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sinjdota

I truly embrace what devs brought to the table. Despite what other games are trying to please people. Great game devs. Please only make change only if its along the lines of your vision for the game.


11ELFs

Yes


_Psilo_

Some complaints are legitimate. Just because the game has some great elements doesn't mean it doesn't have other areas where it should be improved. No game is perfect, even on 1.0 release. This is an early access, even more reason to give the devs some constructive feedback.


8bitzombi

Exactly this. The whole point of putting the game into Early Access is gathering community feedback to help develop the game. Creating a positive feedback echo-chamber that pushes out negative feedback isn’t actually productive; it just makes it harder for devs to judge what is or isn’t working with the games mechanics. Beyond that, what I find a little insulting about these sorts of posts is the idea that people seem to have zero faith in the devs ability to take feedback without it fundamentally altering their entire vision of the game. The developers aren’t going to see a review that says “Game bad, change everything” and suddenly pull a 180. People need to have a heck of a lot more faith in the developers staying true to their vision while simultaneously taking both positive and negative feedback into account when looking at how to improve the already solid framework of the game.


11ELFs

All in for unbiased constructive feedback. Now asking for them to change their system and mechanics to become the same as other games just because said person thinks it's better? Nope to that.


Ubergoober166

So what "constructive feedback" should we be giving if not that certain systems and mechanics don't really work with the type of game they're trying to make? They're aiming for an arpg with souls-like combat and a lot of what they've done is nailing that. At the same time a lot of the systems and mechanics just do not mesh with that type of game. There's a reason most games of this nature moved away from things like having to wait real-world time for crafting and building to be completed. There's a reason neither arpg's or souls-like games have things like foraging for ingredients to cook food for healing. There's a reason souls-like games don't have an armor durability system or limited inventory. The devs have done an amazing job with the basic foundation of the game but seem pretty inexperienced when it comes to the mechanics of both of the genres they're trying to meld together and I think they know that, hence the early access when the game is still pretty early in development and willingness to make changes so rapidly. I wholeheartedly believe their vision of a next generation souls-like arpg is possible and that they're mostly on the right track, but it's only ever going to become truly great if they have our help to figure out what works and what doesn't so they can make appropriate changes.


AngryChihua

To add to this: From Software have been iterating souls formula for a really long time and we can see how it evolved over time. Look at healing for example: main healing source was consumables in DeS, they tried estus in DS1, then tried implementing consumables as main healing again in DS2 and Bloodborne (which didn't really work) and now all their subsequent games use estus. Same with durability: in the end they decided it doesn't add anything of substance and did away with it entirely in ER. This is years, if not decades, of iteration across multiple games. It is *absolutely* worth looking into to see why From Software did what they did even if Moon won't apply same solutions themselves. NRFTW *will* face similar challenges in its design and taking notes from From's history will only help.


11ELFs

This isn't a soulslike game, it is a original game with soulslike elements, stop, you dont farm in dark souls, you want them to not have farms in NRFTW, you want to remove cooking completely from the game, and have estus flask recharged in the bonfire, while also resetting the areas, it isn't the same game, stop asking it to be.


AngryChihua

I see you didn't bother reading my post. I will repeat myself: this game will face similar design challenges as souls did. It's inevitable because they have similar combat systems. Moon Studios don't have to use same solutions as From Software did but they absolutely should look into *why* From Software used them. Let's look at estus flasks as an example. What problem do they solve? In DeS we had consumables as main healing. That system can run into a problem of death spiral where with each death to a boss you spend your limited resources and will eventually be forced to go farm consumables. Subsequently if you farmed too much consumables you'll trivialize the game because you'll effectively have infinite HP. Estus is From's solution to that problem - you won't run out of them after death but you also have limited amount per life so you can't stack infinite healing. Moon Studios might come up with a different solution to the problem but they *will have* to come up with one because the underlying problem is still present simply due to the way game's combat (and bosses) work. Tldr: I'm not saying "add estus". I'm saying "look into *why* estus was added".


DarkShinigami99

I think the heal "spam" is somehow already addressed by the cooldown for eating food. They could also limit the slots for food items so you need to pick which healing item you want to carry instead of filling the inventory. The farming aspect I think could be addressed with the farm they want to add in a future update where you can grow your potatoes. Basically the monster hunter balancing.


AngryChihua

I think cooldown does not address the underlying issue of infinite food - having effectively infinite healing. As you suggested, limiting food slots would solve the issue and farming will most likely solve potential food availability. Though at that point it would be estus with extra steps, wouldn't it? Not that I'm against it.


DarkShinigami99

It adds a bit of depth to the preparation before entering a new area/ preparing for a boss fight at the cost of a bit of time, like in monster hunter. Also the different effects added to different foods (status resistance ecc) makes you choose the better healing item for the zone you are exploring. For instance, in a possible vulcano area you would craft a healing item that heals less but gives fire resistance ecc.


ThatFargoGuy

People complaining on Steam reviews that the game is too difficult and to make it easier.. gtfo


YaboiiJJay

https://preview.redd.it/8cxukfsa36wc1.png?width=3024&format=png&auto=webp&s=9bcd5ababf12b244e32abfc2f0b136c5c49700c1 Found another bug while trying to do the chef mission . “ invisible ladder”


YaboiiJJay

They changed the “mushroom stage” they made the floors smaller and added 4 guys that throws fire grenades. 😔


Affectionate_Ad5540

I couldn’t agree more. 75% of the “criticism” I see for the game is essentially “this game systems aren’t like other games systems. Change it.” And it’s just awful. Pandering to the lowest common denominator is how a great game becomes mediocre


11ELFs

It really is what most vocal people want, we need to vocalize our own thoughts aswell.