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Zgłoś problem z tłumaczeniem
HATED the new first sequence. The npc's are soooo weird and out of place, they really feel like asset store - well, assets. The sewer monsters are really buggy and the code 'puzzle' is kinda just annoying. Forcing the player into a half finished stealth section is not the best design decision imo
For a game like this i think npc's need to be unique and far between even though i appreciate what you were trying to do with them here.
The torch is kinda ugly and very laggy on my computer (i5 4690k ((i know)) and 1060 6gb)
The original previous demo area was great
And the mouse smoothing is going to put a lottt of people off
I agree with all of this, save the torch thing and the mouse smoothing, which will be fixed and addressed in future updates. The entire tone of the game shifted in a direction I'm not a fan of.
I don't get complaints about the code puzzle though.
You will probably have to re-adjust your mouse sensitivity again.
Feedback:
Putting items into my quickslots was weirdly finnicky. I could only click on certain sections of the icon.
Mantling was kinda unreliable. It happened most of the time, but often just didn't. It failed most often with ledges that were either very high and narrow (like the wooden beams sticking out of the church area), or very low (like trying to jump onto a box but just barely not having enough height).
Spell scrolls should tell you the intelligence requirement for memorizing a spell. As it is, I ended up repeatedly testing out all of the spells I knew of every time I leveled up to see if I would be able to memorize the spell that time, and it was kinda tedious. If the spellbook just told me "Requires Intelligence 16" or whatever it would have been very convenient.
The starting area is weird and not great. The Serpent's Bastion itself is a great playground, very labyrinthine with loads of secrets, but the tutorial sewers with a forced stealth section are just not a good idea. Given that this is a demo meant to sell the players on the full game, first impressions are very important.
I didn't notice any quicksave button in the controls. You should probably add one.
- It looks like the items you put in your quick slots have infinite quantities; I was able to open tons of doors with seemingly endless supplies of lockpicks for example.
- Most of the settings reset on exiting the game for me, also FOV changes are taken in account only while in the game proper.
- Dying to the fishmen when under the effect of the fear attack causes you to still be under this effect when you respawn, though it goes away if you swing your weapon.
- I love that you've brought water arrows and generally the stealth mechanics from Thief but I think that dark areas are very difficult to gauge at a glance. I would probably make the shadows much darker in general so there is more contrast as well (and so that your torch is actually useful). This actually made the initial stealth section a lot harder than it should be.
- Like others have mentioned, weapons degrade too fast and torches run out too quickly as well.
- It looks like you respawn at the shrine that's the closest to your position when you die, while I was expecting to respawn at the last one I visited like bonfires in Dark Souls. I generally find this pretty confusing.
- I use the right mouse button to interact with objects and that closes the inventories when you loot some stuff if you're clicking outside of the inventory you're pilfering, but it also has the side effect of taking everything as well. Maybe the use key should only be active if your mouse hovers over the inventory?
- Is there a way to drop items instead of throwing them?
- I'd love to have a way to rotate items in the inventory.
- I'd love if there was a short description for the keys you can find, just to explain what they are and what they might open. Obviously most of them are self explanatory, but I found one deeper into the caves and I have no clue what it's supposed to be.
Some things I really really liked:
- The atmosphere is so thick you can cut it with a cleaver. The valley and the various grottoes are absolutely on point.
- I really like the magic system, even if I find having to equip the spellbook a bit awkward.
- All of the immersive sim elements are really coming together. I especially liked being able to burn down doors and wooden containers.
I tried:
- Restart game
- Verify game files
- Check if I could change video/other settings (Yes, only sound was unresponsive)
- Restarted Steam
All without any success.
edit:
bug: somehow i've turned 3 water flasks and 1 empty flask into 43 water flasks.
1) i killed "boss" of poison area and that led to removal of poison fog, and then i got some key and also seen a door that is implied to be a way into new location (that is not in demo).
2) To get rid of magic barriers, you need to use item called butterfly dust or something like that; I found two of them somewhere. I remember that was same in old demo as well.
2. Turns out I already had the dust in my inventory, thanks. Can't remember where I found it either.
Also I have 10 athletics and sprinting seems to drain my stamina much quicker than before.
EDIT: Ok I managed to find the door out of poison hell.The stamina thing seems to just be a visual glitch, as I can still sprint after the bar fully drains.
i was going from the inside where you can forge equipment (?) with hammer. opened left gate from it and went there.
That said, I still heavily enjoy the King's Field feel the game presents, as it was in the previous old demo as well, with tons of secrets and atmosphere.
NPC's do feel out of place for now and seem to be a point of critique everybody is agreeing with, but I see them more as a proof of concept rather than anything else, as I don't think they will be like this in the release version.
A few other points of critique still hold, though:
1. Items break way too easily, this does make you play more picky in terms of who and how to fight, but also a restricts you in a clunky way, where you can just get stuck in certain combat areas without any way to continue because every weapon is broken, they don't have to be THAT fragile, in demo this issue isn't present as much, but food for thought for the release version and yes I know that you can repair your things, but still, I feel like its a bit unbalanced right now.
2. Un-nocking an arrow would be a nice feature to have, otherwise its a bit too easy to waste your arrows.
3. Combat is a bit rough, its way too easy to maintain your defense, as stamina, even without a single point leveled into it, regens way too quickly, and allows to easily kill every enemy, so really the durability system is the only real way of stopping you from killing everybody. On my demo playthrough I killed pretty much everyone, including Trystan group (mostly because I accidentaly hauled a bottle into his head), and it really didn't take much effort one I got used to the combat mechanics.
Also I have to note that casting spells is clunky as well, the buffer of casting multiple spells in a row is way too big and makes you waste your mana a lot of times.
Also, I'd consider switching the swinging model a bit, and making it more akin to Mount and Blade, where your mouse direction, instead of movement direction, affects the way you attack. But I also understand its made this way to make it feel more like King's Field, so really its just personal preference and the directional inputs don't really affect my enjoyment. The combat definitely needs more tweaking though.
4. Lockpicking is absolutely overpowered, easily the best skill to level up, it allows you unlock everything everywhere and considering that locked passages are present in abundance, there is just no reason to not level lockpicking. Yes you can also break some doors, but some you can't, and if the trend of putting locked doors everywhere continues in the full version, it will feel like a complete waste to not use lockpicking.
5. Not sure if its a technical issue, but unlocking framerate would be a very nice thing to have.
6. Mouse sensitivity is way out of hand here, it is borderline impossible to play on anything above minimal sens and even then its still too fast. More sensitivity curves would be appreciated.
7. Side note, adding a mantle mechanic, along with an ability to move all the objects around adds such a cool extra layer of exploration it feels absolutely amazing, I giggle from excitement everytime I discover a new secret, I love that the game rewards and encourages curiocity.
These are all points I have for now, I'll probably play through the demo a bunch more times to get a better feeling of it. Overall, I liked the game previously and I definitely like it even more, its more refined, works better and I hope the release is not far away from us. Good luck in development!