Closed Beta 4 Feedback

In about 5 minutes, I will be issuing a quick server restart. Thanks!

EDIT: Restart completed. Thanks!

Things I would like to see:

for warrior:

A ranged ability.

some type of Aoe attack, its difficult tanking multiple mobs because i can only hit a single target with my sword sweeps… and my shield died instantly anyways. Maybe make it so your sword does half damage to each consecutive target it hits after striking its initial target. anything helps.

A better way to gain aggro that isn’t the aoe horn.

and maybe different weapons for warrior that work the same but aren’t a sword, maybe axes and maces.

for runemage:

some healing spells so we have two class options for healing.

some long term buff spells that we can get from runemages. that would be awesome to have a firey sword or a health shield, or maybe something that just increases a stat by a bit or movement speed. whatever.

in general:

a larger variety of loot, even trash items. seeing eyes and tongues all day every day.

A sprint or dash feature would be cool, i wouldn’t want to add mounts, but something to make you feel like you’re moving fast would be cool. i’ll have to check out the speed potion… and i guess speed gear does this?

More potions to craft with same ingredients at different times would be cool. i can only make healing pots right now because i don’t have the mats for the other pots listed on the wiki.

the spell stones don’t transfer over to your book which kinda sucks :frowning:

more quest lines to follow randomly. I adventured a good bit and seem to find very few available quests. it feels like it’s just the main quest line (haven’t gotten far) and then a few random ones like that merchant kart escort. I am only lvl 8 so maybe i’m asking too much? :stuck_out_tongue: Is questing main quest line meant to be the way to lvl up? if i skip the questing aspect of the game will it be possible to get endgame? i wouldn’t want to miss important items from quests chained to main story quest.

i’d like for different sized fish to fight differently, that would be cool, also maybe make it so that when the line is red you pull the rod up. typically you want to only reel as you bring your rod down, maybe makes it more immersive. i love it how it is anyways though, just wish fishing could have some other relevance besides just some potion mats. idk what but maybe small chances at random items that are cool. maybe funky consumable potions and stuff.

i love to explore and I haven’t found a single treasure chest yet, are there any? :frowning: I want to come upon some cool item or magic or something unique! dram is good too.

a trading area people can go to and know others are trying to trade things. feels strange asking everyone if they want to trade for stuff i don’t know they need.

Draven made me some runetile sets that proc crazy often and I love the almost-perma damage boost. Did you plan on adding other procs besides damage? Like. . . Increased defense, crit %, or threat gen?

A few things, there are a ton of quests in the game, I’m estimating about 30-40 hours worth at least. I still haven’t finished all the quest. A lot of them open up as you complete the main quest. There are more potions, once you finish certain quest, they unlock. I think I can make about 10 different potions. I know there are more, just haven’t found them in game, and I believe more are coming.

Affixes: from my testing with warrior. All of these need testing on a level 20 dummy.

lifesteal: healing is too low. Constant trigger makes it great for tile sets but the increased dps from the procs does not make the healing worth it.

Iceheart: nice little dps boost and great to chain hamstring > 3 wound > hamstring. Keeps perma hamstring/ iceheart.

Unbending: situational. It works but seems to have no post-trigger immunity so it’s only feasible vs 1 opponent as long as you can block or heal before the next attack. Or run if you’re overmatched.

Bleed: dps seemed low but it did trigger

Giantkiller: haven’t faced any bosses with it yet/haven’t tested. Assuming it will add 5% damage.

Overall the affixes are really cool. Could be a little more powerful for supposedly being these important end-game drops.

One of the things I considered doing is basing what the “buff” is on the first/last tile you add to the set or something like that. Or maybe adding a slot that’s specifically for that.

I will say, it may be a little unbalanced right now if you are really getting all 3 possible procs going constantly. That’s 30% extra damage which is quite a bit more than I intended to have going all the time. So maybe the solution there is something like, instead of it being the same buff 3 times, it’s like a buff that levels up? So like when it first procs, it’s +10% damage. Then if it procs again while it’s still going, the timer resets and you get +10% damage and +10% defense. Then if you get a 3rd proc the timer resets and it’s +10% damage, +10% defense, +10% crit. That way I can better balance it without needing to worry about someone getting +30% damage constantly.

This is actually related to the above. One of the things I’m concerned about is the gap between “hardcore” and “mid-core” and “casual” players. I’ve said this publicly before, but I don’t want it to be such that if you are hardcore and have perfect affixes, tilesets, and the best end-game gear, you are twice as powerful as a more casual Level 20 player who has just okay gear and nothing else. Obviously you should be more powerful, but balancing those two things is important.

At the same time, though, if we don’t provide some level of advancement via those things where you become more powerful, then we can’t make the shard dungeons much harder than the normal Level 20 dungeons without people just skipping straight to the highest difficulty.

So if we consider all of the things that you can do to make yourself more powerful assuming you are already 20:

Standard Gear – By standardizing the “highest value” state (Attack and Armor) for all rarities, we can assume everyone Level 20 will get the max Attack for their level pretty easily.

Runesmithing – Should be pretty accessible to most people. Obviously there will be some difference in the skill of the crafting of the set, but generally speaking the tiles aren’t that rare in terms of making them, so we can generally assume that most people who make it to Level 20 will be able to get a decent set that will give them the buff a good chunk of the time. Therefore, we can safely make this bonus pretty big (e.g. +10% damage) because most people will get it.

Alchemy – Potions that give you things like increased Crit or Defense can be pretty powerful, because even though they do require some effort to acquire, you can buy them from other players, there’s not really much “luck” involved in getting the right drop to make them, etc.

Better Gear – By this I mean, grinding to get Epic-level gear that has the best secondary stats. Moderately hard to obtain via Wilds/dungeon play, so therefore we start to limit the difference between best and worst. So figure you can get about 5-10% more power out of this if you spend a lot of time grinding.

Affixes – Lots of grinding required to get the specific one you want, and if we’re talking Legendary gear that has two affixes, a ton of time to get it. Therefore we have to limit this to 3-5% additional power.

So as you can see, it’s almost like an exponential curve. The biggest bonus to your power comes from your Standard Gear, which everyone can get. Runesmithing is pretty accessible, so we can give a pretty big bonus to that as well. Affixes are some of the hardest stuff to get the “correct” thing for, so the power increase is more modest. It’s still worth it (because a 5% edge could mean the difference between completing a Raid or not for sure), but at the same time we don’t want it to be such that if you’re a Warrior who just hasn’t gotten lucky enough to get a Legendary Sword with Lifesteal on it, people won’t even take you on dungeon runs because that’s a 50% power increase you’re missing out on.

Of course I’m always open to feedback on the balance of those things. But to answer your original point, the Affixes I’m trying to balance such that they are strong enough to give you an edge in combat, and also strong enough that they make you want to adapt your playstyle to them (e.g. like you said working Hamstring into your rotation with Iceheart because it’s worth it), but not so strong that if you just haven’t gotten the right drop yet, you’re just stuck sitting on the sidelines.

1 Like

I like that idea. Currently most of my sets are based purely on the lifesteal triggering after every attack. I can just swing left and right and keep the proc up. The other sets trigger very often. I can get 4 icons on my bar pretty consistently. Again, mostly based on lifesteal’s predictable and conveniently placed rune. Is a 5% increase going to make that big of a difference? From just thinking about 5% it seems like it would have 0 impact on something as big as a raid wipe or not. Get that 20 dummy in so I can really test this stuff!

Oh, I see. Yeah I don’t think it’s intended for the affix to be triggering the Runetile like that, since the intent is that it’s supposed to trigger off of your class abilities. Eep.

I mean 5% is 5%. It’s not going to turn you from a weakling into an unstoppable killing machine, but if you’re getting 5% extra damage and you’re ending the fight 5% faster, then yeah that could easily make a big difference if the fight is tuned properly.

EDIT: Actually, I see what the problem is, it’s the fact that some rune tiles are triggering on healing, instead of just on damage. So I will fix that. There is a rune tile that triggers for healing, but it looks like it’s also triggering other damage-related tiles as well. So I dunno I haven’t looked at your specific set so it may still work, but that was a bug.

Oh darn. Lifesteal triggers an up arrow after every attack as its heal. I’ll check if it still functions when I get on later

Haha, yeah, sorry :confused: Thanks for letting me know, though, it’s not intended that the Runetile system is so easy to game that just swinging your sword without any regard for anything else should be enough to keep up 40% damage all the time just because you have Lifesteal, haha.

The idea is that triggering a tile should be either be a) unpredictable but frequent or b) predictable but infrequent. So if you see something that’s like very predictable and happening really frequently, that’s probably a mistake.

Gotcha. I’ll upload and shoot you a short clip of it working if that would help compare it to your expectations

You make a lot of good points. This is definitely a tough problem to tackle. I would prefer an 80/20 or 85/15 divide. There certainly is a “skill” component in the game and someone that has decent gear and great skill will outperform someone who has awesome gear and low skill. If you did the 80/20 or 85/15, and someone is good at their class, it shouldn’t prevent them from going to most content. If your plan is to have everyone be able to do all content then I think your 90/10 is on point. I do think there should be better rewards for tackling tough content. The challenge of the content is fun, but getting nice loot is even better:)

Something to also think about is how WoW did it. After a while, they would nerf bosses and that would let the less hardcore people be able to do the endgame content. So eventually everyone would have an opportunity at awesome gear.

As long as that awesome gear also looks awesome!

I think that the best reward you can give for hardcore people while still maintaining balance, is to give them gear/weapons that just look mindblowing awesome. Adding glow or something like that. So with still a small power increase but because you have something cool to walk around with, that makes it really worth farming/fighting for. :slight_smile:

You can almost say you don’t need any power boost if the gear/weapon is just looking cool. ( almost :stuck_out_tongue: )
This isn’t a new concept of course. A lot of games use this trick.

2 Likes

A new patch was just pushed out the server and the client. Restart your Launcher to get it. In particular:

  • Re-upgraded to the latest Unity patch for the 5.6.x series. Should fix some lingering crash issues.
  • Fixed a bug where damage-related rune tiles were being triggered by healing spells.
  • The “From Their Beds” questline has been fixed.
  • The Weapons Cart path has been changed to be shorter
  • The NPC path for the Brotherhood quest has been adjusted
  • The tutorial has been re-worked such that we’ve added “tips” signs to better explain advanced mechanics of the combat classes.
  • A Level 20 Training Dummy was added in Highsteppe

If you have a slow download from the Launcher, here is an alternate download option: https://drive.google.com/file/d/165dl3eZrqZErTV9pVp1JDqFipfsageey/view?usp=sharing

Thanks!

We are definitely doing that, for example the shard dungeons have their own whole tier of gear models. Maybe we can also do something where Epic gear also has a chance to drop with a cool effect added in addition to the Affix? Sort of like the “Gold Leaf” cards from Hearthstone?

2 Likes

Oooohh… Persistent VFX!

This has been a bug for the last few updates, just haven’t reported it. On an HTC Vive, if you’re in game, say in highstep, and you click the overlay button below the trackpad, after a short time, you will lose connection to the orbus server. So if you’re looking something up on the wiki, you could potentially be booted if you’re not quick enough.

Hmmm, yeah that probably has to do with the new code I’ve put in to get rid of those “clones”…basically if you aren’t sending data to the server for a certain period of time (like 20 seconds), you will get booted now. I’m not really sure how to get around that unless there’s some way to get the game to keep running updates even if it’s not the active program…I’ll do some looking into it.

Just watched Elk (player) kill the dummy in highstep, now there is two. One without a level and one that says level 20, right next to one another.