Ars Notoria

Ars Notoria

Fibulator Feb 11, 2024 @ 11:22am
Looks decent, but Janky AF.
Jankiness, like being unable to rest because the pelt is too close to the edge of the *extremely* small tent.
Like have *no* indication of where to get iron or, nor how to craft ingots.
"Tutorial" tells you to do stuff, but not *how* to do it... Like, Why the flying F' is the pelt I'm sleeping on under "blanket" and not "bedding" without the tiniest hint where to find it?
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Showing 1-15 of 22 comments
Fibulator Feb 11, 2024 @ 11:26am 
Jankiness like: No crosshairs
It's a PITA to try to find the tiny sweet spot to allow for interaction
Fibulator Feb 11, 2024 @ 11:49am 
Jankiness like the animations breaking the model. Chopping wood for example.
Cotton being extremely rare... and only giving *one* piece.
Fibulator Feb 11, 2024 @ 12:44pm 
No map while in caves.
Mount horses with stuff equipped in hands.
No way to know where horse is, or way to summon him.
Fibulator Feb 11, 2024 @ 12:53pm 
Tutorial quests out of order.
"Make Iron weapons" is required to unlock "make saw" quest... that is *required* to make the lumber of the iron weapons... requiring building a 2nd saw.
Quests don't detect that you've already complete the task *before* the quest started.
starkmaddness Feb 11, 2024 @ 1:26pm 
There IS a crosshair, you have to turn it on in settings.

But yes, the 'sweet spot' is a PITA.

The harvesting is janky AF. Such as there is not proper feedback when you are hitting something you can harvest. Normally games play a certain sound when you hit a harvest-able material but this game for some ungodly reason makes a 'hitting' sound when you swing at the air!

The worst jankyness I have found is equipping weapons is buggy. I stopped playing because both my melee and ranged weapons were somehow 'equipped' on the toolbar, except I could only punch things.
Fibulator Feb 11, 2024 @ 2:03pm 
Originally posted by starkmaddness:
The worst jankyness I have found is equipping weapons is buggy. I stopped playing because both my melee and ranged weapons were somehow 'equipped' on the toolbar, except I could only punch things.

Weapons are not equipped on your toolbar. They are equipped to your character, and are pulled out when you "turn off" all tools (via the hot bar) then click.
madks13 Feb 11, 2024 @ 2:23pm 
I personally prefer the accuracy pointing rather than having inaccurate hitboxes that make me interact with things i don't want to interact with and block the things i want to interact with.

For the crosshairs, as was mentioned, it is in the settings. I suggested in another post to make it on by default since i see a lot of people complain about this, myself included.

On my map, there is a whole field of cotton and two fields of wheat. It's in the burned village that you are tasked to go back to as a first main quest. It also has two whole fields with vegetables. So you might want to check the main quests (hint, follow the roads, they load to interesting places).

For the tutorial quests, i do agree that it needs more explanation on how to do some things. But i didn't see those appear in disorder.

I agree about the bedding. The tutorial asked me to rest, but i couldn't because of the lack of space. I had to remove the tent before my character properly went to rest.

For the weapons problems, it seems it is linked to how the game saves equipped gear. I noticed i lost my gear after reloading although it worked fine for the first 10 hours i was playing. Then i got the shield and the torch equipped at same time. But i think this is a bug they are looking at.
Last edited by madks13; Feb 11, 2024 @ 2:24pm
starkmaddness Feb 11, 2024 @ 2:46pm 
Originally posted by Fibulator:
Originally posted by starkmaddness:
The worst jankyness I have found is equipping weapons is buggy. I stopped playing because both my melee and ranged weapons were somehow 'equipped' on the toolbar, except I could only punch things.

Weapons are not equipped on your toolbar. They are equipped to your character, and are pulled out when you "turn off" all tools (via the hot bar) then click.

They were equipped on my character sheet. They were 'Pulled out' on the toolbar. Both at the same time. Both were highlighted in yellow telling me they were active, yet neither was in my hands.
Fibulator Feb 11, 2024 @ 4:28pm 
Originally posted by madks13:
I personally prefer the accuracy pointing rather than having inaccurate hitboxes that make me interact with things i don't want to interact with and block the things i want to interact with.

For the crosshairs, as was mentioned, it is in the settings. I suggested in another post to make it on by default since i see a lot of people complain about this, myself included.

On my map, there is a whole field of cotton and two fields of wheat. It's in the burned village that you are tasked to go back to as a first main quest. It also has two whole fields with vegetables. So you might want to check the main quests (hint, follow the roads, they load to interesting places).

For the tutorial quests, i do agree that it needs more explanation on how to do some things. But i didn't see those appear in disorder.

I agree about the bedding. The tutorial asked me to rest, but i couldn't because of the lack of space. I had to remove the tent before my character properly went to rest.

For the weapons problems, it seems it is linked to how the game saves equipped gear. I noticed i lost my gear after reloading although it worked fine for the first 10 hours i was playing. Then i got the shield and the torch equipped at same time. But i think this is a bug they are looking at.

Cross hairs helped a ton, and there's an setting that allows for easier access to activate (activation distance). Those two settings fixed it entirely, and should be on/maxxed by default.

The cotton/wheat fields require "common" tools... which require an entire chain of events to unlock... requiring a ton of "one at a time" cotton.
Fibulator Feb 11, 2024 @ 5:48pm 
The breadth and depth of the crafting/automation has me hooked. I look forward to seeing this game released with some jank removed. ^_^
Maeriss Feb 11, 2024 @ 5:53pm 
Welcome to Alpha.
Strictly Casual Feb 11, 2024 @ 6:02pm 
What do you mean by depth of the crafting? I mean sure, very little depth also is a depth but still. 4tiers of tool/weapon type unless you have access to a version we don't I just cant see it, all I can see is janky animations/controls and a static af enviroment.

Build tent - check. Put pelt in tent - check - rest -> cannot do that because collision -> can't pick up pelt -> demolish -> pelt is non-interactible still in the same spot blocking another pelt from being put down.
Last edited by Strictly Casual; Feb 11, 2024 @ 6:06pm
petitshui  [developer] Feb 12, 2024 @ 2:19am 
Originally posted by Fibulator:
Jankiness, like being unable to rest because the pelt is too close to the edge of the *extremely* small tent.
Like have *no* indication of where to get iron or, nor how to craft ingots.
"Tutorial" tells you to do stuff, but not *how* to do it... Like, Why the flying F' is the pelt I'm sleeping on under "blanket" and not "bedding" without the tiniest hint where to find it?
Thank you a lot for providing feedback!
We are already working on some of the mentioned issues, and they will be fixed in the next patch
Pelt and sleeping bag collision checks will be improved, and we will update the name of their category in the Building Menu.
We are reworking all existing tutorials to make them clearer and more detailed. In the 0.1.0.2a patch, we introduced resource harvesting and tool crafting tutorials in a new format with videos, and we are now converting all the remaining tutorial quests to a similar format.

Originally posted by Fibulator:
Jankiness like: No crosshairs
It's a PITA to try to find the tiny sweet spot to allow for interaction
Crosshairs can be enabled in the Settings menu. Under the Gameplay tab, there is an option called Permanent Crosshair that allows choosing between a dot, cross, or no crosshair. We also plan to add a new UI that will allow adjusting important gameplay settings (like crosshair visibility, rotation mode, strafing, etc) before starting a new game.

Originally posted by Fibulator:
Jankiness like the animations breaking the model. Chopping wood for example.
Cotton being extremely rare... and only giving *one* piece.
Wild plant spawns (cotton, herbs, crops) will be increased, and instead of spawning a single plant, they will be generated in groups of several plants.

Originally posted by Fibulator:
No map while in caves.
Mount horses with stuff equipped in hands.
No way to know where horse is, or way to summon him.
Adding the minimap to dungeons is a planned feature that we will include in later content updates for the demo/beta version of the game.
The horse can be summoned using the Z key by default (it can be remapped in the Settings menu). Tooltips for this will be included in the updated tutorials.

Originally posted by Fibulator:
Tutorial quests out of order.
"Make Iron weapons" is required to unlock "make saw" quest... that is *required* to make the lumber of the iron weapons... requiring building a 2nd saw.
Quests don't detect that you've already complete the task *before* the quest started.
The order of tutorials will also be adjusted in the current rework, and they will be able to register build parts crafted before the start of the quest.
Fibulator Feb 12, 2024 @ 8:15am 
Originally posted by Maeriss:
Welcome to Alpha.
Yes. Welcome to Alpha feedback so that the devs can improve. -_-
Fibulator Feb 12, 2024 @ 8:19am 
Originally posted by petitshui:



Crosshairs can be enabled in the Settings menu. Under the Gameplay tab, there is an option called Permanent Crosshair that allows choosing between a dot, cross, or no crosshair. We also plan to add a new UI that will allow adjusting important gameplay settings (like crosshair visibility, rotation mode, strafing, etc) before starting a new game.

Originally posted by Fibulator:
Jankiness like the animations breaking the model. Chopping wood for example.
Cotton being extremely rare... and only giving *one* piece.
Wild plant spawns (cotton, herbs, crops) will be increased, and instead of spawning a single plant, they will be generated in groups of several plants.

Originally posted by Fibulator:
No map while in caves.
Mount horses with stuff equipped in hands.
No way to know where horse is, or way to summon him.
Adding the minimap to dungeons is a planned feature that we will include in later content updates for the demo/beta version of the game.
The horse can be summoned using the Z key by default (it can be remapped in the Settings menu). Tooltips for this will be included in the updated tutorials.

Originally posted by Fibulator:
Tutorial quests out of order.
"Make Iron weapons" is required to unlock "make saw" quest... that is *required* to make the lumber of the iron weapons... requiring building a 2nd saw.
Quests don't detect that you've already complete the task *before* the quest started.
The order of tutorials will also be adjusted in the current rework, and they will be able to register build parts crafted before the start of the quest.

Crosshairs should be enabled by default. Interaction distance should be set to max by default. These two fixed the issue entirely.

As for the rest: Great to hear, and look forward to playing.
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