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personally i would have loved to see higher enemy stats, so battles would actually be more of a challenge. add maybe slower skill animations and experience gain and battles would have required more skill and equipment crafted than the current situation requires.
i would also have loved if effects would have had requirements much like previous titles (eg using cauldrons + catalysts to even be allowed to reach max effects in Sophie2), so even with the exported trait system, synthesis in itself would have required "some" work put into it.
additionally i would have liked to see more character interactions. it felt my party was at one point just starting to grow together and suddenly a quest or two later, they were already a big happy family.
a few more puzzle types, or just harder puzzles, in the overworld would have been fun as well.
If people really wanna complain, I'd guess the game being more serious in tone is the only one I can see rubbing people the wrong way. Atelier series has always been very slice of life. There were very brief character sidequest lines in this, but overall I felt like there was just way less fun banter with the characters just doing their own thing in the towns.
Like I was expecting hard for the 2nd area furry village with the whole "pls don't mention you're an alchemist, they really don't like that" and Lenja supposedly making mistakes and causing problems to be something they're building up to. Like she spills the beans and the furry folk get mad and we got a problem.
But nope. Nothing happened. I just slapped a base right at the edge of their village and I guess they didn't mind.
Yeah I was really surprised by this. It felt like the game set a few potential story threads up only to not follow up or rush them to a conclusion later.
I think it might be a consequence of the base building and never sticking around in one area for long? The story takes you from new building location to new building location and never has you spend much time in settlements interacting with NPCs
The bad guys REALLY suffered from that. They show up abruptly, die abruptly and don't matter all that much considering the disproportionate amount of story time spent investigating them
- traits bind on gathered materials / monster drops
- restricted nodes like gases depending on the item
- less "nodes" per item...it is not fun to put 30+ items to complete an item...its exhaustive
2) Adjust difficulty...this game is just to easy. I play on hard, but when a boss dies faster than an normal enemy, than there is something wrong.
There are many more things, but htis should be the most important one.
First I feel this game has a case of open world where it tries to encorperate it but loses a lot of what Atelier is. Too big of a space and very little to do with it. Worse is forcing the continuation of open world might do more harm than good depending on implimatation.
An issue I have are the battles. While I am glad for the near seamless transition between battle and feild, the battles themselves are not fun. Things move too quick and having to move around dosen't work well.
I am torn on the sythesis. On one hand I am nostalgic for the old system. On the other when thinking about the traits used and not perhaps this is better. One thing I like is the auto add. Being able to set parameters and make a few quick items dose wonders and helps burn away extra invintory.
Charecter moments. Another area where I feel the open world takes away. There are few I have encountered which is a shame since part of the DNA of atelier are the charectrs.
1. The game feels unfinished. Mainly the puzzles with pushing blocks and carrying cubes. They feel like they were there as placeholders for the devs to go back and create a more intricate puzzle for later. So going back and fleshing those out would be nice.
2. Balance. The enemies' stats are just way too low. Even on Charisma. I think fixing this would solve most other problems, such as there not being much point in trying to synthesize the best gear.
3. I think they massively messed up with introducing the Garden early on. I feel like they should move all the special buildings around.
- Put the Duplication Machine at the end of Region 3.
- Put the Garden at the end of Region 2.
- Put the Mana Converter at the end of Region 1, or in the middle of Region 2.
- Leave the Warehouse in the middle of Region 1.
This would give us more reason to max out the Skills for gathering high rank materials, and a larger quantity of them for the early to mid game.
4. Remove the special ammo from Pioneer Rewards. Instead, reward it through the main story missions. Not everyone wants to 100% and they're missing out on things that can be enjoyable for them otherwise. Or give a better way to get them as rewards and not just as a random reward from random quests.
5. Continuing from number 4, put some places that require special ammo in Regions 3 and 4 (THERE WERE NONE!). Same with shooting ladders so they can be accessed. And I guess the stupid rope ladders which is just horrible in every part of the game except for going back to Region 1 from Region 2. That was the only spot it felt good to use.
6. I believe the synthesis system is mostly fine. Yes, it is simplified, but it still requires some thinking if you want to target specific stats. No, spamming high resonance items doesn't always work and/or results in mediocre items (unless abusing a bug when remaking items). And most of the materials used for that are mid to late game. That being said, they can do a bit more with it. I think it would be interesting if they reworked materials to have massively less resonance, and have an additional effect on them. For example, when this material is used within range of a material with this element, boost resonance by 2. Stuff like that, where not only does it matter what material you are using, but where you use them. Just that small thing will make more people a lot happier I think.
7. Building bases can use a little more work. It would be nice if we could continuously place down walls, rather than being kicked back out to the menu to select said wall after placing it. Allow us to STEP OUTSIDE of the building area, but still place items WITHIN the building area. It was especially annoying when they give you a tiny 2x2 square and tell you to place this massive object down, and then you have to pan your camera down while shoving yourself up against the invisible wall as much as possible.
8. The older Atelier games had a mechanic where if you were way more powerful than the enemy, you can simply smack it with your staff to instantly defeat the mob and collect the loot (no exp rewarded). I think putting that in this game would increase the flow of the game as well. Since even though the update made it so you can skip the post battle cutscene, it is still pretty slow.
9. This is a big one that could change the entire game. Energy. It was advertised that we would have to manage Energy since it would be used for important stuff all the time. But you're really never going to run out. It's weird that fighting mobs refills it. The flowers give too much energy and they're too plentiful. There's no real reason to have 500% energy upgrades. In the older games, getting into combat and traveling cost LP and/or Time. Since time management isn't a thing, I think it should be the other way around and it costs you Energy to engage in combat. Fall damage should take more Energy (using the Bike negates fall damage to begin with). Synthesizing things at an altar should cost Energy as well. They can add another skill on the skill tree that decreases the cost to synthesize or include it with the one that decreases cost for simple synthesis. This would make it so we'd actually have to use the Energy station to recharge. And have a reason to craft and use the vials that store energy (they're like an energy potion). Resting could also be another way of regaining energy, and give us more of a reason to rest and/or eat. Rather than for some tiny buffs that don't last that long, even when the skill tree is maxed out. There are "campsites" all throughout the game that pretty much go unused. Same as the camping kits.
10. Make a kitchen/stove type furniture that we can setup at campsites and bases, so that we can cook food without having to deploy a camping set.
There are possibly more things they could work on that I'm not remembering right now, but those are the biggest things I could think of. And I 100% the game. I still enjoyed it very much, even as an Atelier fan. Like most reviews say, it isn't a bad game. But I can see how it just isn't for some people. But that's okay. You don't have to play every single game in a series just because it has the same name. Atelier Yumia hasn't done anything new when it comes to having different genres for the same franchise. Final Fantasy did it. Zelda did it. Resident Evil did it. Pretty much name a game and they most likely have done it. I don't get why people are "hating" on Yumia just because it is so different. If you don't like it, then don't play it. Don't try and take it away from those of us that do enjoy it. Again, you all are getting a more traditional Atelier game later this year. THIS YEAR! And a lot of the negative reviews from so called "Atelier fans" even said they enjoyed the game. That they had fun with it. That it's not a bad game, and some even say it is a good game. Just not a good Atelier game. And for that reason alone, they give it a negative review. I have no idea why so many leave a negative review while saying they had fun. Simply because it isn't a traditional Atelier game. And a lot of them had only played Sophia and/or Ryza. They haven't even played the rest of the Atelier series. I know for a fact most didn't even play Atelier Resleriana, the free to play Gacha game that just shut down. Anywho, I'm just rambling now. My point is, stop trying to gate keep an IP. Let them make Atelier games for a wider audience if they want to. It's not hurting you. You can simply skip them.
Generally, in JRPGs it is a fairly common element.
I have exactly those two main criticism too.
In terms of difficulty, I am playing on very hard and just spamming one good bomb at quality 999 and didn't bother to upgrade weapons, armor or even equip accessories.
And also, the synthesis is so tepid compared to the old. I'm talking atelier totori where I created a Magnus Opus of an elixir with auto-potion, auto-cure, auto-regen, auto hp recovery like in this https://www.youtube.com/watch?v=161DDjbyjvs
And on the very petty complaints, I miss the visual novel style conversation with static sprite, Ken Nakagawa's musical input, and overall silly skits associated with Atelier series. I miss Pamela and Hagel cameos.
I used cheat engine to unlock the highest difficulty (behind Very Hard, probably Charismatic like in the previous games), left 2 characters naked with base weapons. no offensive items, and the buffs from a 999 heal item alone allow them to never die.
Though I'd say I played Gust not because of difficulty, but to feel powerful. In terms of pure difficulty, I'd go with from software or ninja gaiden. I think the best incarnation of the "feel powerful" was mana khemia 1 from PS2. The original harry potter fantasy imo. They kept on adding mechanics to make u feel like the characters are getting stronger as they progressed through the school years.