I Updated this topic, added new criticisms, made it more readable.
The Things I reported in this topic that have been Resolved or Almost Resolved are at the end of the topic
Embers & Enchantment System Clarity
I find that the distribution of the embers is quite correct, except That before the “Ellsworth’s speech” they are too rare.
The new embers are cool but they are a little too unintuitive to use especially for players less familiar with making builds.
The game is full of useless effects, The system is never explained well in the game, also because to be explained well it would take an entire page of text, the system is Clearly too complicated for new players, and this weakness is even more evident now with the addition of the embers.
Of the 6 added embers, only two, Essence and Void, are well conceived. The others are redundant or serve as solutions to a problem that shouldn’t even exist.
Sublimation System Clarity
It’s hard to tell if an effect has reached its maximum value or not.
And it’s terrible to use resources and the number remains the same and only changes color.
Irreversible Decisions
Having to choose between destroying runes/gems and items, It’s less interesting than it seems, and it creates problems for the player’s expression.
And obviously there needs to be a cost for these actions to balance the game, but it would be better to balance the game in a different way instead of destroying loot because this system strongly discourages experimentation especially for inexperienced players.
I understand that developers want player decisions to be important but this system essentially scares away the player from making decisions in general, Because the consequence of a wrong decision is too serious.
And this also applies to the enchantment System.
I remain of the opinion that what I propose here: The RNG Problem, Enchantment System & Gem System “TOGETHER” (BETA) is the most appropriate solution.
For the three problems I talked about so far.
New Tutorials
Now The tutorials are present but they are too intrusive, in my opinion there should be an option to have “light” tutorials that do not interrupt the gameplay (and it should be the default option) especially now that they can be double-checked.
In Game Wiki
Progress has been made in this direction and I know that the devs are already planning to do more but I want to specify that the list of runes and spells must be present in the game.
In case you need the lists here they are:
Screen distortion Effects
Purple Fog & Screen distortion Effects of Pestilence Outbreak And the the hallucinogenic effect of the mushroom that is found in the cave where Markos is located, should be removable/adjustable from the settings.
Pestilence Outbreak
Missions and Pestilence Outbreak don’t interact really well, having to complete pestilent area to do the daily missions seems a bit much.
It negatively affects the practicality of daily missions, I know it’s possible to remove all the plague zones from the Crucible but I think if the missions were accessible directly during the Outbreak it would be better.
Pestilence Outbreaks areas should also consider previous Pestilence Outbreaks areas so the areas don’t repeat. ???
Also burning items that have more value (money when sold) should advance the difficulty meter more
Excellent implementation
Collecting Resources
Herbs are the base for every recipe but they are really easy to miss for new players as they merge with the flora I think the if they head a flower colored yellow/blue/silver or some order easily recognizable color they would not be skipped by new players.
To help player that don’t collect many resources (Trees, Minerals, Food…) we need a secret system that gives more drops to them for example if a player collets most of the wood the system is the same and every tree drops 1-2 wood but if a player collects less than ⅓ of the trees a tree should drop 2-4 wood the system should allow some player to not fall too far behind but of course farming most of the trees is still optimal.
Also it would be cool if there was a ring that allows you to increase the damage against trees and other resources
Cutting down trees, mining, digging and fishing are activities that not everyone likes, I have an idea to solve this problem.
Getting focus from perfect shots for free is a cool idea, but I don’t really like it.
Apparently tools are confirmed to have their own enchantments, including magic/plagued versions.
So I thought tools should have these effects:
Basic - Doesn’t do anything special (and doesn’t even give you focus)
Blue - Either gives you focus or gives you health.
Purple (cursed) - Gives you more resources, but there’s a 50% chance the resource will turn into a monster, like a mimic.
So trees, ore, fish, etc. become enemies to fight, so people who don’t like gathering resources can fight, so they don’t get bored.
Crafting materials for consumables similarly to Crating materials for weapons and armor are also too many and they Always take too much space in the inventory, crafting consumables feels worthless is already hard for soulslike to encourage their players to use consumables but crafting them is even harder and the crafting recipes are too expensive the use material that you know you will need for outer more useful staff like upgrading end crafting gear
There are many other problems with looting and I talk about them here: The Crafting Materials are an Unintuitive Mess.
Inventory problems
he available inventory does not match the number of items found in the game.
I think the solution I have proposed here: Ichor System Balancing Solution is still perfectly functional.
That is: every time you consume an Ichor all the inventories should be upgraded by 4-3-3-2-2-1 slots on the side until they are complete (this weird number sequence solves the ichor distribution problem while remaining it an only Boss drop)
Vendors
I think it would be a good idea if Finley showed up at the end of the IN GAME day instead of the real one, and also do the same for same for updating the inventory of other vendors.
Fast Travel
Frequently reported issues that have not yet been resolved:
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[Combined] Please fix this (Empty weapon slots still selectable)
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[Combined] Accessibility and inclusivity features, and some QoL - Summary thread
Things I reported in this topic have been Resolved or Almost Resolved
Fixed/Resolved/Implemented
Partially/Almost Resolved
The game needs a page where you can revisit the Tutorials and have some extra advice like buying the healing rune from Eleanor and using the embers for rerolling curses.
Perfect, excellent implementation!
Every time you collect an item or interact with something and in dark caves the light emitted by Torches, fire and ice infused weapons disappear this interaction happens multiple times in short periods of time is very annoying (i know there is a rune that can help with this but i think that this behaviour should remain in the game).
Fixed
Some system explanation are unclear
For example the enchantments are not always clear on what they do (eg: “health regeneration” but you can not check how much life per second; “+10% Lifesteal on when low health” but I know what lifestyle means only because i played league of legends otherwise i didn’t’ have the tools for figuring that out and, “when low health" does not tell me crucial informations like when im considered low health? 50%? Do I get the full bonus when I go over the threshold or the less health I have the more I heal? ; “+10% Regainable Health” which is different from “+10% Healing” the second increases your healing in percentage and it’s quite clear but I didn’t know what the first one did without using outside sources.
Mostly Resolved
Elemental status effects are also unclear for example pestilens reduces residencies for how much? Does it reduce resistance for every type of damage or only for pestilent damage? The lightning strikes and the burn deal damage based on the weapon? Or is it flat? Or maybe it scales on enemy health? Is the buildup based only on damage? more on the topic here: Elemental Damages and Status Effects Problems
Mostly Resolved
There is no safe way to test your weapons and armor and try the runes out of combat, there are already dummies in the arena but they are not hittable entities and obviously they can’t hit you so you can’t do tests outside of direct combat.
Fixed
Finishing feels bed, probably has to do the lack of a progress bar, even if i know that fish based food are really strong i still don’t go finishing, it would be cool if alongside the fish you could find outer staff like herbs but if the feeling of finishing is not adjusted i will probably never do it.
Fixed
Some furniture interaction areas are weird and the placing box area often does not correspond with object shape. Also the bed is only intercable from one side.
Partially Resolved
Please Add Icons to the TP menu for the different Houses
Fixed