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Turnip

First Day Reactions

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I finally got the chance to type in my pre-alpha code and load up the game, and I am THRILLED with where it's at.

 

That being said, I had a few difficulties with the game thus far that I'm not sure if I can chalk up to me being new/bad at it. They are as follows:

 

1. Having the "walk" button need to be held instead of toggled on/off.

 

For detection reasons, I walk A LOT. And my pinky finger hurts A LOT. While holding a button to sprint seems fluid, the walk vs. normal speed seems togglable.

 

2. The number of NPCS.

 

This may be intentional, but seeing 10 NPCs all standing on top of each other everywhere you go is kind of...odd. And creepy. I wish they were more sparsely placed, or at least with some empty areas where you can rest and prepare without someone freaking out about you standing still.

 

3. Getting stuck on objects.

 

I often met my demise stuck on something invisible on the ground. Or furniture.

 

4. Combat Situations

 

I know this balance can be difficult to perfect, and I've seen others suggests a difficulty option setting, but I found that while at a solid place in the game, with plenty of food, water, and medicine, a random citizen with a frying pan would suddenly decide they didn't like me and I would be dead before I could even react, due to a combination of iffy hit boxes, slow recoil from hits, and getting stuck on NPCs that surround you, rendering you unable to move/escape. I would recommend either making movement easier or making the player character more durable. Especially if permadeath is the only game mode; it can be heartbreaking to lose your progress because someone was alerted, and before you can react, a horde of NPCs gang bang you to oblivion. I understand the importance of stealth, but oftentimes the wellies become hostile instantaneously, and occasionally for unknowable reasons.

 

Before this sounds like a hating rant post, I want to mention that this game is absolutely beautiful! Every area feels so thoughtfully designed, and I love the attention to detail. I can see that this game is going places. Amazing places. And I'm proud to have backed it. So keep on keeping on, and such.

 

Turnip

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Thanks Turnip :) This is all good feedback, and don't worry about appearing to be negative - constructive criticism is exactly what we're looking for. If people just said "this is GREAT!" we'd not exactly be able to improve it!

 

1) Walk button: are you referring to walking (caps lock), or to crouching (left ctrl or C to toggle)? We could add a UI option to allow you to toggle walking. Crouching you can already toggle using C.

 

2) 10 NPCs on top of each other: Yeah, the NPCs in this update aren't working quite right. Something broke their POI system (places of interest - basically the things that they do in the world), so they walk around more mindlessly than normal. Marc and Vince are on that right now, and the next update will fix this, along with adding a bunch of new things for the NPCs to do.

 

3) Getting stuck: If you have specific pet peeves, please let us know. It's a bit complicated, because the stuck/movements issues caused by the procedural system are something that we have to get to later on. However, we can look at geo in houses and things like that - so if there are major areas that are causing you grief, it would be helpful for us to know which parts are the most annoying. (We have a bunch of them lined up, but as this is mostly a polish issue, we've been focusing on creating more content rather than touching up the existing stuff.)

 

4) Combat difficulty: two issues here: one, the permadeth/player continuity question (we will be implementing something around this, but not for a few months), and two the HUD feedback about what you're doing, why it's bad, why it's okay, etc. We're well aware of this. It's caused by (a) crazy rules that aren't that familiar to you, but that we haven't told you about yet, (b) unimplemented features, and © genuine bugs. Every update we do our best to improve all of these things, as it's a constant process of iteration. Again, if there are specific issues, we'd love to hear them :)

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Thank you for the detailed and quick response! I'm really excited that my comments are getting heard!

 

1. I was referring to the walk button. It seems wellies are less likely to become suspicious of you while walking, so this is generally my preferred method of movement. Having it togglable would make a big difference in ease of movement.

 

2. Glad to hear it. I hope the next update works smoothly!

 

3. My only pet peeve is the roads. A lot of the roads are slightly above ground, and thus require jumping to access. This makes non-suspicious wellies suspicious, and if you're already being chased, jumping takes long enough to result in quick death.

 

4. My only specific issues was a system that combines being frail with permadeath, as it means a solid game can be lost in an instant. However, I'm guessing this will change as the game does.

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1) Righto, and you're correct that it affects your stealth and conformity. Basically you are less noisy/suspicious when you're walking :)

 

3) Yes, that is an issue. We had plans to fix it, but until at least one more major generation system is in, there's not a lot of point trying to fix this issue. We're hoping to bring that in within the next couple of patches.

 

4) Yup, this will evolve over time. We're always looking at balance, but until we have difficulty settings in game, it's unlikely to be to everyone's liking.

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4. My only specific issues was a system that combines being frail with permadeath, as it means a solid game can be lost in an instant. However, I'm guessing this will change as the game does.

 

While this is a valid point, I'd like to say that this also can add to the game. The sense of tension you get when everything is going well and then you make a slight mistake and suddenly everything is in jeopardy... it works really well.

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Hey @AirRaid, just letting you know I squeezed this into today's update:

 

PBImj78.png

 

It should've been an option from the start, especially with sprint and crouch being streamlined that way. Let me know if you run into any issues!

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