Immortal: Unchained

Immortal: Unchained

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Feature suggestions
Hi all!
Thank you for being part of the Immortal: Unchained release, and for sharing your feedback. I'm the producer in our Berlin office, where we all are continuing to work on the game. We're currently hard at work for the first patch, but I would like to collect some feedback for upcoming patches from all of you. So hit me up with some suggestions and I'll try to the best of my ability to reply and probably ask more questions.
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Showing 1-15 of 211 comments
eXcaliburhc Sep 10, 2018 @ 8:03am 
First off thank you for a very enjoyable game - i am loving the map design aswell as the gunplay (now im around level 90ish).

for suggestions (all being personal preference of course :) )

1) it currently feels like enemies have a greater range with their weapons - be it they just use charged attacks or it is their mechanic but it seems like they dont have to adhere to the same rule sets we do and it can be quite frustrating. I would tone this back / make enemies follow same rules if possible .

2) difficulty spikes - the jump in difficulty between maps is quite visible - while i know you should be leveling up - i still had to grind each map for a while before progressing ( i found it very frustrating each new map being destroyed but being a dark souls fan i was happy to grind) not sure on other players - the abundance of bit contairs is most welcome

3) player staggering - this seems very random - normal enemies seem to be able to stagger me without fail - regardless of stamina level but i assume this is special attack ? could be worth toning down use of charged attacks

4) over the shoulder camera swap - this is the big one and would improve things immensely if possible to implement - currently forced to allways have an obstruction to the left is limiting

5) epics (golden) weapons dont feel special enough :) moar effects / beneits please :D

cant think of anything else of my head .
just enjoying the game but it took a while to get there but glad i stuck there .
Tiny Pocket Ninja Sep 10, 2018 @ 8:53am 
Hi,

Here is some selfish suggestions:

1) remapping the joypad buttons (I'd like A for dodge for example it's closer to the right analog stick and feels more comfortable/quicker to reach for me)

2) I play with auto lock on, I'd like to be able to click R3 right analog and toggle off temporarely the lock and then be able to free aim the enemy I'm figthing.

3) after a dodge, it seems that we loose control to the character for a very short time or the next input is not registered right away... it gives an odd feeling. Maybe some tweak would help.

4) more "vibrant/flashy" colors to customize the armor :)


I'm beginning to enjoy the game, It's growing slowly but steadily.
I must confess it wasn't the case 2 days ago :)
But now, that I understood and accepted the rules, it's better and I'm enjoying my time with your game.
Nice work !
Last edited by Tiny Pocket Ninja; Sep 10, 2018 @ 8:54am
Semi Sep 10, 2018 @ 8:54am 
Cam swapping is basically the number one thing, at least for me right now. ;)
"Right Stick Button" would be fitting for controllers.
No wait! Thats lock on. Well.... I dunno. XD
Last edited by Semi; Sep 10, 2018 @ 8:56am
Giga Sep 10, 2018 @ 11:04am 
I already posted this in another thread, but hopefully you see it faster here:

SHADOWS NEED OPTIMIZING - depending on area, game runs anywhere in the 20-60fps range. I have a FX-8150 clocked at 4.3ghz, GTX 1070, 8GB ram, 1360x768 res TV, and every game including AAA ones runs at smooth 50-60 fps, so my computer isn't the problem. I figured that setting shadows to low drastically increases my fps, whereas putting them on medium or high sees 20-30 fps drops.

GETTING STOMPED WHILE DOWN - other Soulsborne games generally make the player have "immortality frames" after they get knocked down, but not Immortal Unchained. This often results in cheap deaths where I'll get knocked down and then destroyed by other enemies without me being able to do anything about it. I think maybe at least make one of the stats decrease the time I spend on the ground?

DYES BARELY WORK - I barely see any effects of the dyes I use. For the most part, my character's armor is gray no matter what dye I pick. At least having some shoulderpads/helmet early on to show off my dyes would be cool.

CAN'T COMPARE GEAR ON THE GO - I wish there was a way for me to look at the stuff I have without being at an obelisk. I would also love to have precise info on how much stat boosts cyphers give me, rather than having to rely on flavorful descriptions to figure out what's what.

CANT FIND CRIMSON ARENA GATE - I got the quest to get 3 monster hearts. However, I can't find the gate into the next area at veridian crimson arena. I've been searching through the whole veridian area but I just can't locate it. Why is it so damn hard to find?
Hobbes Sep 10, 2018 @ 12:36pm 
I'll add my two cents -

Itemisation - All of it. The lot. Go over it with a fine tooth comb. Drop rates for core consumables need to be raised sharply (roughly 2 to 3x their current rates) - Core consumables are small ammo kits, mobile relays, TRM syringes. Patches need their drops lifted by around 1.5x (with the exception of the combined patch which should be rarer and thus remains at the current droprate).

Loot - Most of it. Chests are poorly itemised dropping things like basic components which are poor rewards for exploring. Weapon drops are often inferior to things you are already running. Do a pass over the chests, particularly in the first half of the game and if need be add new entries into the loot table to fill in gaps.

Balance - All of it. The lot. Go over things like the snipers who teleport and break lock yet can take half of your health with a distance shot in under one second. Remove the whole "Enemies teleport in at close range" nonsense because that is a great way to cause frustration.

Shotgun lock on doesn't highlight viable range - Fix this please

Level Geometry - Worlds Two and Three need a tidy up, lots of places players can get stuck on rocks and bits of platform, not to mention many stretches where you are on very narrow platforms against enemies who charge you or throw area denial / homing weapon charges.

I-frames - Dodge isn't providing these and that is making enemies obscenely hard for no good reason. If you're going to make enemies a twitch test, make sure players have longer than a quarter second window of protection when they dodge.
L4Z4RVS Sep 10, 2018 @ 4:30pm 
Over the shoulder camera swap, please.
Hobbes Sep 10, 2018 @ 7:25pm 
On weapon classes - Nerfs not exactly needed, but refinements

Sniper classes : Damage scaling with upgrades needs toning down a little, but range (currently 20m? I need to double check but it's nowhere near a proper sniper rifle) is laughably bad, this needs increasing to 30m or so.

Shotguns : In a good place tbh. Reload scaling may need to be toned down because once you get it past 40% or so you're more or less instaloading shotguns of all flavours and that can result in nutty DPS.

Pistols : Damage up by 2x, crit up by 2x, that makes pistols legitimately useful. Right now they're only good for stability damage, if you intend to use pistols as a build, that needs to change.

SMG's : Stability damage up by 50% (per bullet), damage up by 25% - SMG's are not *far* off of shotguns in terms of raw DPS performance, but their terrible stability damage means you're forced into a "win or die" fight most of the time.

Assault rifles : Damage up by 2x minimum, stability damage up by 1.5x, and that's simply to get them to a point where they are not *horrible*. AR's are in desperate need of major love, possibly even range enhancement (+3m or so) as well. Of all the weapon groups AR's are the least effective and that is a big newbie trap.

Melee : The irony of melee is because they need strength and strength factors into melee scaling, if you pump strength, you end up with good melee capability and the weapons work. Basic melee weapons only fail if you don't invest strength to get scaling up. So melee seems okay within reason.

Launchers : I don't fiddle with these since they seem too niche to be reliably useful.

Side note - The two stats that affect normal and special weapon scaling (expertise and insight) are trash, they could be reliably slotted into perception and finesse (perception gets normal, finesse gets special) with healing bonus going into toughness and energy going into endurance. Having these two stats needlessly spreads out point investments and really doesn't "add" anything to the game.
Last edited by Hobbes; Sep 10, 2018 @ 8:08pm
MEATheals Sep 10, 2018 @ 8:01pm 
weapons - not sure if its me, but i find SMGs really hard (unrewarding) to use, with assault riffles in close second.

on the "attachments" i find them misleading. red dot, scopes etc, there is no use for those. i mean not even an extra zoom in or change in crosshair. not sure whats up with them. silencers are cool though

i think the upgrades should improve more things than just damage. that would add a nice extra layer of conplexion and expand the variety of builds

melee i find the knockdown ones far superior in 90% of cases. maybe the others should have a higher damage.armor penetration
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difficulty / loot. -. ive gone through 2 areas without knowing/trying to heal let alone use any permanent consumables. so i think the game is fine on that regard. loot is cool. farming for item drops though would make more sense for units to drop the items they use.
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i did feel like the jungle checkpoints were a bit far in some cases, but thats not an easy fix or maybe ive missed a path.
Saya Sep 10, 2018 @ 8:56pm 
1) Up smgs, rifles and pistols damage to sniper rifle, grenade laucher and shotgun level. And remade rifles, smg and pistols accuracy+recoil , coz damage will not save them.

2) Make rocket laucher rocket fly straight and not a spiral.

3) Fix weapons range. I have smg with range 100m and sniper rifle with 27m + every mob can shoot from like 50-70m.

3) Reload, using consumable and get up times need to be far more faster.

4) Give player character stability, coz every mob attack can stagger us.

5) We need ability to remove grenades from quick slot and we need more quick slots. 2 is very low.

6) Ability to block with melee weapon ( range weapon) and remove such long pause between swings.

7) In upgrade weapon window we can see how much damage weapon will do on max level, but we can upgrade only by 1 step - this need to be fixed. I have resources for max upgrade - i just point, click and upgrade with 2 clicks and not 16.

8) More obelisks in game. Its a checkpoint location , not a secret location.

9) Make female models "great again". You model prophets, so dont say me that you cant model PC model. Yes, i finish the game, but it doesnt matter.

10) Fix mouse sense in options. Only jump from 0 to 1 is noticable.

11) After we kill boss with minions that persist - stop teleporting us to chest. Minions keep shooting in chest teleporting cutscene. Just stop teleporting us after boss kill and remove chest cutscene.

12) Fix crosschair. Grenade launcher and sniper rifle often send bullets left to crosschair.

13) Explain attachments on weapons and we need explanation on weapons power attack. Like a "ghost shot" is just a poorly textured black sphere of what?

14) Make every weapons produce less muzzle flash on shot. I cant see anything when shoot from some ARs (nearly every frost AR), coz they produce a artillery levels of flash and effects on shooting.
LazyBearPaws Sep 10, 2018 @ 9:48pm 
Originally posted by ≅meatheals.com:
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i did feel like the jungle checkpoints were a bit far in some cases, but thats not an easy fix or maybe ive missed a path.

The jungle had a crap ton of secret paths, I just got to the Orin ambush and the checkpoints have been very close together thus far
Giga Sep 10, 2018 @ 9:50pm 
EXIT TO DESKTOP button. When I'm playing and I want to exit the game, I only have the Main Menu option, which adds an unnecessary step. An additional Exit to Desktop button would make life easier.

EDIT:
BEAST ENEMIES - I like the enemies in Immortal Unchained. However, there's always space for more variation, and I think we could all benefit from having some undead robot beasts/huge insects-type enemies to shake things up. This is something you'll consider for DLC, I hope. :)
Last edited by Giga; Sep 10, 2018 @ 9:58pm
76561198430115469 Sep 10, 2018 @ 10:23pm 
Thank you, everyone! I am noting everything down and working on a development plan for post-launch.
Krecik Sep 11, 2018 @ 12:09am 
I am currently in jungle area (unlocked shortcut to obelisk, skipped boss in swamp and went further uphill) so my thoughts are not yet complete.

I totally agree on:
1. Unfair enemies range (it is too high). It applies both to aggro range and their bullets flying too far.
2. Difficulty spikes – not only between maps but some areas of levels are just too hard. For example jungle map – from 1st to 2nd checkpoint it is almost impossible to finish because of many enemies and no ammo. You should increase max ammo count by 20-50% or make ammo drop more often.
What is even more annoying there is not much place to actually grind. Enemies drop ♥♥♥♥♥♥ XP so you have to complete whole snow level to get enough xp for 1 level up. This is really annoying because jungle is much harder and you cannot grind on snow map so you leave the game and question if you want to go back to it.
3. I think camera swap will also be very useful.
4. Armor dyes suck – “For the most part, my character's armor is grey no matter what dye I pick” – 100% true.
5. “I would love to have precise info on how much stat boosts cyphers give” – and also patches and boosts – they are mystery so far (awareness and technical aptitude boosts seem useless so far).
6. “Drop rates for core consumables need to be raised sharply”
7. Increase sniper rifle range.
8. Loot sucks – crates contain same useless stuff as enemies drops.
9. Add more quick slots or make them like in dark souls to show previous and next item.
10. Remove such long pause between melee swings.
11. Exit to desktop button

Now something from me personally:
1. I use only shotguns because assault rifles do small damage and run out of ammo quickly. I barely can kill 2-3 bigger enemies while with shotgun I can kill 5-6.
I use pistol as secondary gun but progress through a level with it leaving shotgun only for fast and big enemies. Pistols have great ammo count (one I am using around 200 I think) and do decent damage with fast reload. I switched to shotguns as secondary now but their ammo count sucks so I am wondering on getting back to pistols.
SMGs are useless. Their damage means nothing even with perks or however it was called. Their whole ammo is wasted on 1-2 enemies so please rebalance them in a way – triple ammo count or double damage.
Launchers are useless. Grenade detonating after few seconds not after impact? And damage is funny compared to ammo count.
I would also love to see magazine size in menu (at obelisk) when comparing guns.
To sum it up – I do not look at weapon damage, stability, scaling etc. – I only look at damage*ammo formula to see how many enemies I will be able to kill with it without need to use (very rare) ammo kit. This pretty much kills all joy of changing weapons because I do not care that I like assault rifles more if I can kill 3 enemies instead of 6 with shotgun. And shorter range is annoying but I can deal with it using pistols as my long range guns…
2. In my opinion there are too many stats. Majority of them (especially expertise and insight) is useless and my level up progress route is based ONLY on weapons requirements, not on my preferences. Flinching reduction is pointless now (it meant more in beta).
3. And please make a distinction between items that will disappear after use (TRM syringe, ammo pack) and these that will regenerate (cyanide pill, maybe something else?).
4. Add weapon tab in eq if this is possible so players do not have to get back to obelisk if they found new weapon. I guess this would create problems when players could swap weapons in game (run out of AR ammo so I’m gonna replace to shotgun lol) so just give us possibility to look on stats, without equipping anything maybe?

Thanks for cooperating with community. If I will come up with anything new on Thursday (not much time to play) I will note it down for next patch.
AguilaDeAcero Sep 11, 2018 @ 1:11am 
Hey there,
Bug fixing, tweaking and general content updates are great but If you can please consider working extra hard on optimizing the frame rate of the game. Right now it's all over the place.

Update:
Let me clarify a bit. During the Tutorial (let's call it that way) the performance was ok but there were signs of slow downs in precise locations or moments, the same was happening in the first planet that you visit (the one with snow and green metallic buildings).
But it was is doable. With FPS around 45 (on medium quality) with slow downs to 25 or 30.
The real problem was in the second world. I get fps spikes and mini-freezes all the time, but when arriving to certain spots on the map the fps go way up and stays smooth.

Now then, some general personal feedback:
* Weapon range should be transformed to "weapon effective range". Meaning you still get to shoot those annoying enemies from any distance BUT you will get drastic reduced damage (based on the distance).
I get it, it's a balance issue and also that's the reason for the different classes but for example: When I'm using smg or pistol I'm forced to rush into range while the enemy it's having a good laugh shooting at me from far away with no restrictions at all.

* More loot. More ways to get scraps to customize your weapons and more attachments. Always wanted a Souls games with this core mechanic. And this is one of the strong and more fun aspects of your game. Go crazy!

* Music it's good but it's gets repetitive. Try to work a bit more in ambient sounds.

* You can get "stuck" in corners when melee enemies rush to attack you and there's not much to do but just embrace dead.

* Ammo it's too low even from consumables items drop. Sure, I guess that's part of the challenge and reason behind this decision but even when I carefully choose my fights and shoots I can get into a "no return" situation with out of ammo and 3 or more enemies doing the dakadaka on me. Forcing me to go back and restock in a save spot.
Needs some tweaking for sure. Specially at early levels.

* More enemy variation.

* There are many cheap deads going around that needs tweaking. Specially with the faster enemies that rush to you and you get 3 or more hits in a combo succesion. Or most of the time when you get knocked down and there are hostiles around most of the time it's game over right there, with no chance to do nothing.

* More color variety on worlds! The color palette of the game it seems to always be green or blue, more varition please.

* Difficulty spikes. I was doing just ok in the first chapters but when I first experienced the jungle map I was almost dead in arrival.. The narrator was not even finished talking and I got 3 dudes full blasting on my poor character right at the exit. Not even mation that the whole section turned into a pitfall plataformer.

* General bug fixing. One time I alt tabed the game and when I returned my character was doing circles and strafing left and right non stop. I had to force the game out and launched it again in order get it "fixed".
Or even worse, after reloading your weapons you cannot shoot or your weapons ammo count shows "2 bullets left" but actually you are all empty. The list goes on.


Lastly, I'm having a good time with the game regardless of some annoying things in terms of balance or "quality" but you have a really good game in your hands. Congratulations.
I would suggest that you keep focusing in the strong aspects of the game that make it unique: Loot, weapons, classes and the "rpg" mechanics of tweaking your weapons.


Last edited by AguilaDeAcero; Sep 13, 2018 @ 11:33am
Saya Sep 11, 2018 @ 2:54am 
I forget about 2 things:

15) Remove burst fire from player weapons or make selectable fire modes.

16) Make a "deceiver" face less thanos with fugly tiefling horns.
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