Witchfire

Witchfire

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KitKat Mar 8 @ 9:38am
2
2
5
LIttle bit of feedback
Had this game on the radar/wishlist for a while. I've been waiting for it to go out of Early Access to read the first reviews before bying myself. Today, a friend gifted it to me, so I decided to play as is, in its current Early Access state. Two hours in so far, managed to even open up the tower on the 1st map and unlock the 2nd map and... I can say I am having mixed feelings.

On one hand, I am genuenly enjoying the overall experience. Surface level, it's good. Very good, in fact. It has great potential.

On the other hand... There are are several things that sap all the fun out of that experience. Or outright kill the experience entirely. Small things, not directly tied to the game mechanics, rather... all around it.

First of all, nothing is properly explained, except on the loading screen tips. Which you don't really often get to read, with how fast the game loads. And I don't even have a "top tier" PC, just slightly above average. So it's good that it has fast loading times, but then... Maybe explain stuff OUTSIDE of loading screen tips?

Things lIke...
- What is "focus"? How do you gain it? What bonuses do you get? I only know that you can lose it by getting damaged, but so what? I don't even know what it gives me, so why should I care if I lose it? That is not explained anywhere.

- Why did I have only one healing potion at the start and why I now somehow have two instead? What made me get an extra one?

- Why is it never explained BEFORE you go into any mission that spells don't just "cooldown" on their own and you need to kill enemies in order to charge them up? It should be explained, not something that you suddenly understand and get to yourself, on practice.

- Why some characters/classes start at lvl 5-6 or whatever, while one starts at lvl 1? And those descriptions given to classes also don't explain anything properly.

- What are those enemies with yellow orbs above their heads? From what I understood, these drop a little bit of ammo and they also spawn at the portals, but then start patroling around the area to find you... Is that correct? Because if so - why is it not explained anywhere?

- What is Gnosis? How do I get it and level it? I wouldn't know it if I didn't ask another person who played this game before, that I have to go in that special place in the homebase, which also costs witchfire to go into, in order to even find what Gnosis is in the first place. That is not explained at all, yet literally the first map bits and pieces require you to level it up to use those things.

- What are "Mysterium Incanations" and how/where do you get em? It's not explained anywhere. So now I have upgraded a couple of weapons (completed their tier 1 ability unlocks), but tier two requires "Second Mysterium Incantation". What is even that?

- Reasearch timers... You know, the ones showed in the tooltip, with an hourglass icon. Is it minutes spent in missions? Is it events completed in missions? Is it enemies killed? What is it? It's never explained. It just shows an hourglass icon and a number next to it, that's it. Why?

- Why do you intentionally call stuff with weird names? LIke, sure, I get it - chosen art-style of mysticism/religious themes dictates naming too, but... Can we call things with their industry-established names? From what I understand "Gnosis" is supposed to be Mastery/Prestige, yes? Call it that. Or how weapons have these "Mysteria"... Why not just call them "Abilities" or "Passives"? Call em that. Or like... A gun is called "Hunger", class "Hand Cannon". Good. The moment you unlock it's 1st ability, it's 1st "Mysteria", the gun's class is now "Hand Cannon (First Mysterium)". Why? Like, I get it - singular/plural, Mysterium/Mysteria, but... You're already using a purposefully confusing name instead of ability/passive - changing that further brings more confusion. Or a requirement to unlock the 2nd ability aka 2nd Mysterium is "First Mysterium actions (0/50)". Why do you have to write it in this way? Why can't you just write "Use the gun's first ability (0/50)" or some other normal way of saying things. WHY do you have to make everything so convoluted and unclear? What's the point?

- What's up with those little blurbs of text on the left bottom? They appear and disappear in literal seconds, the font size is small and they can also happen when you're mid combat. Plus, on top of that, these blurbs of text have yet again the same issue with very "niche" wording, using words that aren't traditional for English (might be mostly a "me-problem", as I'm not a native English speaker, so I don't know some of these church/religious scripture words used in those). No way I'll be reading those long text bits filled with religious-"slang" words while being attacked by 7 Swordsmen jumping at me from every direction, shot at by 4 Marskmen and avoiding multiple of those farmer dudes that rush you with scythes or whatever weapons they have (forgot what they are named).

And so on, so forth. I'm sure I'll find even more such things in the upcoming hours.

I understand the desire to avoid making a game like the current gaming industry does - puts yellow paint on everything and explaining literally "WASD to move", just so even absolute glue-sniffers could understand. But this is the opposite extreme. You're purposefully making things needlessly convoluted instead and in large part just by using weird words/wording where it's simply not needed.

I'm not saying you should "dumb things down". NO. Don't change a thing in how mechanics work, NO.

Just... explain things and avoid using weird names for what can be said with a normal, regular words, that is already an "industry standard" for many years. Or AT LEAST add a simple tutorial, explaining those what those convoluted naming decisions actually mean in the first place. Wanna call an "apple" a "banana"? Sure, go ahead - it's your game, you decide it. But at least establish it and explain that this thing that you call "banana" is actually an "apple", you just chose to call it a "banana". Know what I mean?

------------------------------------------------

Stepping away from THAT topic however... Here's another one.

Please. Pretty please. I ask, no... I beg of you, please... Add an option to disable screen shake. Just add it. You already have options to disable the usual things like Bloom, Motion blur, Chromatic aberration, which are things people usually disable in 99% of the games... Screen shake disable option should also be among them. It does not impact gameplay in any way, but it makes it simply uncomfortable to play your game. I will try to play it more, but the screen shake makes it hard for me to keep going past this 2 hour mark.

For now, that would be all.
Last edited by KitKat; Mar 8 @ 9:55am
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Showing 1-15 of 25 comments
KitKat Mar 8 @ 10:39am 
Here's another one. Just unlocked Gnosis 1... Gnosis 2 requirements:
- Carry witchfire (36000)
- Force Manifestations
- Defeat the first Familiar

First one is clear as day.
Third one too, as I've already went to the 2nd map and saw that there's gonna be a Familiar there. Good.

But... What does "Force Manifestations" mean? And more importantly... Why or how do I even have it completed already? Nothing is clear, nothing is explained, with purposefuly convoluted wording used for literal objectives. No, it does not make your game sound/seem "cooler". It just makes it convoluted and confusing.
------------------------------------------
I also checked out the Collector. The trader guy. Let's see...

- "Portal Flame" item. Description: "Re-activates the entry portal for a limited time."
Clear as day. Easy to understand and pick up. Good. Awesome, even. This is how item descriptions should be, stating their function as is, without nonsense.

- "Placebo pill" item. Description: "Fakes the Ascension, tricking any witch into re-organizing her defences."
Brother, what? Fakes Ascension? What does that mean? Tricking a witch? What? Re-organizing defences? WHAT? I had to ask another more experienced player, who said that - "In a nutshell, it refreshes the map if you've cleared it out". Ok... WHY can't the description say so? Why can't it say exactly that or a variation of that? Why the fancy talk that only makes things confusing?

- "Siren's Shell" item. Description: "A shell whose call few can resist."
My god... What does it do exactly? Does it summon a siren? Does it summon random enemy encounter? Does it taunt enemies from the whole map to come to you? Does it summon a boss of some kind? What does it do? Once again I had to ask another player. Their answer - "Siren's shell calls the boss from one of the maps". Ok, why can't the description say exactly that? Why do you have to make everything pointlessly convoluted like that? Why?

It does not make your game any more "fancy" or "cool". Especially if you also attach price tags to items with such confusing descriptions of what they do.
KitKat Mar 8 @ 12:56pm 
Ok, more on the description/wording...

Striga weapon.

Level 1 upgrade = Deals bonus damage to stunned enemies.
Good. Very clear and on point explanation of what it does. Especially when we're talking about you having to do it n-amount of times to be able to upgrade to level 2. Just hit stunned enemies. Perfectly clear. Done that. Good. Percentages or numbers would be nice too, but this is good enough - because it's at least clear.

However...
Level 2 upgrade = The stake ignites mid-flight, increasing damage and triggering a Burn shockwave on impact.
Also pretty self-explanatory description of the actual effect and what it does. At least so I thought at first glance. Turns out I was wrong. In this case? Numbers are needed indeed. Or at least a further clarification in text.

Because you see... Upgrading to Level 3 requires you to do "Second Mysterium actions 0/75". Ok. Seems fair.
- I go out and shoot enemies, to trigger the Burn shockwave! Yes? NO. Because the ignition... does not happen, for some reason? Or it doesn't have a visual effect? Or something? I was confused. So I kept on trying.
- Ok, maybe I need to hit enemies, trigger the shockwave and so the shockwave hits other enemies too? Yes? ALSO NO.
I tried both and the counter does not go up.

And then I realized... Again, after testing things out on my own, because your game isn't clear with the descriptions... The whole "ignites mid-flight" should be extended to "ignites mid-flight after 10+ meters of going through the air" or whatever the distance for this effect is. So you literally need to snipe with this weapon, for this effect to actually trigger after the stake is in-flight for a certain distance.

-------------------------------

Guys, your whole game is riddled with this sort of stuff. Unclear, convoluted descriptions that don't explain anything... and then also with some very "stylized" and "niche" naming for even the most basic things. This is not good. It's not. It does not make your game "cool". It makes things needlessly confusing and unclear, thus leading to frustration.
Last edited by KitKat; Mar 8 @ 12:59pm
I fully agree with that last post. There is a lot of unclear and conflicting information. They need to be more exact and consistent with the way things are worded. You can be vague about lore, but the mechanics of them game need to be clear. We should be given EXACT information bout what all of our items do. Wording should be consistent. Each time a word is used (like "reload") then everything else using the work needs to work together. If an ability "reloads" a gun then everything triggered by reloading should trigger ect, ect.

There's a lot of guess work if figuring things out. I do love the game tho. I'm excited to play it more once it's fully released.
KitKat Mar 13 @ 12:49am 
Well, yes. I am also loving the game. But it is excaly this that kills the desire to play more for now - the wording and lack of clarity.

Exploring and testing stuff is one thing... But excessive guess-work literally almost at every step just to understand the basic stuff is "not it" though.
Some guesswork is fine, but certainly there's just too much of it at the moment. Guesswork regarding the world is acceptable to a point, but about how your weapons work or how arcana works - that shouldn't be a thing. About half of important points that I know about the game has come from the wiki, not from the game; and that's absurdly high. Not many players are going to dig into outside sources.
Glomperious Maximus Mar 13 @ 3:14pm 
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The whole point of the game is to be esoteric and to be slowly and gradually figured out by the player. Seems like the game isn't for you. Also most of what you're complaining about is literally spelled out during the "tutorial" in the hub world.
Originally posted by Glomperious Maximus:
The whole point of the game is to be esoteric and to be slowly and gradually figured out by the player. Seems like the game isn't for you. Also most of what you're complaining about is literally spelled out during the "tutorial" in the hub world.
Sounds like you missed the point entirely. And the games issues are things that are absolutely not explained the hub world tutorial well or at all. That tutorial is very surface level and misses the underlying things that the broader complaints are about.
While I don't necessarily agree with everything OP said, I think some of the wording of things being unique/obscure is perfectly fine, the intent is that a poor job is done of explaining things through gameplay or through design, so the sentiment is definitely valid and I think it's worth noting that they are putting a respectable amount of effort into the feedback, even if you might not agree with 100% of the examples.

You can pretty much see this complaint everywhere since the games launch and it seems to continue to struggle with it, and it's probably going to kill the longevity of the game if they keep it up.

The overarching point is that things can be esoteric and not obvious if there are actually gameplay indicator/hints to the player built in that logically establishes the "rules" of the world and the systems, so the player can learn them and feel like they are getting somewhere. Within witchfire it's a massive problem that they keep leaning on making the in game systems directly confusing or putting in mechanics that are conflicting instead of clarifying, to the point that it loops back around to frustration instead of feeling rewarding when you figure it out. And many things keep not following the established "rules" which is something that you can't do. You can't not explain the game, and then also make it unpredictable at the same time.
Last edited by The Fish Puncher; Mar 15 @ 11:19am
KitKat Mar 15 @ 8:22pm 
2
Originally posted by Billie Lurk:
That's the thing, a lot of what you described can really irritate many players, but for me it was a fascinating journey. I took it as part of the atmosphere of the game, where you get into a hostile and mysterious world where you need to explore everything yourself and no one will lead you by the hand.

On the other hand, I understand that not everyone likes this and a possible solution would be to add a special mode, where especially for those who do not like to explore everything themselves there would be pop-up windows that explain everything.

This may work to attract a larger audience. I repeat that for me personally this was not a problem, because if I am carried away by the game, then exploring every corner of it is cool. But as I already said above - many perceive the game as Doom, where you kick down all the doors (figuratively speaking) with a shotgun and a rocket launcher and rush to smash the faces of evil spirits without asking questions and not wanting to read anything)))
Guess it depends on what the devs want:

a) Large audience of players who can enjoy their game for what it is (gameplay itself is enjoyable), without having to dig throug the depths of excessively "deep" and needlessly "fascinating" (not really) thematically named things... Which leads to high sales and high income...

OR

b) A super small audience of pretentious pseudo-elitist who think of themselves as "better" than others because they enjoy CBT in shape of a game. Yep, just like the Souls-like game audience. Same stuff. Which leads to much lower sales (since this isn't from a big dev, unlike Souls-games) and there isn't any big established reputation/marketing for it either. Thus leading to low income.

The choice is on the dev's side, I suppose.

I'd vote for a, for "abilities" and "passives" and other industry standard naming conventions to be used instead of pointlessly convoluted thematically fitting nonsensical worlds that don't bring literally anything to the table except dragging this game down, by making it confusing to newcomers. The moment you understand what those things are and what they do - you do not care how they are called. You for yourself just call them "abilities", "passives", etc. NOT with those nonsense words. So yes, all of this is pointless.

Like it or not, it's just pretentious nonsense that normal gamers do not care for.
Last edited by KitKat; Mar 15 @ 8:23pm
Originally posted by Billie Lurk:
That's the thing, a lot of what you described can really irritate many players, but for me it was a fascinating journey. I took it as part of the atmosphere of the game, where you get into a hostile and mysterious world where you need to explore everything yourself and no one will lead you by the hand.

On the other hand, I understand that not everyone likes this and a possible solution would be to add a special mode, where especially for those who do not like to explore everything themselves there would be pop-up windows that explain everything.

This may work to attract a larger audience. I repeat that for me personally this was not a problem, because if I am carried away by the game, then exploring every corner of it is cool. But as I already said above - many perceive the game as Doom, where you kick down all the doors (figuratively speaking) with a shotgun and a rocket launcher and rush to smash the faces of evil spirits without asking questions and not wanting to read anything)))
I mean, yeah.
All the really have to do to appease both sides is just make the guidance optional, a huge amount of games do this. If you don't want to do it and then deal with the insanity of trying to figure it out then just have a disable tutorials/hints option.

There's nothing really groundbreaking about the solution to this problem that other games haven't already done, but it's weird how stubborn they seem to be about it. You CAN still keep the core identity of the game/atmosphere and do this, as many other games have.
KitKat Mar 15 @ 9:15pm 
Originally posted by The Fish Puncher:
I mean, yeah.
All the really have to do to appease both sides is just make the guidance optional, a huge amount of games do this. If you don't want to do it and then deal with the insanity of trying to figure it out then just have a disable tutorials/hints option.

There's nothing really groundbreaking about the solution to this problem that other games haven't already done, but it's weird how stubborn they seem to be about it. You CAN still keep the core identity of the game/atmosphere and do this, as many other games have.
Exactly. I am not saying that the mechanics should be changed. No. Nothing should be changed about how the game plays. IT PLAYS AWESOME!!!!! I AM NOT HATING THE GAME HERE! The gameplay is top notch and I'm loving it.

I am also not saying that everything has to be explained and dumbed down to the "yellow paint" levels, like how some games do these days ("use WASD to walk up that yellow paint path to win"). No. Not that either, no no no! NO!

What I'm asking for here is clarity and avoiding the use of purposefuly confusing and obscure naming for what we alread have normal, "industy standard" names for!

Let's go through the basic in-game UI screen for a sec here. And literally already the naming of those sub-menus:
- Don't use "Preyer". Call it "Character", "Player", "Hero", "Equipment". Because that's literally what that screen is. It shows your character and current equipment. Yes, the player character, on that screen itself and in descriptions of items and such, CAN be called "Preyer", because that's what they are in-lore. But don't name the UI screen/button with a confusing name, use the word that everyone is used to;
- Don't use "Arcana". Call it "Traits", "Perks". Because that's literally what it is. A screen that shows your perks that you earn for clearing a location;
- Like, they used "Map" for... guess what? A map! They didn't use something werid and obscure like... "Location Survey", "Chart", "Design", "Atlas", "Area Porjection", whatever... No! They used "Map". It is clear as day. It tells you what screen this button leads to, it needs no thinking about "what it is?". It's a map. And it says so on the button. THAT'S what it's supposed to be;
- They used "Workshop" for a place where things could be researched. This one is at least fitting ant not confusing. It gets the job done - a worshop is a placee where things are worked on (duh), including research... This one is fine, but kinda on the brink of it. I'd just use "Research" for that button instead, but that's me, I suppose;
- The "Stats" screen/button... Nothing to say here. It's perfect. It's to the point. It's exactly how a naming convention should be used. A screen with stats... named "Stats". Not "Mysterious numbers" or whatever.
- The "Inventory" is also perfect. No further comment needed. The name gets the intended job done - it tells what this screen is supposed to be.

See? I can continue, if you want. Beyond the screen naming, into item names and descriptions:
- Don't use "Second/Third Mysterium Incantation". Call it "Upgrade scroll/book", "Upgrade Token", whatever else. This "flavor text" brings nothing except confusion, especially when you don't know what it is in the first place, how or where to get it, yet you see it in your weapon upgrade requirements FIRST, before seeing it in the research aka Worskshop scren;
- Don't use "Enemies Hexed" in spell upgrade requirements. Call it "Enemies hit". Because that's literally what is required. To hit the enemies. This "flavor text" brings nothing except confusion to those who may not be well-versed in English... like non-native speakers, eh? I know that word, despite being a non-native speaker, but someone else might not;

And so on, so forth. All this stylized flavor text is pointless. Because at first it's confusing and frustrating, but the moment you learn what the hell it even means or what it's supposed to be... You literally never use it again and just instead use the industry-standard and simplier terms for it. It's pointless and only makes things worse, not better, not "cooler".
Last edited by KitKat; Mar 15 @ 9:17pm
KitKat Mar 15 @ 9:59pm 
Originally posted by Billie Lurk:
Aaaaa so that's the main complaint. Well, so as not to write much, here's an example - You bought a fantasy book to read, and after reading it, you wrote to the author that he was an a55hole and he should change the terminology and names of all the characters because they irritate you. Well, that's a completely different matter, of course, yes.

What you write about are the author's ideas. This has nothing to do with your comfort. Are you suggesting that the authors of the world abandon what they have come up with in favor of... uh... linguistic convenience? (Does anyone even say that? Who cares)

You are suggesting that the author abandon the terminology because your terminology is better. Right? Doesn't that sound weird?
Yes, but also no.

First of all, I never called anyone names. Certainly didn't call the devs/authors "a55holes". You did. Let that sink in.

Second, the majority authors provide proper explanations to the terms they use. Be it as an "intro" before the book starts - be it a list of characters or events or special 'terms' used for things. Like naming conventions, date/time system that's different from ours, etc. Or they do it organically during the storytelling itself. By weaving those special naming terminology into the writing. By using both the new word AND what it's supposed to be. Like if one character calls some thing one word, the other may be of a more simple type and calls it the other, more regular, commonly used word. It's like if, say, elf claims to use "Arcane Incantations", while the next moment a human would reply - "Just call em Spells, bro". Because that's what they essentially are, even if a different, "special" name is used by the elves.

This is what separates good writing and world-building from bad. The reader who gets to experience said writing should be on the same wave as the writer. You can't just randomly throw made-up words at a person and expect them to understand what the hell is going on. Explanation is needed. Any sort of explanation, in any form... But it is needed.

The point is... You don't call an apple a "banana" and then expect people to instantly understand that you mean you want the apple actually, when you say "banana". For people to understand this... You have to EXPLAIN this first.

Meanwhile we have this game... And here is what it does:
You're given a starter weapon that you shoot people with. You unlock the first "Mysterum"... which should also be called Upgrade/Tier/Level, but ok, Mysterium, whatever. You unlock the first one, as it only requires you to kill enemies. You go in the first mission, kill enough, unlock the 1st one. Good. Done. So you see the requirements on the 2nd upgrade, second Mysterium. And aside from killing enemies and doing the "First mysterium actions" (which is also a poor explanation of what needs to be done, but ok), you are also required to get a... "Second Mysterium Incantation"? What is even that? And you don't know this AT THAT EXACT POINT IN TIME... Because the game doesn't explain it to you. You don't know what is required of you or how/where to get it. And IT IS A FACT that You get to this exact point of seeing this requirement of "Second Mysterium Incantation"... before you unlock the mirror, where you can get one in the first place. So you don't even see/know that you can get that thing from the mirror.

And that's just ONE example of such thing. There's more.

The game tells you "Give me one banana". Meaning... It's asking you for an apple instead. But it doesn't explain that it calls the apple a "banana". Nor does it even explain what a "banana" is in the first place. All while you're a person who never seen a banana or an apple in your life, so you don't know what either of those things are. Because you're a person from another world, where both bananas and apples don't exist (let's assume for the sake of simplicity of this example).

Using fancy words without any sort of explanation does not make things cooler. It just creates a gap between the authors(devs) and their playerbase. And then there's also formed a "special" playerbase, who got in on the game's hype earlier and learned what all of those things mean earlier than others. You know... With Early Access? And people hopping onto it before others? And now, when newer players come in and get confused with the weird naming and lack of explanations... We get reactions like from you. That's called "pseudo elitism", my guy. It's like those obnoxious art critics, who look at some random color mish-mash plastered all over (or worse examples of "modern art") and say "ITS GLORIOUS!", while if anyone dares to criticize this puke of paint on the wall - they instantly claim "You're just simple-minded, you won't understand the genius of the artist". No, brother... It's literally just someone tossing a bunch of paint at the wall, then selling it for crazy money as "art". It's not art. And you are acting as one of those pseudo-elitist art critics. Please, don't.
Originally posted by Billie Lurk:
You're just exaggerating. If you had difficulties with the entry threshold, it doesn't mean that other new players have them. Out of interest, I sometimes watched YTB streams of people who launched the game for the first time. I didn't notice such complaints from them. As a rule, the gameplay compensated for all the difficulties and there was no question about the difficulty. So...
again
So much noise about it.
I'm not going to read the above wall of text.
Or join whatever debate is going on here at that level, but this whole mindset of pretending that there aren't any aspects of the games systems that are poorly communicated to the player and need work is absurd, there absolutely are. All you have to do is read through the feedback forums and there are examples of it being discussed, and there are new ones added in the latest update as well.

If you don't care to offer constructive criticism to help them improve the game, then leave, don't browse feedback forums. No personally I don't necessarily agree that a whole of it is phrasing based, the main problems I have are gameplay based/combat mechanics that are poorly communicated to the player (like element damage interactions on enemies, or for example in the latest update, how divine essence appears as an unbound item yet behaves differently then others and they didn't seem to care to communicate that, etc.). But I'm not going to blindly pretend the problems don't exist either.

That being said though, can't say I agree with the judgement of renaming things. Most of these names are fine, it's relatively clear. In many cases, its just lack of subtext, or gameplay cues behind it and not that the word itself is different.
Last edited by The Fish Puncher; Mar 15 @ 10:49pm
KitKat Mar 15 @ 10:54pm 
First you say:
Originally posted by Billie Lurk:
im out.
Then you instantly go and post...
Originally posted by Billie Lurk:
You're just exaggerating. If you had difficulties with the entry threshold, it doesn't mean that other new players have them. Out of interest, I sometimes watched YTB streams of people who launched the game for the first time. I didn't notice such complaints from them. As a rule, the gameplay compensated for all the difficulties and there was no question about the difficulty. So...
again
So much noise about it.
Come on, make up your mind?

I'm not exaggerating anything. There is exactly zero reason to make a game in the way it is now - adding convoluted naming of things that is different from "industry strandard", yet not explaining a thing about those different names. Zero reason.

You acting like it's fine just proves my point of that pseudo-elitism mindset of an arts critic, yelling "you just don't understand the genius of this". Yeah, I don't. Which means the accessibility would be very low, resulting in bad reputation, low popularity, low sales, low income for the devs. You want that to happen? Because that's how you make it happen - by ignoring this issue.
KitKat Mar 15 @ 10:55pm 
Originally posted by The Fish Puncher:
That being said though, can't say I agree with the judgement of renaming things. Most of these names are fine, it's relatively clear. In many cases, its just lack of subtext, or gameplay cues behind it and not that the word itself is different.
Ok then. If not renaming - at least give a run-down of what's what at earlier points of the game. Using convoluted terms AND NOT EXPLAINING THEM is the issue.
KitKat Mar 15 @ 11:08pm 
Ok, here's another one.

Just unlocked the 1st upgrade for the Duelist pistol. The description states:
"After any kill, a DUEL can be initiate by shooting an enemy while aiming down sights. Landing a critical hit RIGHT AFTER THE MARK empowers the gun temporarily. Dueling is disabled while empowered."

Ok, let's see. First things first, let's take it slow:
- You kill an enemy, to get the *ability* to trigger a "duel" with an enemy;
- You ADS at another enemy to trigger the Duel;

These two parts are clear. Now...
- What does this "duel" mean? Is it the whole... plasing a mark after ADSing? If so... Why does it even have to be specially named a "duel"? Why go above and beyond, if all you have to explain is marking the enemy? Why the excessive use of this pointless "duel" related extra text? Just make it like this:

"After any kill, aiming down sights at the next target places a Mark on them. Landing a critical hit on the marked target empowers the gun temporairly. Can't place more marks while empowered."

See? It's shorter and entirley getts rid of the whole "duel" part. IT's not needed. It's excessive and really only there for the gun's name - Duelist. But just because you named the gun "Duelist"... doesn't mean you have to use the word "Duel" in the explanation of how it works. You know?

NOW! The next step. The whole... "empowers the gun temporairly" part. What does that even mean?
- Does it deal more damage?
- Does it fire faster?
- Does it get more range without damage fall-off?
- Does it get infinite ammo?
- Does it turn into a minigun?
WHAT DOES THAT "Empowers the gun temporarily" MEAN? Why can't you just state it in the description, like normal developers do?

Sure. I can go into the game. Do the whole "dueling" thing, trigger the empowerment. I can. And I will, in a moment. Because I keep playing your game. But why do I have to go into a mission to learn how my gun even works in the first place? Sure, there's a target range aka one respawning skeleton guy in the base too. But come on... Why can't the game just normally explain things and how they work, from just reading the descriptions?
Last edited by KitKat; Mar 15 @ 11:09pm
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