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NPC are pretty smart path-finding wise and the hunter is a lot better with the bow than me lol. that said,
i feel like Markers should be free and have a bigger radius. maybe marker shouldn't be needed at all, maybe npc should be smart enough to scout and prospect themselves and markers could be just a priority system or something.
Build order is also a bit irritating sometimes, why does gathering need to be level 2 before unlocking the hunting lodge? I'm sure viking taught their children to shoot as soon as their could pull the string. why do i need rock level 2 to make cloths?
the current system feel like there is only a single way of building your village and that will hurt the game long term.
As a colorblind individual the only limiting factor for me so far has been the color palette.
It is very difficult to see the difference in the complete vs incomplete blueprints (maybe the solution is in the name?)
It is practically impossible for me to discern small items bone shards when on the ground unless they are on dirt, or my cursor is directly over the item.
Even with these personal limitations, I am very excited to see the full release of this Title.
Combat is a bit clunky atm, hit collision is rarely ever confirmed on either you or enemies unless stamina breaks. meanwhile when you do get knocked down - say by Haugr's charge attack, he then get's another 1-2 free attacks on you while you sit there spamming shift and triggering window's sticky key waiting for your character to recover and roll out of the way, even if you had full stamina.
dodge should have priority over any other keys, it should cancel my swing and dodge, it is already painful enough that it is not an i-frame, if it doesn't work when i hit it, it is basically useless. 2h should have its own version of parrying.
Bows comes with all sorts of innate negative points, like using arrows, having to spend stamina to aim and a very short falloff distance yet does terrible damage and must go through stamina first. experimenting with a way to turn it into a support weapon in combat, like either making it ignore or bleed through stamina, or utility like staggers/extra stam damage to help the melees etc. could really give it a reason to exist beside giving it to the hunter npc.
Leider ist mein Englisch nicht so gut, daher auf deutsch. Hoffe mein Feedback ist hier richtig 😁.
Vielen Dank für diese schöne Demo (und hoffentlich bald EA Spiel).
Es macht wirklich Spaß!!! Und ich freue mich auf den 20.06.2024.
Allerdings habe ich persönlich ein paar kleine Kritikpunkte, die vermutlich relativ leicht umzusetzen wären, die für mich das Spielerlebnis noch besser machen würden.
1. Schnellauswahl (Gürteltasche) unten:
Die hinterlegten Items in der Schnellauswahl (Tasten 1-8 bzw. Radialmenü) sind nicht fix, sondern werden durch andere (zB. neu gecraftete oder gesammelte) Items aufgefüllt, wenn sie zB. kaputt gegangen sind oä.
Das ist ärgerlich und für mich der gravierendste Kritikpunkt, da ständig die Position wechselt.
Selbst wenn ein Item kaputt geht, ja dann crafte ich mir später eins und möchte trotzdem, dass es wieder auf der (Beispiel) 5 bzw. oben rechts im Radialmenü (Controller) liegt und bis dahin ist es eben leer. Ich wollte es ja schließlich so.
2. NPC/Siedler:
2.1
Es gibt keine Übersicht der Sieder. Zumindest konnte ich keine finden. Eine Übersicht worüber alle Siedler direkt zugewiesen werden können.
2.2
Auch sieht man in einer Arbeitsstätte nicht, ob bzw. wo die NPc bereits eingesetzt sind.
Ein kleines Symbol in der Auswahl, dass die Siedler bereits woanders zugewiesen sind, wäre sehr hilfreich.
2.3
Die NPC sind zwar auf der Map, aber nicht auf dem Radar ersichtlich. Das wäre um einiges sinnvoller.
3. Map:
Was bedeuten die Symbole auf der Mini-Map? Was ist mit der Map? Gibt es dort eine Legende?
4. Controller-Steuerung:
Sie ist ok, aber leider Irgendwie nicht der Hit. Ich habe dann doch ständig zwischen Controller und Maus/Tastatur geswitcht. Vermute aber, dass es an dem benannten Punkt 1 mit der Schnellauswahl zusammenhängt.
5. Tutorial:
Hinweise über die Steuerung fehlen.
Ich brauchte ca. 15min um herauszufinden, dass Sprinten mit dem Controller auf B (XBox) bzw. O (PS) liegt. In den Einstellungen / Steuerung war nur die Tastenbelegung für Tastatur angegeben.
6. Pixel-Suche:
Ab und an war es eine Pixelsuche, den Bereich an einer Arbeitsstätte zu finden, wo ich kochen, Brennstoff nachfüllen etc. konnte. Das war manchmal ein bisschen mühsam.
7. Autom. Sammeln:
Auch beim Einsammeln der Ressourccen war es manchmal eine Pixel-Suche. Wollte man nur Stöcker sammeln zB. nachdem man einen Baum gefällt hat, muss man mit dem Cursor erst einmal das richtige Item finden. Eventuell wäre ein Auto Sammeln (bis auf große Gegenstände: Stämme etc) eine Alternative und das was man nicht braucht, schmeißt man weg.
--> Leider war die Demo abrupt zuende als ich eine Jagdhütte setzen wollte und konnte keinen autom. Speicherstand von vorher finden. Es kann also sein, dass der eine oder andere Kritkpunkte eventuell obsolet ist, weil es doch eine Möglichkeit/Gebäude gab, ich sie bis dahin jedoch noch nicht freigeschaltet hatte.
- Ability to drop/take half a stack or a certain number of items instead of taking the entire stacks (mainly for cooked food)
- Better health regeneration options?
- Can you upgrade the bows to do more damage. The basic bow does next to nothing and makes it honestly useless to use.
- Less hits for breaking stones, trees, skinning wolves. I don't mind the grind but the amount is a little overkill.
Also agree with everyone about the ability to repair tools.
Overall though, I am enjoying the grind! Keep it up!! You're all doing fantastic!!
Animal taming/more wildlife: I for one adore when any survival crafting game has animal taming/pets/mounts. I know raising wolf cubs is slated for the full release but other animals would be cool as well. Perhaps wild boars, rabbits for animal husbandry-providing meat, or more mystical animals from viking lore.
More enemy types/Better combat: Will wait to see how it looks in EA, in the demo i have not seen much combat wise
Either upgrade the villagers to the same level of detail as the MC or downgrade the MC to not look like an asset flip from a tomb raider knockoff.
From what I did not play I believe this game will flesh itself out but some things need to be considered.
My only real problem is building placement, once you put it down the only way to relocate said building is to destroy it. If you could add a relocate building option for a modest fee in resources that would make building a tribe less frustrating. (Especially sense you cannot reload to before putting the building down and fixing your mistake " I love the save system brutality but not like this") This is really to remove the annoyance of when you upgrade a building and it changes itself in a unforeseen way that clashes with another building or you simple want to mid-max space or have your place look a certain way. Being able to just move a building a foot to the left and not lose all the work/resources you put into it would be a nice addition and avoid frustration. Players ARE GOING to put a lot of time into playing the game, help them avoid Aesthetic frustration as they are going to be seeing their base often. I suppose it's a niche thing but it would go along way with players that need to have their base a look a certain way.
I'd like to see the NPC villagers improved upon. Them running up to me because they couldn't find a stick instead of just going and chopping a tree to get one is a little annoying. Or going to forage for flux to get rope ETC. I'd prefer a cascading set of priorities you can toggle on and off (sort of like how it is in Rimworld but it doesn't need to be quite that advanced)
I think the rain damage to shelters is AGGRESSIVE, and the durability of all items thus far is far to little. They should all be doubled at least. Feels like you fell 3-4 trees and your axe breaks or 2 rocks and your pickaxe is gone.
The animations for attacking feel very janky. Perhaps a more grounded approach? Instead of these giant leaping attacks that feel very floaty, a more nuanced approach towards realism might help?
Thanks for reading! And good luck with your game guys I'm looking forward to playing it regardless!
The celestial mechanics don't make sense.
- The sun rises in the East and sets in the West. This is fine.
- The moon rises in the West and sets in the East. This is backwards. It should rise in the East and set in the West.
- The moon is always full. Doesn't fit with the sun actually being behind it when it rises. If the moon is going to rise in the West, it should start in a new (dark) phase. Transition to full at the midway point and then transition back to the new phase as it sets in the East.
- The stars rotate clockwise around a point directly over head. They should also rise in the East and set in the West.
- NPC's don't seem to be able to do some basic crafting on their own. For example they completely failed to craft ropes without the workshop. A.I. def needs some tweaks to this.
- NPC commands. For example "alert mode" when enemies are around / "fight mode" with small command bar and actions like attack "xyz" or patrol / defend area command etc.
- The looting can get a bit annoying, it would be a great QOL improvement to enable hold action key for area loot. (For example when you want to pick up all the small sticks around, just hold the action key and let the player character pick up all small sticks that are in range one after another)
- Day / Night cycle in general is too fast - option for longer days and shorter nights would also be great. (when sleeping time could go faster to be able to shorten nights)
- Hunger in general should last longer - the amount of food needed per day should be a bit more realistic and more balanced towards the quality of food. For example cooked food should regain more hunger, while berrys and clams should be nerfed so that they regenerate less hunger.
- Durability of tools needs a buff. At least 50% imho.
- Combat could be a bit more fluid - (maybe reduce the stamina drain by 50%)