Another suggestion:
-Is there any plans to add a screen that shows stats, like strength, crit, atk power, and so on? It would be nice to see health as a number as well.
Another suggestion:
-Is there any plans to add a screen that shows stats, like strength, crit, atk power, and so on? It would be nice to see health as a number as well.
I had this problem in a party also with one other player. When we came down the stairs from Highsteppe, we picked up the quest for ghosts from the NPS to the left, then we killed the ghosts for a while to complete the quest, each made a couple trips to the graveyard at Highsteppe, returning to the second portal stone by teleport. Then made our way back to the quest giver to complete the quest. (no reward?) Then we headed back down the path and toward Guild City. I think I got a bit ahead of my companion and then we couldnāt find each other for a while. I used the compass and could find his mark which was stationary on the road, but he wasnāt there. I could walk around the invisible location indicated by the compass or walk through it and see it flip from in front of me to behind me. I had sort of given up on him, but then wander over a hill toward that little town with all the wolves around it and the single guard and graveyard (didnāt catch the name) and found him there. I checked my compass and it still pointed to a place on the road instead of to him.
Food for thought.
Alex (Mourtegoul)
So a bug I found was when I was teleporting on the right side of the lake heading to the guild city it gets more and more narrow at the very end getting as close to guild city as you can on that side thereās one square you can teleport to I went to this one then when I tried turning around to head back the way I came all of my teleportation squares disappeared and was no longer able to teleport anymore so had to kill myself in order to fix it. To help with location itās on the wrong side of the lake heading to guild city on the right hand side where the giant cliff/hill is.
Normally what I do in a situation like that is first try using locomotion to move often than works if you were able teleport anywhere. Secondly I used the Warriors sword throw to get out of most of all stuck situations. Just now I went about it.
Wow that does sound awesome! Would you plan on keeping the player limited to having only one turret out at a time, as it currently is, or allow players to have one of each type out at the same time?
Iām thinking that itāll probably be the first one, as being able to have both out could be OP. In the arena, one person defeated me and two others alone through clever use of the turret, the Poison orb, and the healing orb.
And what was that one personās name, Pyrarrows? Do you recall? MWAHAHAHAHAHA
As I said, very clever. I started using the turret a lot more after battling you in the arena. That turret really makes a fun mechanic!
I donāt think that Iāve seen it mentioned, but I did notice that when logging into a character, the login menu was directly on top of where I was standing. Would it be possible to move it back about a foot?
Context
Played the game for 12+ hours on Thursday, ~8 on Friday, and ~1 on Saturday. Leveled up all 4 classes to 8, got full sets of āof the plainsā gear for all 4. Ran the dungeon 3 times (defeated final boss once), killed the world boss and all known elites multiple times. Fished at various locations and explored relatively extensively but not completely. I did not participate in PvP, or the chicken hunt. I did play in the last pre-alpha playtest before this Alpha but no others.
I apologize in advance for the length of this document. I tried to break it up and label it for legibility and convenience.
Praise:
This game is already amazing and itās only in early alpha. Kudos to Riley and the rest of the dev team for the rapid pace of development, their commitment to iteration, their extensive communication and the vision for the game and world itself. This is literally the first game of itās type in human history as far as Iām concerned. Absolutely incredible work, I think this game is going to be incredibly successful.
The fact that each update not only has a ton of new features going in but also receives fixes in realtime during the playtest due to direct interaction between players and the developers is just awesome.
The circle to grab loot system was such a good addition, as was the compass. I love that we have names for places now! It really helps being able to tell someone weāll meet at the Lakewood Inn, or that Iām just south of Narrow Orchard. I really canāt wait to see Guild City full of players hawking their goods, NPC merchants, trading stalls, quest givers, etc.
I know a lot of people have complained about the runemage glyph drawing, but I will say that after spending some time with it, I was able to get it to become more and more reliable, and even started to be able to have multiple spells going at once as well as adding flourishes and dramatic movements to the projectiles. It really felt like it was a skill I was mastering moreso than my character, which was nice. (Similar feelings about the ranger and musketeer aiming).
I hate to say this as part of me wants to play non-stop, but I think the periodic and limited nature playtests is absolutely the way to go to keep up player interest and density, especially given the group-centric nature of the game.
I also want to give a shout out to the player community around this game as it is absolutely wonderful. I donāt think Iāve met a single toxic player. I realize part of this is due to the current bar of entry, but itās been a breath of fresh air compared to playing a lot of other games right now. Everyone Iāve met in Orbus has been friendly and helpful at best to just quietly doing their own thing at worst. I realize this is just my own experience, others may have had different encounters.
Feedback Disclaimers!
Feature Requests for Consideration:
Bugs
Major Bugs:
Minor Bugs:
Bonus Question!
What is the contextual name of the game world? Is it Orbus?
And lastly, I just want to reiterate how amazing this game, its devs and the player community all are.
(Edit to steal Fluffyās pretty formatting)
the mage has a Frostbolt that slows but it is only useful when casted at long range because the slow is not enough to actually kite the enemy. I think the mage CC should root the target for a few seconds. that might help the mage in PvP due to the difficulty landing spells on a moving target.
Thanks, Draven, you just saved me from having to write my own long, long post I agree with everything you said. Iāll just echo a few points which are especially important to me:
Spellcasting
I agree that Orbusās system is difficult, maybe even frustrating, in the beginning. It is certainly at the very opposite end of the typical MMO, where tapping a single key guarantees the spell you want to cast will sail out to hit your auto-targeted opponent. But this is what I love about it. You absolutely can get extremely reliable results out of Orbusās system, but it takes practice. Mastering each individual spell takes time. But by the end of this play test, I felt I had a >90% success rate with all of them. And believe me, when I played in the February test, I struggled forever to get my first portal spell to work. By the end of this one, I could bring up any of the portals almost effortlessly. It just takes practice ā and shouldnāt mastering the arcane arts require at least that?
Then, after youāve put in the practice time, you realize that drawing the runes is not the skill cap: cast frequency and control are.
I love this system. I love having to memorize the runes. I love having to find some of them in the world. I love having to experiment to get them to work as I want them to. Many games have promised to ālet you feel like a wizard,ā but none have come close to what Orbus offers. I hope the core of the system doesnāt change. Just give me more!
Musketeer
I think itās an extremely fun class. I felt constantly engaged, both mentally and physically, in every fight. The turret is genius. Once weāre able to configure our ammo set, Iād love to see more orb types be added. Itās such an extensible class with the potential for a ton of experimentation.
Well, again, Draven said it all for me and said it well. Congratulations and thank you to the Orbus team for building such a fun, beautiful, stable game (I think downtime over the 48 hours could be best measured in seconds?) The community is great and I look forward to spending more time with all of you!
I wouldnāt be surprised if some of my points have already been brought up, but here goes! The caveat is I havenāt played as much as most other people here. I only got to nearly level four on one class (Musketeer) since I didnāt have all that much time to play.
Speaking of, lets get bitter to begin with - Unless thereās going to be a lot more quests roaming around, even at x3 xp it feels laboriously slow to get to even level two. Especially considering the fact that the level one area has enemies that are level three with self healing that can make even a four man parties efforts redundant.
Speaking of it also doesnāt help that most foes have bulky health bars that mean most fights are down to the final strands of health points. - I understand that the idea of this game is to travel with others always, but the fact is that canāt be the case all the time. Sometimes one might want to wander on their own.
Now, if you want to encourage players to roam around on their own, please - PLEASE - increase warrior damage. When one of my biggest swings can only accomplish four damage, you get tired out woefully quick - the āWii Waggleā ends up being the only effective tactic when your trying to grind mobs and not get a tired out wrist/arms.
That said, with this I discovered my favourite class thus far - The Muskteer. Thus far itās awesome having lots of tools for situations, tossing the turret behind an enemy so my warrior companionās shield isnāt blocking the shots, dealing damage and healing companions on the fly, Iām tempted to say the fact the power shots are randomised is a cool thing, forcing you to adapt on the fly.
Despite my hate of the lack of being able to viably solo this game, the co-op interactions are indeed rather lovely, Itās a shame I never got to try out the dungeon but I wouldnāt be surprised if itās fantastic.
I think thatās all I can say with a hint of authority from my limited time - Make the leveling experience a little more convenient, making enemies weaker or buffing player damage outside of dungeons. Iād dare say increase out of combat move frequency or fill the world up a little - Obviously itās a little empty from what I experienced once you go down the stairs near the starting farm. - I doubt itāll remain empty before long however.
Speaking of, lets be blunt here - What you lot have accomplished thus far is -VERY- promising. As a kickstarter backer I already feel validated in my choice to fund you guys. Youāve got a stable engine that screams being scale-able with ease - I look forward to playing more with the next Alpha event!!!
((Additional Minor Grumble - I like the fact you do patch it mid test to add new stuff in and some pinpoint bug fixes and whilst I am aware that Unity - As you said - is bad with patching, but can you lay off them during the limited testing window? I sadly donāt have the best of download speeds here, it was frustrating that one of my play sessions that I planned to put most of my time into was sundered because of another patch release. Itās a minor grumble, this is alpha after all, patchers gonna patch and all. ))
Alot has already been said, so iāll try to keep to things I havenāt really seen touched on. Im also stealing Dravenās formatting.
Feature Requests for Consideration:
Character Customization
Bugs
Warrior
Runemage
I unfortunately do not have any footage of this, but after fishing for some period of time with my right hand, swapping the wand into my right hand made it so I was unable to cast spells using my right hand. If I put it into the left, I could. Swapping to Warrior and using Sword throw from my right hand DID work, however. I believe a restart fixed this.
Due to the somewhat bugginess of casting spells, I once drew a rune for a Fireball, and it recognized it as the starting rune for Portal. While this portal was active, I could not cast offensive spells until it dissipated.
Fishing
General Observations and Feedback
World
Classes
Runemage
Further Feedback actually, though im sure it doesnt need to be said: With a few Runemages around, the game really starts to chugg with everything going on. This is especially problematic with VR.
Yeah I tried locomotion and everything I was just completely stuck I couldnāt move at all.
Were you having that issue the whole time or only early on? I noticed that and it was being caused by the lights in the Runemage spells being set up wrong. I fixed it with a patch toward the end of the first day of testing. After that it seemed much better on our low end test rig.
I was only around large groups of people the first day, I steered clear after that, so I unfortunately cant say for sure. If that was fixed thats great!
I apologize for the lateness of this feedback. I wrote up a big long document on my thoughts but then time sort of got away from me.
My perspective is as a mobility impaired (seated only) female player and since I didnāt see a whole heck of a lot of people with either of those perspectives providing feedback I thought better late than never. I played exclusively runemage this time and had a great time doing it!
I think this game is pretty special and am so jazzed to be part of the experience.
Feedback:
enjoyed the character customization, particularly the eyeballs. Once i located the menu it was quick and easy and pretty fun to do. I know thatās a small thing, but lots of games mess character creation. I found the mouths kind of disappointing both in variety and in cool lady type looks. The more neutral type mouths were good though. Any thoughts about little noses (maybe anime-style ones?)
during the character creation i had to be in the exact right spot to view the menu and select the options. From where the game loaded me in, the interface was invisible and had to sort of carefully crane my head back to see them.
one further suggestion about character creation: maybe a slider that can change the scale of my character to be smaller/bigger. I donāt know what all you have in mind for character creation options but i think having some size variety (particularly height wise) would be so awesome.
i would really love to be able to turn off the music and/or turn down the spell sounds. I had some trouble hearing people at any distance because my spells were super loud and with the music it was even harder to hear people.
I had some problems with the voice chat as well. I noticed that every time we zoned between the invisible zone borders the mute settings would reset. Also semi-regularly, my party members would stop being able to hear me (a game reboot did solve this issue) they could see the icon above my head indicating i was talking and they could hear me through the compass still.
I lthink the compass is a super rad idea and itās so neat to use it as a communication device, however, as a seated female player (niche, i know) the compass was located inside my left breast. I had to sort of reach though my armpit to get it which made it not as fun to use. I also hit myself in the face with my controller a few times trying to get it close enough to stay on so my party could hear me.
I found the placement of my health bar pretty useful but it was sometimes hard to know when additional mobs were aggroād on me. I couldnāt really hear it, additional feedback would be nice
Runemage casting is SO fun and very low impact for someone who canāt move around so well. I did have some trouble with consistency. It felt like i could draw a nonsense shape and get at least some sort of spell, but I couldnāt consistently get the one i wanted,
it would be helpful to have some sort of visual cue of what the spells should look like so i know what iām aiming at. I have ideas on that but this post is getting really long already.
-The race to do enough damage to kill your foe before it rips your face off is quite fun. The nice big damage with the frailness of the class adds quite a bit of excitement to the playstyle, it also makes failed spellcasts or missed projectiles really costly, canāt be lazy or youāll die!
Fighting with warriors was a big pain because my spells were getting mostly blocked. with 1 I could be strategic and it felt kinda cool to have to plan where to go/cast so it wouldnāt get blocked but any more than one warrior and I felt like i might as well just be shooting fireworks into the air. the monster would be surrounded. I had more luck with the arcane ray than projectiles but that was way less fun.
it would be nice to be able to cancel a spell thatās loaded but not cast. Especially since itās kinda hard to cast the right one consistently. having to cast the entire arcane ray when i meant to cast a portal or fireball was kind of a drag.
the portals are super fun. I love hard they are to cast but i was disappointed that the one with the end run of āHā and the āhourglass/eight shapedā one took me to the same place.
As mentioned by several other people, it would be aces if my damage numbers were a different color than all the other damage numbers (maybe yellow), so I could tell what was hitting and for how much.
it would be nice to have a push-to-talk option for chat. I know thereās a disable chat, but i donāt want to disable chat, i just want to not broadcast my kid/life (which is pretty loud) into the game space
Lastly I had so darn much fun. This is one of the first VR games that have been as seated person friendly as this one!
Thanks
Just a quick aside- you donāt have to get the compass close to your face (you can hold it pretty far away), just tilt it until it turns red. While it is red- party chat is engaged.
it was changed during the CBT. Originally, you had to hold it close to your face, but is of the second day, you only needed to tilt it til it turned red.