the notes!!! It´s well. jajajaja… Really. Not fake.
this is just the default unity custom cursor integration.
since there’s no time, they’ll have to write their own custom cursor code after the breach to allow for more customizability.
regarding the breach OST.
i wouldn’t expect immediate ori-tier quality just yet
gareth typically spends tons of time back-and-forthing with the team and tweaking his music overtime, which is how the ori OST got so good
so the music were getting is unfinished and subject to change at any point
damn i LOVE IT CAN WE change cloths colors ? i wanna make wolverine cosplay !
I started playing on the ship, even though I was going through the prologue. So far, my impressions are that the music is really cool, and the field for parrying is increased, which is good for me.
I dont know, a big red number in the area entrance should be enough, i dont want enemies to have big red numbers on the side, too much handholding, the skeletons in the cemetery from DS1 comes to mind, you know they were over your level the minute they attacked you, two shotting your scrawnnie ass that dared venture into the wrong area too soon.
here is how we’re looking for hotfix 2. this is subject to change.
2h players rejoice, but please note the word “later”.
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i have been waiting centuries to hear more. i hope it happens soon.
https://x.com/thomasmahler/status/1920145150090604952
Folks, One thing that’s become abundantly clear to us is that the attribute system has to die.
We’ve always been a bit wary of using this system, but we wanted to go ahead with it anyway, since it’s a system that other big games in the genre use and we thought that because of that, people would get it.After having analyzed the data, people clearly don’t get it. The reason why this system works in Souls games is because your stats in Souls don’t matter all that much, which is why SL1 runs are a thing.
But giving players the illusion of choice is just not a good design in my book, which is why we tried to have the best of both worlds by having an attribute system AND making the stats actually matter.Turns out, that’s literally equivalent to giving players rope to hang themselves with. Here’s some of the issues we’re seeing:
Players automatically assume that a Level20 character will just naturally be stronger than a Level1 character.
We see a lot of players only putting points into the supporter attributes like health, stamina, focus or equip load while barely putting any points into their main attributes and then they wonder why their character isn’t getting stronger.We assumed that because players can clearly see their weapon damage going up as they put points into STR if they have a STR weapon equipped, they’d connect the dots.
Turns out, a lot of players didn’t.
We see a lot of players using a STR weapon while putting a lot of their points into DEX or other main attributes, which essentially results in players having insanely underpowered builds without understanding why.In an attribute system, your character is defined by how you spend your attribute points.
If you never put any points into the attributes that the weapon of your choice scales with, your Level20 Character will be just as strong as a Level1 Character because we gave the player the choice, but the player made the wrong choices and then blames the game instead of themselves.The good thing is, we knew this since Early Access Launch and this is the one big heart surgery change that I’ve been talking about for a while. We have the design for a new system ready that will need to get implemented and we’ll very slowly roll that out so that this new system goes through an enormous amount of testing and fine-tuning before it ever gets released as an actual patch.
Ultimately, I’m taking inspiration from the systems Yasumi Matsuno came up with in order to fix this situation. We will ensure that leveling up feels insanely addictive and that each level up allows the player to only make good choices while still allowing for a wide variety of builds to be made, including insane builds that make no sense, but still work out anyway.
But we have to ensure that players can’t that easily brick their characters by making wrong choices this early on. We even had internal developers at Moon making some baffling choices regarding their attributes, so it’s just extremely clear that we have to make a pretty drastic change here. I’m personally extremely excited about this change and think it will make the leveling experience so much better. Hang tight, we’ve got you covered!
I’m curious to where they’ll take it. I’m uncertain on what do they mean by “Yasumi Matsuno systems”. I do hope they don’t do away with the attribute system altogether, but there’s definitely opportunities in my opinion.
Right now, four of the attributes do pretty much exactly the same, i.e. add damage with a certain type of weapons (they are just different weapons for each attribute or pair of attributes). In my opinion, it would be interesting if attributes all did something different (e.g. maybe strength adds physical damage, dexterity adds critical chance, etc.), but without doing away with the overall attribute system altogether.
Curious to see how this shapes up, but I’m a bit concerned with trying to solve the “players are choosing clearly useless attributes to their build” problem because improving attributes would likely not solve this (and I worry that one of the few ways to do it is dumbing down or eliminating attributes all together).
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Thank you all for this thread. I don’t want to use Discord/X/FB/Whatever. Please keep the info coming.
I’m glad you shared this with us here. I never review games, so I had no idea what was going on. I gave the game thumbs up on Steam and bought a few copies for friends. I wish the game and the studio success.
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