Tainted Grail: The Fall of Avalon

Tainted Grail: The Fall of Avalon

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kpx_ar  [developer] Mar 25 @ 7:16am
0.9 update FEEDBACK DISCUSSION
Please post all your feedback & experiences regarding the 0.9 update in this discussion.
Thank you for the support!
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Showing 76-90 of 281 comments
Am I the only one that really doesn't like the Stardew Valley fishing mini game? I didn't like it in that game and I really don't like it in this one. I would rather just an instant real in or something like Sea of Thieves where you have to move the pole left to right while reeling in to get a catch but even then you get multiple bites out of one fish that heals for a good amount for that mini game as apposed to here where it's one and done.
Bandy Mar 28 @ 4:16am 
2
I have not re-played the demo\opening chapter, but agree with this player opinion:
Originally posted by Thenlorn:
The beginning story is really weird now. The story made a lot more sense before. Now you talk to King Arthur who is bad or is he good, but you don't know. I felt like I was railroaded and the conversation was pointless. The guy at the boat basically kills you but really doesn't. It make zero sense. Plus where are the other 2 characters?

The previous story before the path was way cooler. I didn't know who I was talking to but I had to rescue the being. I also liked getting the sword and having the mini boss fight. Felt more open ended. Plus there were 2 other characters that made if feel more alive.

Have to agree, interacting with a nebulous unknown being to rescue is better mystery development -- you don't know whether you are doing the best thing. Giving it a name at the very beginning? Not so mysterious is it... Best not reveal such things at the very beginning!

Did devs have a marketing trial with tweens who need everything spelled out... (。>﹏<。)
Last edited by Bandy; Mar 28 @ 4:17am
Snake Mar 28 @ 4:28am 
CRASH CITY
Bandy Mar 28 @ 4:33am 
Originally posted by Snake:
CRASH CITY
useless post without system context, do everybody a favour, post specs...
Mewou Mar 28 @ 4:57am 
I started to play on the beta and the second chapter was release after. I would like to try the second chapter but i get stuck in front of the door to transfer from chapter 1 to 2. I cannot interect with the "Nort door". I don't have any lever or any pressure plate to open the door.

So i get stuck on the chapter 1, can you please help me. I have finish the main story, kill Galahad and repair the gong. Give the second fragment too Arthur and i'm lv 25.

Thank you very much.
Flafi Mar 28 @ 5:17am 
Originally posted by Mewou:
I started to play on the beta and the second chapter was release after. I would like to try the second chapter but i get stuck in front of the door to transfer from chapter 1 to 2. I cannot interect with the "Nort door". I don't have any lever or any pressure plate to open the door.

So i get stuck on the chapter 1, can you please help me. I have finish the main story, kill Galahad and repair the gong. Give the second fragment too Arthur and i'm lv 25.

Thank you very much.

Go Gameplay Klick the Movie Aktiv yes, is movie Disable you have a black screen and the game freez stugg on Intro/szenearios. Good luck
DashFox Mar 28 @ 6:00am 
I believe having a Fishing skill in the Practicality stat would be very useful, the more you train fishing the more likely you can get fish and at higher levels maybe even have a chance to fish up valuable stuff to sell
the camera still not moving while runing,,, it just static screen all the time. the first quest on that island still does not exist even tho you devs said the whole act one is done
kredou Mar 28 @ 8:05am 
Getting high temps for some reason
Loving 0.9 so far! I have some QOL suggestions after putting about 8 hours in. First would be some kind of saddlebag for your horse, ingredients take up so much inventory weight, that it would be nice to split the load with my horse. Could even have tiers of saddlebags for the later acts. (If this is already in the game, and I haven't found it yet, cool.)

Second suggestion would be to please let crafting stations pull from your storage chest. Just justify it with some roundable magic or other wyrdness. I'm constantly storing crafting materials, then pulling it back out when I stumble across a bench that needs them. Disable this in Hardcore if you feel it's too convenient, but having to go back and forth between the storage chest and the crafting stations every time I want to upgrade stuff wastes a ton of time I'd rather be spending exploring.
I feel like there needs to be some starting stat distribution for the requirements on gear and some early stat locked dialogue to make sense. A guy right next to where you're initially dumped in chapter 1 requires 7 perception to make a fairly obvious observation. If you don't want to re-balance the prologue just make it so the red plague sets your stats to one.

The other option is make the prologue level you up like five times by making the xp payout the same as the mainland, but I was already annoyed by having one banked point towards the end of that section. So I wouldn't honestly recommend that.
Most of the elements in the game at the moment are good! Thank you for the game, which is Really interesting to play. There are only 2 points that I would like to improve in the release version:
1) improve the impact of attacks on enemies
2) change the work of dodging - at the moment it is too imbalance and you can defeat even an enemy many times stronger than yourself - as an option, after using up the charges of dodging - Completely block the ability to dodge + longer recovery of dodging. Because at the moment you can win fights just by spamming dodges
Bug reports:

1. Frequent crashing in the Fishing Village. Not sure what's the cause. Seems like just walking around in that damned village causes the game to crash, especially when standing next to/interacting with the gate and statue to be repaired.

2. Ironically, the "Bug Report" feature in the Options menu is bugged. Forever fail loop when I tried to submit bug reports here.

3. Not sure if this is a bug or not. The lockpicking mini game seems to be unbalanced. From my experience (13+ hours), like 80% of them locks have the "correct picking angle" on the right half of the dial. This really takes the challenge out of it.
Chaosolous Mar 28 @ 10:51am 
Major improvement from what I experience before when I tried the demo a few months ago. Game is coming along nicely.

Performance desperately needs work though, that lag spike frame freeze issue when a new asset loads in is not good. Some places were dropping frames regardless of resolution and game settings as well, so there's some kind of game wide performance issue.

The only thing I will say absolutely needs to change:
There are no torches or light sources you can take in the intro dungeon area. This is ridiculous, especially for how dark the intro is. I had to change my gamma settings three clicks above normal just to see.

Add a torch or lantern into the intro area that you can pick up and carry.
Last edited by Chaosolous; Mar 28 @ 10:52am
Just learned by patch notes F5 is Quick Save, it isn't in the controls listing in0game and you can remap F5 to anything else there. Probably should be cleaned up. I'd prefer it rebindable, I use Tab typically for this as an example. Now I can remove autosave jitters.
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Date Posted: Mar 25 @ 7:16am
Posts: 281