Gameplay feedback - Stresstest Version

Radircs

New member
Apr 2, 2021
1
0
1
So short first impression/feedback on the game thanks to the stress test. No backer or normal beta tester this was the first time I played the game and the first time I got news for it was like 1 week before the stress test so I was going in relative blind.

I am aware that this is a stress test so I will try to keep this feedback mostly on game mechanics, not on technical issues. In spacial because I encounter not a single problem I would consider a game-breaking bug or a problem that looks like it needs more than just some optimization what is to note really positive I have see way worse beta game tests with more problems in spacial in the gameplay loop thanks to bugs so this is already a high + for the developers.

Movement:
To be honest I am quite pleased with the movement of the character. It has enough wight feeling without being too realistic. Jump high feel good that a small fence doesn’t stop me but it's not comically high. Maybe a touch higher but so far it's fine. A bit more leaning could be added in the camera (Thank god no head wobbling who the fuck was thinking this is a good thing for video games?) of walking and I guess the moving speed could be slightly higher in spacial without your weapon drawn since the World is quite huge. But to be fair I have not acquired a horse in my gameplay so far so I will not judge if this is relay an issue in the long run.

Combat:
One of the biggest selling points in this game, and I have to say I am sold on it, is the melee part if a few points are improved. While offense feels great the defends feels for some reason sluggish and not as responsive as I would like it to be in the direction chosen. The weapon range seems a bit short for the 2H sword and is in need of a slight buff. But could also my FOV that I have problems to get the distance right but it doesn´t felt like a strong improvement as it should be from 1h to 2h in the range department in my opinion.

My biggest problem in melee combat could be a Server-side issue so I will not deduct too many points but I notice it in some Videos from before the stress test to so I will note it here because it's a problem that gets thanks to the stress test worse I imaging. And this is NPC distance and sync.

One of the most frustrating experience was it for me to swing my 2H weapon and miss because I can see that the enemy is to fare after I swing but the enemy that swings on the same time hit me even when he has a 1h weapon or is an animal that stood still to use its attack. On top, parry moves are somewhat not correctly shown from the direction standpoint so I got blocked even if I attacked from a different direction as the block is shown. It kind of looks like that walking AND attacking at the same time for NPCs is not fully flashed out and lead to a miscalculation in there displayed positions that let get them to hit in a way beyond what looks like there possible range.

With the maxed-out stamina in Combat Stamina regeneration skill, it was way too high and you never run out even constantly swinging. So a more defensive strategy that relay on draining the enemy out of stamina from attacking doesn’t seem to be viable with this. Ether make swings more costly or reduce stamina regeneration.

Magic so fare is kind of meh, not solo possible what is sad. I think it needs some sort of slight rebalance. On top, each school needs a few spells that are week and bad use/Mana efficient wise that can be cast without ingredients (you can put this behind a skill so people that want to spec in mage are the only ones with access to it). So if you run out of ingredients you still can be a spellcaster even if you have to take a hit to your DMG/Mana or healing ability.

Archery I have not tested in combat just shoot some arrows to get a feel for the trajectory and it seems fine. But I am not too interested in so yeah sorry no feedback on this site.

Inventory:
Well there are bags in MO1 but since I don’t found on they ether not in-game or relay hard to find. Since I have no data how they work I will pretend they do not more then increase the diversity of items I can have by giving more slots. I would like to see the weight limit increase. Around 50%-100% for the no penalty side and then instate of 100% of this just 75% of this for the overload side. This is less realistic and more on part with typical games. While I think a weight limit and realism is important I would go out and say more gamification at this point would make the game flow better without violating the vision to mutch. Hunting 3 animals for there hide and then already need to move back to the city to get them to a butcher table seems quite tedious. Same with mining. 1 Max stack basicly make you not able to move.

The Mysterious World of Crafting:
Well, crafting looks interesting with the supply chains but is without information it is kind of not accessible. This could change with the tooltips but if the design is the same as in MO1 as far as I see it was in the past somewhat hidden to (indicate by a not full covered forum thread). Since there is already skill and some times lore skill for a lot of stuff in-game it's a great chance for evolving tooltips. Let's take the Granum example.

No lore:= Granum rocks.
Some lore:= Granum a common rock type.
A bit moer lore := Granum a commen rock type. Include Flakestone, Bloodore and Amarantum.
Around 30-40% of the lore:= Graum a common rock type. Include a low amount of Bloodore and Amarantum and traces of Flakestone (hint how mutch is in the Granum)
Around halve point := Same as above + Extraction methods are…..(explain how to extract it)
A bit over halve point:= same as above + the most commonly used is.. (hint what extraction give the most material by equal skill in the methods)

Same with the extraction facilities with the skill you see the possible resoults in the tooltip after you put it in. Don't need to be too accurate but no more guessing and crowdsourcing all the test just to look in a wiki in the end to get the info you need or spamming chat for it. Keep inforamtions in game if you know your player will scintificly get it out anyway to keep them in the game and not force them to an external site.


The Skill System:
Honestly I don’t like this kind of skill systems that look you in one play stile with random limits but ok if I accept this then I have 2 points I still don’t like. The limit picked for the stress test is a bit to small in my opinion. With just making my own weapon (not even the armour) I maxed it out. And then I am not a weapon smith no I am a bladesmith. And this happens with just the skills that are already in there with more to come if I understand the roadmap correctly. I think in spacial with only going one character/ acc the focus is a bit to narrow.

Then there are secondary skills that don’t fit the action skill tab. There should be a general skill tap that groups some of those skills with out a limit. Like the Reading and running all the skills that are accumulated by just well moving around and play the game. Before I read about secondary and primary skills in the tooltip I was worried that I limit my skill point supply by just ruining around. This is a relay frustrating feeling. Of course, it was solved after I read the tooltip but with a third tap for this kind of skills, I think it would help with the clarification.

I would like to see the option to go unlimited but make it hard. Like after you used your skill points you can still level everything but its now 1/10 of the speed on top it get a “multiplier” of 100/(100+x) were x is every point over the cap so its getting painfully slow to get more skills and even slower the broader you go. But this would be a personal preference.

So I think this conclude my first impression and feedback on the Game. Of course, I am maybe missinfromt but this is like I say a perspective of someone who just hopped in because he thinks the game look interesting. I am sure a lot of my critics will addressed later in the game stage maybe not in a way I like but this is up to the devs maybe its just not a game for me in the end. But so fare its look promising and the handling of the stress test is awesome compare to other company's.
 

Amadman

Well-known member
May 28, 2020
950
1,349
93
A padded room.
A lot of good input.


Here is one thing I would like to comment on:


The Mysterious World of Crafting:
Well, crafting looks interesting with the supply chains but is without information it is kind of not accessible. This could change with the tooltips but if the design is the same as in MO1 as far as I see it was in the past somewhat hidden to (indicate by a not full covered forum thread). Since there is already skill and some times lore skill for a lot of stuff in-game it's a great chance for evolving tooltips. Let's take the Granum example.

No lore:= Granum rocks.
Some lore:= Granum a common rock type.
A bit moer lore := Granum a commen rock type. Include Flakestone, Bloodore and Amarantum.
Around 30-40% of the lore:= Graum a common rock type. Include a low amount of Bloodore and Amarantum and traces of Flakestone (hint how mutch is in the Granum)
Around halve point := Same as above + Extraction methods are…..(explain how to extract it)
A bit over halve point:= same as above + the most commonly used is.. (hint what extraction give the most material by equal skill in the methods)

Same with the extraction facilities with the skill you see the possible resoults in the tooltip after you put it in. Don't need to be too accurate but no more guessing and crowdsourcing all the test just to look in a wiki in the end to get the info you need or spamming chat for it. Keep inforamtions in game if you know your player will scintificly get it out anyway to keep them in the game and not force them to an external site.

Knowledge in the game comes more from the player than from the character. If that makes any sense.

A big part of the game is figuring out these things as a player. Having this knowledge can be powerful in the game. If all you had to do was get points in a skill to know things then that part of the game is being diminished.

I guess it is a thin line.
 
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