Updates and discussions from the official Discord

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.

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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

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damn i LOVE IT CAN WE change cloths colors ? i wanna make wolverine cosplay !

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for reference. the file size right now is about 28 GB. so we’re looking at a 15 GB increase or so.

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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.


good
the game needs to make its systems clearer

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”.

A post was split to a new topic: Discord permissions

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!

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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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On realm/world modifiers:

image

on class system:

image

Poise system:


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It is so disheartening to imagine Wicked didn’t have proper finish. I hope people would make some alleway and giving positive review while contribute in constructive feedback.

For now I can only hope for the best

I mean, the thing is pretty simple in one regard: Steam’s review system asks you “Do you recommend that game?” If you don’t, then that’s a negative review. Calling that “review bombing” feels a little bit like “emotional blackmail” to be honest.

I empathize with Moon being an indie studio, but this is just the reality of Early Access games. You release a product you’re asking money for, on a platform with an open feedback system for every customer. You have to expect, account for, and plan for cases in which people are dissatisfied. Calling that “review bombing” is just disingenuous. Nobody likes to hear it, but that is part of the job of a game studio’s management: handling that risk. Asking for positive feedback is okay, but dooming and glooming publicly over negative feedback feels like… abdicating responsibilities. I do believe Thomas is creating more issues than he solves with being so “vocal” most of the time. He is the CEO of Moon; in a worst-case scenario, the words HE chooses will not be used against him, but the studio itself and the products they create. That is an unfortunate reality he needs to think of as CEO.

Anyway, of course I do hope for the game to succeed. Emotional blackmail just doesn’t sit right with me, no matter whom it’s coming from.

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as some more information: thomas mentioned that turning the review system on in the first place was PD.

And i read a lot of the negative reviews, and some are just review bombing. they are insulting someone’s mother, calling people names etc. nothing like “this change did not work well”. its pure insults. if u look at the review graph u can clearly see that if in one day u get 700 negative reviews and after that mostly positive ones, its not too far fetched to call it review bombing.

and of course as company u have to plan around stuff like that, but being full indie also means, if they do not sell because of bad reviews, there is nobody pumping in marketing money to compensate.

What really bothers me about reviews is that Steam does not force users to update/validate reviews after a new build or hotfix.

So reviews based on outdated/changed content stay and continue to hurt the game and its potential sales even if the developer addressed the issue within the review.

Developers should lobby Steam to implement a review validation feature, where a review gets delisted or has significantly reduced weight in the average of a game’s rating if the user does not update their review to the current build of the content.

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to be honest, they could’ve properly communicated that (Strategy: going intermittently independent route), that they are in a vulnerable state after buying the rights from PD, that cash flow is pretty low right now and that they need the support of the people that actually believe in the vision. ( couldve also helped hedge against review bombing by priming the users properly)

Could’ve been a gamble, but in today’s day and age, with everybody hating AAA, that could’ve also swung in their favour, as people love being rescuers of great ideas and the makers of Ori.

They could’ve setup up a patreon for continuous development (similar to star citizen), told us that they are reaching out to tencent (which are pretty hands off) or another strategy. They knew it was a big gamble after buying out the IP and they fully bellieved in their game without a backup plan.

But doing the above would’ve required a level of communication that moon never had or always refused to use, because admitting one’s own imperfection/vulnerability has never been a special someone’s thing.