TRIBE NINE

TRIBE NINE

İstatistiklere Bak:
Bu konu kilitlenmiştir.
TRIBE_NINE_Antonio  [geliştirici] 20 Şub @ 20:50
3
2
Launch Feedback Thread 2/20
Greetings, all!

While I've been on the quiet side since regaining my handy [developer] tag, I assure you I've been BUSY. Lots of helpful feedback:

• SSR rates combined with Enigma scarcity causing frustration/stress
• Exploration and opening chests doesn't feel as rewarding (without the Enigma Entities)
• Wanting a Skip button
• The mouse cursor bug

and more.

While I definitely will be combing through... a TON of threads and reviews, I'd love for people to add on to this thread with helpful, actionable feedback. Note that harsh, vague feedback like "awful garbage" etc. is valid for sharing, but can end up sounding like static. The more specific you can be with concerns, the easier that can translate to reports for the team to review!

*Brevity and bullet points are also appreciated, but I won't fault anyone for wanting to vent. Just know that I have to ultimately translate the feedback (which is ultimately translated a second time), and I would hate to see some important nuggets of feedback get lost in the process!

*I'm going to start a second pinned thread for bugs, too. Please stay tuned.
< >
287 yorumdan 241 ile 255 arası gösteriliyor
Would love if there was an option to cancel your attack in favor of dodging or parrying. Right now i just find myself waiting for the enemy attack so i can parry it which slows down the combat and considering there is a lot of fighting going on a fast-paced one would be preferable.
Also I feel like we can live without the extra pop-up message that we found a sticker. Just an exclamation mark is enough.
İlk olarak Deli tarafından gönderildi:
This also to people who just like to 100% zero's journal! This is now impossible, bc you have to beat the HARDMODE boss in the end game dungeon.

Well, for 100% zero's journal you need at least 1 month per town, cause you need to complete 90 dailies. [Edit : Sorry wrote 100 dailies]

I do agree with the requirement being reduced for last stamp tho.
Was quite annoying to obtain.. failing 10-20 times.
It was a challenge.. which i don't mind having.. but it was frustrating having the lvl cap locked behind it.
After lvl cap, 2nd fractal vice boss was not so much of a challenge tbh.
En son Deworx tarafından düzenlendi; 28 Şub @ 17:53
İlk olarak Deworx tarafından gönderildi:
İlk olarak Deli tarafından gönderildi:
This also to people who just like to 100% zero's journal! This is now impossible, bc you have to beat the HARDMODE boss in the end game dungeon.

Well, for 100% zero's journal you need at least 1 month per town, cause you need to complete 100 dailies.

I do agree with the requirement being reduced for last stamp tho.
Was quite annoying to obtain.. failing 10-20 times.
It was a challenge.. which i don't mind having.. but it was frustrating having the lvl cap locked behind it.
After lvl cap, 2nd fractal vice boss was not so much of a challenge tbh.
this is what i mean. why nerf us like that? being lvl 50 would HELP with that boss. also, there are hopefully over thousands of players playing this game and not everyone has the same skillset or learning curve to even defeat the Fractal Boss. Let's be real... some ppl might even quit and come back WAY later if this happens and this game NEEDS player retention. I'm all for the challenge, but having to run back everytime once you die... wastes my time and I wanna play other things at that point.
En son Deli tarafından düzenlendi; 28 Şub @ 18:01
TRIBE_NINE_Antonio, please pass on the complaints about Fractal Vice to the developers. Considering that this is endgame content that opens after completing the game, it is not surprising that the number of complaints is increasing - people are only now starting to get to it.
Someone has probably already given this feedback, but I’d like to inform you anyway: The hands of the 3D character models look REALLY small at certain moments, especially, for example, when they point to the screen; it looks like a proportion error. It would be great if this could be fixed. At times, it’s quite agonizing.
Indeed, Fractal Vice boss is Fun!! But!! With no restart button and forcing your player to do the run all over from B1 to B5, needing to defeat mobs again and again, is exhausting, coupled with its gatekeeping lvl 50, i dont see any reason for it to be gatekeeped tho...like most player who play gacha will be casual spender, hardcore dark souler is tiny in gacha sphere, either allow your players reach 50 without needing to defeat fractal boss so they will play more if they can farm the boss, or give it restart button if you want your player to suffer facing an overlevel boss when they still measly lvl 40, no need to nerf him by much in my opinion in this sentence i mean mechanic, you can tone down its damage, he deal a lot coupled with all his clones, who tf think its good giving clones that can dish dmg...this clones is not hologram they freaking hit hard, cause Solitaire is fun, just hella tedious reaching it, waste of so much time, if you forgot to dodge and got hit by that insta kill.
Let players buy fashion tickets with $$
Fractal Vice seriously need a rework, is exausting and the reward for beat it don't even feel great.
The devs need to know that the great part of the playerbase is not into this type of ''extreme hard'' stuff because a lot of people have life and don't wanna spend 4 hours to beat a boss. The part of the community that likes this is the minority, thats why usually other games handle this content as a form of optional thing with a cosmetic or a badge reward, not a mandatory thing to do for progression in the game.

The combat need more polishing, so many animation locks because of the endlag that feels very very clunky in harder fights.

Reduce the loading screens to make the navigation better.

Rifts need some QoL stuff, maybe a sweep option after you beat it 5 times or spend 5 boosters at the same time.

A way to know how many graffits you are missing on a area in the map.

The game is great and have a lot of potential.
Spoiler area mentioned:

Fractal Vice:

Difficulty of Red Limit Series is fantastic, but the time between attempts when practicing is not. After encountering the boss once, please make Red Limit versions available on the city map bosses so we can practice freely.

Please give a way to know how many uncollected items are in a Fractal Vice room (this could be coded as a recipe even.)

It might be off putting to gate level cap behind Fractal Rift, as it means once you are skilled enough to beat it, you unlock the ability to gain even more levels, so it is likely to become boring as the players' characters' stats grow.

Please introduce a way to fight every enemy in a room in a single chain. Especially for Fractal Rift.

Please introduce a way to chain enemy fights when starting with a Sneak Attack.
The deliver system need to be changed, you can request one, have to deliver 3 and the longer the game does the less people will care/play. At least do it 1 to 1, better just replace it with random non player requests if player requests are missing.
`Option to remove cutscene for first attack in chain attack
`Do not slow down the game for tension gauge increase messages
`Freeze Strategy Gauge meter during chain attacks
`If you forget your team 123 order, you can be unsure which button to press when ultimate is available for all members
`An option for pre emptive overworld attacks to reach all nearby enemies instead of one
`Make it more obvious when an attack will start with the enemy charges. It's currently only easy to tell for circle aoe but much more difficult for charges
`Attempt to reduce or remove loading screens where possible
`You can go from Edit Team to Edit Character but not the other way around/Improve menu navigation
`Ability to mark monster gear as trash for easier disposal
`Sort monster gear by matching character skills
`Rename skill level equipment boosts by saying Normal Attack, Strategy, Ultimate, and Chain. I find myself going back and forth between menus a lot to tell what is what
En son Nowa tarafından düzenlendi; 1 Mar @ 17:03
After playing the game for a good bit (got 3 characters to level 50/rank EX, did all of the city missions except for the happy worker ones, collected all the chests in this week's fractal vice), I have a couple things I'd like to see changed:

- Kane is used for just about everything related to upgrades, and there don't seem to be many to meaningfully grind it, so it ends up being more of a bottleneck than the resources you can grind on rifts. It feels like there probably should be rifts specialized on kane/TP.

- Tension and tension cards feel like they need to be rebalanced.
- As far as tension cards go, the majority of the ones that consume tension on every activation don't feel worth using. The amount of extra damage I could get from them just seems to pale in comparison from what I could get from spending the same amount of tension on ultimates (specially playing a character like Miu).
- Having chain skills be the only meaningful way to accumulate tension makes it so that you don't get to interact much with the system if you don't go out of the way to build a party with strong break characters. Specially when you party gets stronger and you start killing enemies faster, it feels like the tension system hardly even exists. I'd really like to see more ways to build tension, like getting some amount of it every time you kill an enemy or go through one healthbar from a boss.
Please let us convert golden materials to purple materials.
Just got to Fractal Vice today and have really been enjoying the game so far! I have a few thoughts:

On Combat Feeling Clunky:
I've seen a lot of folks complaining about the combat feeling clunky, and I think that this may be due to the fact that some of the nuances of it aren't tutorialized super well in the beginning. People complain that there's no action canceling, but there is, you just can't action cancel any action that consumes stamina. It took me a while to realize that every character's (at time of writing) primary three attack combo consumes no stamina and that you can action cancel that combo at any time during it. Every character's secondary and strategy skills (at time of writing) consumes stamina, and once you press the button to start the skill you can't stop it or cancel it. I actually really enjoy this, give me the same feeling as in a soulslike game where I really have to commit to my actions, and when I make a commitment with poor timing or bad positioning I get punished for it. This feels fair and balanced, but I think the expectation that a lot of players have is that they can action cancel any action, and thus it feels really clunky when you do a strategy or secondary with a long wind up (Hyakuichitaro, Tsuruko, etc) and then you can't do anything during that if you're in a bad position. My recommendation here is a better explanation of when you can and can't action cancel during combat during the tutorial. I think the system as it is right now should remain though, if action canceling was added for these other skills it would be much easier to just spam them without thinking of positioning or timing, which takes the fun of getting that right out of the game.

On Stamina:
When I first saw the stamina gauge I at first thought it was going to be exactly like a soulslike stamina bar. This isn't really the case though, and I think that assumption hampered my experience in some ways. The stamina bar mostly serves as a way to prevent the spamming of strategy and secondary skills, as well as dodging and counterattacking. Stamina management is important and I like it's use here. It forces you to do something other than spam attacks even when you aren't in immediate danger, which encourages thinking about positioning.

On Tension:
I really like the system, but I think a lot of what the community has said on it has it's valid points. I think it's cool that you have a trade off between using ultimates vs getting the effects of some of the higher value tension cards, however I think the execution here is a bit lacking. Ultimates start out very very powerful, capable of one-shotting most enemies at or even above the level of the character using it. They don't take much investment to be good. Tension cards need to be leveled into viability, and this is especially so for the EX level tension cards. Throughout my time with the game I felt that the trade off was never worth it to use EX tension cards. When I'm at EX tension, I wanna use my ultimates! The EX tension cards, by the nature of the system, have to compete with ultimates, and as such, they need to be as good as ultimates or better. For example, Safe Deploy gives around 3-5% of HP back every 3 seconds depending on lv, which isn't awful but is going to be barely noticeable and won't save you from death, especially when Stimulation exists which does something very similar (although less hp is regained per second and it only procs on recovery granting) and only requires tension 1. These tension cards require you to hold off on using an ultimate to be used to their fullest, however most of the time when you hit EX tension the fight is already almost over can be easily cleared with an ult. Boss fights are a different story there though, but most of the time you're not getting enough breaks on a boss to built up to EX tension consistently. Other members of the community have suggested this, and I also think it's a good idea, but there should be more ways of generating tension in combat than just breaks. Kills are a good idea, but that doesn't apply to bosses. Crits could be cool, but you already get high damage numbers of those. My suggestion would be to add Tension cards at tension 0 that give you tension depending on certain factors. One that gives tension every perfect dodge / counterattack / crit / every time you drop to red hp / grant a buff / etc... This will increase build variety greatly and be fun to play with, but it does take up an extra cards slot.

On Difficulty:
It could be harder. Options to make combat more difficult for greater rewards would be appreciated. Something like every enemy encounter always has EX tension or something. Maybe I'm just a masochist. Skill is an important consideration here. Considering it's possible to complete combat without taking any damage if you're good enough, making enemies hit harder would help a bit, but not a lot. More complex patterns are needed, which takes dev time. More enemy variety may help in this regard. I think the bosses are in a good place difficulty-wise though.

On Gatcha:
I am by no means an experienced gatcha player. I've played a bit of Genshin, a bit of Arknights, and then this game. As such, I'm not super familiar with what other games are doing. My experience with Tribe Nine, though, has been mostly that the enigma entity amounts are pretty generous for someone who plays for about 4 hours a day. While completing story content and with play sessions that long, I could usually earn enough for a ten pull each play session. I really think what has been done to increase pull counts (upping currency rewards from Zero Sensei, giving full refund when the rates were changed, etc...) is a really good sign and very generous. Take this with a grain of salt though. Not everybody can play for as long as I do though, and that player base deserves a good amount of currency. I think getting 1/3rd of a pull from Zero Sensei missions feels a bit off and kinda lackluster, but they go by quickly enough that they add up. I know there are plans to add medals that can be used for pulls on the standard banner to Zero Sensei, and I think that will help solve this problem. I do like that you can get a pull per day from just doing dailies though, that is nice. I think the way that the lack of currency problem has been being solved is in the right direction, adding small amounts to various places is the right way to go. Maybe buff sidequests to give 15 (1/8th of a pull vs 1/12th), and maybe buff the fractal vice rewards to give 10 instead of 5. As for banners, I do not think a beginner banner is a must. All characters are viable, and yeah 3 stars are cool and all that but you honestly don't need them. Adding one in now would be tricky, given that every player would expect some compensation, which would be a lot to dole out after the full refund of currency that's happening on the 3rd of March. I think the rate ups and the full refund will do enough.

On Fractal Vice:
I've only done 2 runs so far and I got to the fifth floor boss on my second, so I don't have a lot of experience here. What I will speak to though is something that the community has touched on before too: That last stamp (Escape from Multiplex Maze) to get to lv50. This feels like the game congratulating you on beating the hardest difficulty combat content by giving you an extra powerful weapon and nothing to use it on. I really think this stamp should be removed, and the Zero Sensei reward for that task should be a good solid chunk of Enigma Entities (600 or so), and maybe a badge or skin, something to flaunt. This way the reward feels a lot more useful, and it's a much better incentive to do harder level content. As things stand right now, this single stamp just serves to give players who complete the highest difficulty content an advantage in XB... and that's it. Feels kinda unfair for those who don't have the skill to complete the content and feels pointless for those who did complete the content.

On Exploration:
It's good, can get a bit annoying fighting the same enemies over and over again though when I just want to get the story done, but that's what the perfume and the bomb are for I suppose. Chests giving xp, items, simple currency, and patimon feels pretty rewarding. I don't think a ton needs to change here. Might be cool to give some incentive to explore cities again after you've completed the story content there. Maybe some rare enemy that pops up or some such. Other than grinding up characters and mats and some zero sensei missions, there isn't much reason to explore after you've done the story.

On the UI:
I like it! I play on PC, so that's probably coloring my opinion, but I honestly have no issues with it. It would have been nice to get a little pop up during the tutorial of where buffs show up during combat though, took me a while to notice that oof. The game feel popups for tension increases are great. I like the Zero Sensei notifications that tell you what you completed. Not much more to say here.

Overall though, I think the devs are have done and are doing a fantastic job here. Thank you so much for working so hard to create such a wonderful game, and thank you for trying to make it as great as possible.
< >
287 yorumdan 241 ile 255 arası gösteriliyor
Sayfa başına: 1530 50

Gönderilme Tarihi: 20 Şub @ 20:50
İleti: 287