The Rangers In The South

The Rangers In The South

Hyo Nov 29, 2024 @ 3:47pm
Some quality of life ideas
The game is very fun and I made a ton of effort to play in some harder areas even tho we had a lvl 5 limit, through my experiences I could notice that:

Some skills aren't so clear explaining how it works, you could maybe have two text boxes in the screen, one for a resume of the functions and one with deeper details of what is affected by what. Example, the "Naked Guy" perk, 50% damage boost if not wearing armor, but I couldn't be sure to what extent so I had to do testings, aparently the only thing that affects this perk is boots and armor, capes/backpacks/colars etc aren't included, yes once we know how it works it doesn't matter that much, but this "uncertainity" may prevent us from taking many interesting perks just because we are not sure if it sync with our other perks and build, plus it will be very bad for players when it doesn't work the way they tought it would. U could put some info like "affected by: armour, boots.". There's some other perks that I didn't get, have yet to try a mage build, but I may open a new discussion based on new ideas.
I'd also love to know the exact numbers of what is being affected by those skills, example: "you gain 50% extra move speed, but lose HP every second if staying still"; how much HP tho? Is it a flat ammount or a percentage? I saw many roguelikes that doesn't show this kind of information and in my opinion it shouldn't be that way, if a game wants to be a challenge it shouldn't be by hiding functions (except for some specific contexts)

Something that was very... quirky? to deal with was the direction the character is hitting while we walk/run, it makes sense not to be able to use a sword backwards, ok, but if I can do it with bows, I doubt that it is because of "immersion" or "sense". When using melee weapons and trying a "hit and run / hit while running" strategy my character would often not aim the weapon in the direction of my mouse, hence me hitting the air. I think it would be a very interesting feature to update, usually melee classes are less worried about getting damaged because of their defensive stats or sustain, so it's interesting even if you just want to see it as a reward for the ones that put some effort in it (kitting with a sword seems something very cool to master tbh).
There's something strange about bows by the way, I'm not sure to what extent because my mouse is in an instability moment, poor guy wants to rest. Back to the point, it seems like my shots are stuttering a lot, very often I click and the character doesn't shoot or the cadency feels "wrong". Also PLEASE give us the function for the character to keep hitting if you just hold the button, I almost lost my fingers while playing as an archer.

I would also appreciate if we could have filters to auto-collecting items. I usually don't want to take armor or weapons but wish I could do so with potions, meat etc.

Plus: This isn't about QoL but more about immersion, the wild animals don't give a nail about you hitting them, they just stay there, most of times standing still while being slaughtered, I know that this is WAY better than them running away and making it a pain to collect resources, but it breaks the immersion by a ton. If I would give an option to deal with this, you could make animals run from the player after receiving a hit BUT being hardly slowed, that could be interpreted as a the character aiming for their legs or something, it would make sense for them to be slowed and wouldn't break the immersion nor be a pain to collect food.