Eternal Strands

Eternal Strands

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I have really enjoyed the demo thus far and find the progression, exploration, and encounters compelling.
One major point I felt was worth mentioning, is the the lack of a storage system. I can understand the desire to have limited inventory so your decision matters in the moment. Unfortunately, I feel that the current version of this misses the mark and has left me feeling more frustrated than thinking I made an impactful decision. Currently the decision feels like I either gather all of the low tier items I can find, return to camp, and scrap all of them to move upgrades forward; or I drop all low tier items in hope of getting the higher tier to craft/upgrade equipment. This has left me feeling like it is more of a chore than a meaningful choice.
I am looking forward to release and seeing where this game can go.
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Showing 1-6 of 6 comments
yellowbrickgames_devs  [developer] Jan 22 @ 3:09pm 
Hey there! Thank you so much for your honest feedback. We've been discussing this with the team, and we should have an action plan in place soon to cover some of this specific feedback.

With that in mind, upgrading Casmyn's station does increase the amount of loot you can take with you, but we'll still be taking a look at whether we can make some improvements to this overall. 😊
I'm also playing the demo right now and enjoying my time with it... but yeah, the limited inventory was kinda annoying.
I mean... what is the reason for it to be limited?
It would only make sense if the inventory spaces also includes potions or other various consumables, so you have to balance out what loot you have to take with you or if you need more healing.

But here, it's just limited for the sake of it.
I don't think that anything is added to this game by choosing which material to keep and which to drop.
In "Monster Hunter" or "Elder Scrolls" for example, your inventory is limited, but the space is shared between valuable stuff, materials and healing items.

And right now, before you know what to do with this stuff, it's a guessing game what to keep and what to drop, and I don't wanna come to the situation where I say: "Well, should have kept that one instead...".
Last edited by Billy Blaze; Jan 22 @ 5:52pm
FezzikGG Jan 22 @ 6:49pm 
It's great to hear back from the devs on a smaller post like this! <3

I have progressed to the point where the inventory has been upgraded. I definitely did notice a difference, which was good. The concern is more focused on the overall flow of the game. For example, seeing the chest in my tent immediately made me think I could store items there for future use, but was disappointed and mostly confused when I realized that it was a separate and itemized version of my inventory and that I could also no longer view my inventory while in the base. Hopefully this is something that can be addressed as, in its current state, it doesn't feel intuitive or particularly supportive for the game.

Thank you again for responding and I am looking forward to what the team continues to put together!
Daemic9 Jan 22 @ 10:41pm 
Originally posted by yellowbrickgames_devs:
Hey there! Thank you so much for your honest feedback. We've been discussing this with the team, and we should have an action plan in place soon to cover some of this specific feedback.

With that in mind, upgrading Casmyn's station does increase the amount of loot you can take with you, but we'll still be taking a look at whether we can make some improvements to this overall. 😊
If I may offer some direct feedback, I think the biggest frustration point is the sense of "wasted time" that comes with depositing inventory, with the Day Day Night cycle. I kinda see where its needed. The frequent returns allow the player, if so inclined, to Talk with the NPCs and immerse in the story (I like it so far).

I think a compromise could be a small chest or interactive 'thing' next to the TP Looms, where we could dump our loot. It doesnt refresh potions, nor let us do any gear mods, so we always have a motivation to return to camp.

A comparative item is the "escape" badge thing we have (sorry about not knowing the names). We, at any time, can hop out to deposit loot. Changing this to teleport loot out only, imo, would be a negative change, because then it just invalidates Casmyn's upgrades. Actually on that point, loot deposit could potentially be a Casmyn effect. I'm uncertain how many upgrades will be in full release, but her offering an upgrade to bank inventory could be on her upgrade tree, perhaps only after reaching maximum inventory slots.

If nothing else, I just want to circle it back to the main point. "Forced" (its totally not forced) return to camp in a system that tracks and measures time is where people would be developing the most friction. "Is something bad going to happen if I take too long"/"Will I miss a story moment by having too many days" are genuine thoughts I had when I first saw the Day tracker after my first excursion.

My apologies if this isn't the correct place for feedback. Great game though. I plan on being a day one player. Here's hoping it distracts me long enough to reach MHWilds.
Backpack shall be much much bigger. On the cliff i looted chest with Blue items which didn't fit into the bag so I decided to return, empty my bag and return to pick the remining to the location. Unfortunatelly looks like at loading and transiton betwen locations screen resets fully, so enemies appered, but chest and unlooted blue items disappered. Pity.
Sly76 Jan 24 @ 2:21pm 
100% yes , lost an hour of loot because of a climbing bug i uninstalled the game. it serve no purpose aside give the player a lot of frustration
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Date Posted: Jan 22 @ 2:33pm
Posts: 6