Fera: The Sundered Tribes

Fera: The Sundered Tribes

Kyle Sep 25, 2024 @ 10:06pm
Improvement Suggestions and Feedback
Hello! I have been enjoying the game and I see a vast amount of potential. I am here to hopefully provide some useful suggestions and feedback from the player perspective.

I would love the community to add discussion below on things I may have missed or expand on my thoughts.

Context: 15 hours on steam, level 15, max tribe level, maxed scaleback armor and weapons, Cleaversaw main.

  1. I think a lot of new players are missing the stats page in the skill tab. I wouldn't classify stat upgrades as skills, I would classify them as attributes, me personally I figured stat upgrades would be in the character page. Maybe a separate tab in the menu and separate point allocation for attributes would be beneficial. With each level giving attributes and skill points. Having the tabs in this order in the menu might help: character, attributes, and skills.
  2. There needs to be some improvement on attack animations on the ground, currently the only way not to feel glued to the ground while fighting is tether fighting and jump attacking. If you could make the ground attacks less detrimental to movement the combat feel would increase so dramatically, there's no blocking so these attack animations on the ground feel particularly bad.
  3. Allowing people to upgrade their movement speed by adding it into the traverse skill tab for melee attacks and dodging would be epic. This would rely heavily on fixing the attack animations basically stopping movement while on the ground, but would greatly diversify the in game combat.
  4. Two more skills that should be added to the traverse skill tree: double jump and grappling for climbing terrain.
  5. Need ranged attacks, I think adding mana or elemental infused attacks to the weapon skills would be a cool way to achieve this. EX: Hammer-Earth, Spear-Lightning, Axe-Fire, Cleaversaw-Water.
  6. Make resources gathering stations destroy themselves after gathering is completed. It just feels cleaner than assisting and waiting just to destroy the station so we don't have hundreds laying around the world. At the moment anyway, most of them appear not to be reusable anyway.
  7. I think the ultimate moves should be similar to dash attacks but significantly stronger, get rid of the aerial requirements.
  8. Add visibility to the base stats for stamina regeneration and task boost, I'm assuming .15 is 15% of the base, but I don't like to assume and I'd rather know the base is 1. Clarifying this in the skill tree would work too, for example, just stating 15% additive bonus.
  9. I don't like the different crafting stations for each material type, I don't think this will scale later in development, as this game will rely on a fairly diverse amount of monsters. I think it would be better to have like an armourer and weaponsmithing building that you upgrade to be able to craft certain weapons and armour. Additionally I think doing something similar for storage instead of having 10 tiny storage, one storage building that gets more and more storage as it's upgraded.
  10. We need to be able to assign crafters to certain stations, I don't want my weapon crafting xp and armour crafting xp split among a bunch of random villagers. It causes me to have to upgrade more stuff to hope the right villager gets his crafting level up to make what I actually want.
  11. The destroy function is not super intuitive, would also like the ability to move things without breaking them, and the importance of the stockpile was not mentioned, as if you build far away from it, the villagers take a nice long walk to get supplies.

Thanks! -Kyle
Last edited by Kyle; Oct 1, 2024 @ 2:12am
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Showing 1-4 of 4 comments
Kyle Oct 1, 2024 @ 2:13am 
#6 is already patched, well the main one at least, monster harvesters now auto craft and destroy. A fair amount of decent fixes in the latest patch! Well done
Two more skills that should be added to the traverse skill tree: double jump and grappling for climbing terrain. "


-- this is a horrible idea, the 'double-jumping',

anytime a game starts doing the 'double-jumping' thing it goes out the window for me (meaning I won't buy or play it),

it's a completely contrived mechanic that should be staying in 2D Platformers or games where you have a jet-pack,

double-jumping completely ruins immersion in games and makes the game a rush-fest where players just 'double-jump' to get everywhere fast and before you know it they get bored of the game,

that might happen with all the flying the game has but still flying is more believable than double-jumping..

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" Need ranged attacks, "

-- who says the game needs ranged attacks?

Ranged attacks in many games often make the game far worse, and personally I learned not to pay a lot of games with 'ranged attacks' (unless they're designed as shooters, obviously),

because the 'ranged attacks' always over-power everything else and almost EVERYONE picks 'ranged attacks' to abuse the game's design and be 'leet' to brag,

but often-times the game ends up sucking (too easy, too imbalanced, etc),

and then the players whine about it and say the game 'sucks' if it doesn't cater to shooting,

Dungeons and Dragons Dark Alliance (recent one) is one of the many examples - they included a 'ranged' bow user and the game got trashed by reviews,

not because the game was inherently bad, but because the 'ranged' users were complaining they couldn't 'kite' the mobs etc,

they basically wanted to do a DOOM style gameplay run in the game but were all confused (and blamed the game) when they couldn't.

Devs, stay far away from 'ranged attacks' because it will destroy your game and the co-op interplay,

everyone will be 'ranged' and nobody will actually use melee and then you will have to 'adjust' the monsters for all the ranged users but those who don't use ranged will get screwed etc etc

Also there are issues with ammo etc, if you have to make arrows, people will complain and say 'it's grindy',

if ammos are infinite people will abuse that to the max, why not just give them machine guns instead?

Terrible ideas..
hareldddd Nov 3, 2024 @ 12:06pm 
i love this games concapt just want to see more monsters and areas
SubNover Dec 5, 2024 @ 3:21pm 
I agree with these points. The idea of being able to move buildings/items around is a must. I also feel that the ability to pin on the map and zoom in and out of it would be helpful.
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