Eternal Radiance

Eternal Radiance

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Bug Reports & Feedback
I didn't see an official thread to discuss these after checking, so I decided to post this one.

The current build is quite stable and I haven't had any real issues with it in 20+ hours of gameplay, but there are a few bugs I've encountered thus far and I'd like to start off by pointing out two recurring ones.

1. When using an Xbox controller, B occasionally reads as the Start button menu input. It doesn't happen too often, but it's been at least a handful of times where in the middle of a fight or out in the field pressing the B button would bring up the pause menu.

2. When doing the slash combo in the air, after landing and attempting to either continue the combo or initiate a new combo, there's this idle pause where your character just stands there for a few seconds and does nothing. No inputs are read or anything. It breaks the flow of combat and comes off as a bug or a glitch even if it was part of the game's design. It makes sense for it to be more fluid and the character should be able to transition between the two semi-seamlessly.

Since this is in Early Access these issues will no doubt be sorted out sooner than later, but I just wanted to provide the developers with the feedback so they're aware of and address it.

Thanks for your time and nice work on this game.
Последно редактиран от HEKAU; 14 апр. 2020 в 18:10
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Показване на 16-30 от 78 коментара
It will detect any controller properly as long as there's only one controller plugged in. You can refer to the support FAQ if there are icons missing for the input icons.

PS4 controller and xbox one controllers are natively supported with proper icons.
Първоначално публикувано от Adel:
Also if possible could we have the possibility to keybind a shortcut to things like the questlog and skilltree instead of having to go to the pause menu everytime?

I must concur and I completely agree here with this statement. You could easily implement shortcuts to the Equipment, Quests [Log], and Skill Tree menu screens to the Left, Down, and Right, D-pad buttons respectively. These are menus we're constantly opening up for their respective individual purposes once acquiring something new in each of those categories. We already have the Select/Back/Share button for inventory, so that's one less thing to worry about, but you could also move that to Up on the D-pad if you want to keep it consistent to the above example.

Първоначално публикувано от wraithseeker:
There's not enough space on joysticks to include additional shortcuts like the quest log / skill-tree

Something that has been commonly implemented in recent years is dual purpose button inputs; that is a Press and a Long Press having two individual inputs for a single button. So where pressing Up on the D-pad would take you into the Inventory screen, holding Up on the D-pad could be set to using a preset [Healing] item immediately without having to go into the Inventory screen at all, for example.

Първоначално публикувано от wraithseeker:
Those keybinds might be used in the future for other things which is undecided yet, so they are vacant for now.

Not currently setting anything that would be otherwise useful or essential to the directional buttons just in case they may be used for something else in the future isn't a good idea. If you're concerned about future implementation of the directional pad buttons, I suggest the Press and Long Press method as a potential solution to this predicament.

Първоначално публикувано от Adel:
I use a PS4 Controller and on that there are the up, down, left, right buttons That isn't really used for anything. Pretty sure most controller have those just for show nowdays but they are useful for things like this. I also just tried to see if I'm mistaken but no you can't use them to walk around so we have 4 completely vacant buttons ready to use.

Първоначално публикувано от Adel:
So does that mean something is wrong and it should detect my controller as a PS4 one? Or does it not know what a PS4 controller is yet?

The directional pad and its inputs on controllers are absolutely not there for show but to be properly utilized by developers for their games instead, it isn't a design flaw nor some archaic design decision, it's use or lack thereof is determined solely by the developer(s). As you said yourself, they are useful. It's just that some developers may not personally see a use for them or that functionality may not be relevant to their particular game(s), which is understandable. Here, for this game though, they're currently a missed opportunity.

As for the DualShock 4 situation and the game reading it or not, I've personally found (and this has been verified on the developmental side by several developers I've communicated with) that this is more directly related to Steam and whether developers properly implement the Steam Overlay for controllers. Essentially what this means is that games that have controller support implementation directly read the inputs by default, but the Steam Overlay is an extra layer that has to be accounted for since it allows for the customization of your controller via said overlay. If you were to disable the Overlay, the game should automatically read the DualShock 4 as a PlayStation controller. Otherwise if the Overlay is enabled and the developer has not implemented the Steam Overlay properly, it'll default every controller to the Microsoft layout, which is having them read as if they are the Xbox controller.

If you're not going to use the Overlay's customization options, the fastest fix is to disable the Steam Overlay by Right Clicking Eternal Radiance in the Steam Library, click Properties, in the "General" tab look down at "Steam Input Per-Game Setting (Requires a restart of game)", click on the drop-down menu's down arrow, and select "Forced Off". The game should now read your DualShock 4 as a PlayStation controller with complete controller functionality, but you won't be able to see the "Big Picture"-style Steam Overlay and you won't be able to use any custom configurations. The permanent fix, and if you want to be able to use custom configuration bindings with the DualShock 4, is for the developer to implement that the Steam Overlay is able to discern between a DualShock 4 and an Xbox controller.

Finally, you may also want to check if this setting is enabled first before making any other changes: Go to "Settings" in the Steam client, click "Controller" on the list in the left panel, click "General Controller Settings", click on the box to the left of "PlayStation Configuration Support" to toggle it on. You may do the same for the Xbox and Generic Gamepad if these apply to you as well, or leave them alone if they don't. I hope this helps Adel, and thanks to the developer for the continued improvements and being receptive to your community's feedback.
Последно редактиран от HEKAU; 15 апр. 2020 в 8:26
There is forth level in when you Synthesize a scroll but you can't see the % of that happening
I assume by what you meant by fourth level, it shows Scroll [4] which is working as intended. [3 increase in level]

Default level is 1, but it isn't displayed in the UI.
Първоначално публикувано от wraithseeker:
I assume by what you meant by fourth level, it shows Scroll [4] which is working as intended. [3 increase in level]

Default level is 1, but it isn't displayed in the UI.
Ah, I see, I thought the default level was 0 than 1
I have a few bugs to report.

1. For some odd reason, the button I mapped to roll (which currently is B) sometimes brings up the pause menu.

2. You can roll in mid-air. Yeah, I hit the roll button while jumping and I can practically recreate the old Jump Dash move from Sonic Adventure 1/2.

3. My partner character doesn't stay KO'd if I get far enough away from battle. Still at 0 HP, but follows me around like it's nothing.

I'm enjoying the gameplay a bit, albeit feels a little close to how Cyberdimension Neptunia functions.
1) Do you have a way of reproducing the bug consistently, or how does this happen?

2) This is not a bug

3) Currently your partner revives with 0.15HP, while the intended effect is 15% of your max HP, which'll be fixed in the next version.
The third Boss battle, The crystal that explode something go into the rocks and you can't do anything
I made some adjustments in the next upcoming version which should hopefully fix this issue.
Overall I found the game to be very stable and free of glitches for an early access.

1. HP bar of monsters sometimes shows small HP-status jumps

2. Counters are... weird. For one, after blocking the transition to the attack animation is long. Like, I expect that after a sucessful block I can hit the enemy right away but it doesn't work like this. The character first assumes the regular idle (which takes roughly 0,5 seconds from block stance to idle) and then a new attack is possible. Additionally, I didn't see a visual feedback for a succesful counter. I just got the side-quest which showed me that I pulled it off. Otherwise I wouldn't have noticed. I ignored the blocking feature completely after trying it out since dodge is so much more useful than block.

3. The dash attack could use a bit of a boost. It's not easy to reliably pull the dodge evasion off. It's even harder to successfully dash into an enemy during the speed buff. So, to make it worth the effort, the effect (dmg and maybe visuals, too) could be bigger to feel more satisfying.

4. At least on normal difficulty, I didn't feel like the relics were worth the effort of slotting them. I had picked up a big amount of relic resources, hoarder that I am. But I felt not a lot of difference after slotting them on my weapons. Especially stats like +2% crit chance feel like it's not doing much. It's a weird feeling of having a big amount of resources but not much motivation to use it. I feel I would appreciate it more if relics were less common but had a bigger impact.

5. Some of the abilites feel redundant. I dropped the ice attack pretty quickly as it feels inferior to regular multi-attacks. The sonic push projectile (sorry, cant remember the name) feels inferior to the default purple damage. Yes, it goes through several enemies, but it does hardly any damage.
Maybe, in future it is planned to have secondary effects of magical projectiles? Like freezing/slowing?

6. Just a minor thing I found slightly annoying in normal mode: jumping up and doing a 3-hit attack chain on flying enemies usually caused like... 95% of their total health? So, I regularily had to jump back up for just one more hit. It's just somewhat bad for pacing I guess :D

7. I felt that the green VFX to indicate a quest relevant location was a bit too easy to spot over distance. Same goes for the pink VFX indicating tracks.

8. This is definitely personal taste so I'm not saying it has to be changed, just writing down how I feel. I think that the filling up of HP/mana at save spots it too generous. Managing and taking care of HP and mana feels like an important part of the adventure part and using the save spot to refill your bars felt cheap to me. I think it would be more interesting to put more crates and destructibles into the levels, maybe even hide them a little, so if s.o. is low, they can search for these.

9. It took me a while to understand the white object that is displayed in front of character's mouths when they are frustrated. Maybe it's a common anime thing, I'm not an expert :D

10. It took me a while to understand how to craft or sell stuff. I would suggest adding the function that highlighting an item in the "Sell" menu and then pressing enter works as selling as well. Same for crafting. Right now you first have to "add" the time and then sell/craft it.

11. The companions tend to get lost, especially in the desert. They plop back into sight, but I often had to fight alone for some time.

12. The dunes in the desert mess up projectile-based combat. Attacks go into the dirt or sky. I played as melee, so that was ok. But I noticed that arrow attacks often didn't it.

13. The companion ulti's are often used inefficiently. Is a targeting method planned? I apologize is there is something already and I missed it. I should say that I hardly ever used the "tab"-targeting (hard-lock) because it messes up my mobility. (Just saying in case the tab-locked enemy is used as target for the companion ultis)

14. I sometimes died using the Celeste ulti because it pins her to a location. I would suggest giving it a defensive shielding during the casting or something.

15. Is there aggro-management planned? As the "tank" in the group I'm missing the feature to "shout" or something like that to make enemies stop chasing the companions. It would also be a delight to pull mob groups together and then use AOE attacks.

That being said, as mentioned in the beginning, I enjoyed the game a lot and I felt it was much more solid and polished than expected.
Първоначално публикувано от PinkFrog:
Overall I found the game to be very stable and free of glitches for an early access.

2. Counters are... weird. For one, after blocking the transition to the attack animation is long. Like, I expect that after a sucessful block I can hit the enemy right away but it doesn't work like this. The character first assumes the regular idle (which takes roughly 0,5 seconds from block stance to idle) and then a new attack is possible. Additionally, I didn't see a visual feedback for a succesful counter. I just got the side-quest which showed me that I pulled it off. Otherwise I wouldn't have noticed. I ignored the blocking feature completely after trying it out since dodge is so much more useful than block.
You get a sound when you pull of a Guard Counter, I am pretty sure of it or your sword glowing yellow too, and yeah Guard Counters are so hard for me too, I barely do them or even a well-timed dodge I just dodge before it as I don't want to risk too much.
2) That's a good point, I'll look into this and see if tweaking it will make it feel better

4) Relics make you slightly more powerful, which is working as intended since its meant to add as a minor / high end upgrade.

5) Shockwave is better if u hit enemies in a line, while "Azure Projectile" is better against single target.

8) In hard mode, save points don't restore your mana, it's more of an accessibility feature to heal to full in save points in easy / normal difficulty

13) They already auto-target nearby enemies and have fallback targeting conditions that make targeting alot easier, though if what you want to hit is out of their attack range, then it'll shoot forward (for valana's case) while ruby is a wide AOE.

14) Being invulnerable is a talent tree skill point, you can always cancel out of the finisher ability animation by rolling or jumping at any time

15) There is already aggro management built in, you need to deal more damage for them to switch aggro to you.
Thank you for your comments and answers. I'll check out the aggro system some more.

Can't wait for the next chapter.

Cheers!
Първоначално публикувано от wraithseeker:
1) Do you have a way of reproducing the bug consistently, or how does this happen?

2) This is not a bug

3) Currently your partner revives with 0.15HP, while the intended effect is 15% of your max HP, which'll be fixed in the next version.
It happens every time after dialogue ends when out in the field.

Also really? Mid-air rolling was intended?
I know this is a bug report thread, but I would like to also offer up some quality of life suggestions, as well.

1. The forest boss has issues with the two attacks it performs with its tail.
1.1 The tail swipe attack does not offer you any advanced warning that it is about to hit, unlike the paw swipe (for example), where you first see the boss lift its paw above its head. The attack just seems to instantly deal its damage and THEN play its animation.
1.2 The tail swipe attack also seems to have no range limit, once triggered. On more than one occasion, I was either directly in front of the boss or the equivalent of one full dodge roll away and yet the attack still hit.
1.3 Like the tail swipe, the tail spin also gives you almost no advanced warning that you are about to be hit.

2. When scrolling through a list and you reach the end or the start of that list, the scrolling just stops. Nothing else happens, if you press the scroll keys again.
In most other games, if you press the scroll keys after the scrolling stops, you are looped around to the other end of the list. This helps you more easily navigate through long lists.

3. Enemies should only respawn IF you return to town or hit some plot point where the enemy respawning makes sense.
Right now, enemies respawn too easily. They respawn when you return to town, when you switch areas, when you switch between different parts of the same area (even if you never actually left the area) and they respawn if you reload a savegame made on a save point you found in the field.
3.1 Or the current system could be kept as the default behavior and my idea could be added as a tech tree upgrade.

3. I have a better idea for how running would work in the game.
Right now, you push the movement key, your character starts running and then a second later, they start sprinting. If you get close to an enemy, your character stops sprinting on its own and reverts to simply running. This isn't good if you just want to get from one point of the map to the other (like if you're backtracking) and you have no intention of fighting those mobs.

A better idea IMHO would be as follows:

Implement a separate dash key into the game.
You push the movement key and your character starts running.
You tap the dash key while running and your character starts sprinting.
If there are no monsters nearby, you keep sprinting indefinitely.
If you get close to a monster, you keep sprinting but a stamina bar appears somewhere on screen. That stamina bar now starts depleting itself.
If you stop sprinting or you sprint far enough away from the monster, the stamina bar refills itself and disappears (even if you are still sprinting).
If you get hit or run out of stamina, you stop sprinting and the stamina bar enters a cooldown period in which you can now only run.
Additional tech tree updates could give you a larger stamina bar, faster stamina regeneration, slower stamina depletion, and so on.

4. I haven't yet reached the crafting/imbuing system, but I would like to make a quality of life suggestion, that many games miss on. If this is already the case, or is not applicable, then please ignore this.
In the Atelier and some of the Neptunia games, if you need a certain resource that you don't have, you can select the mission, object or action that requires said resource and then press a button that will bring up a menu showing you what monster has that resource, what area that monster/resource is located in and a map showing you where exactly those monsters/resources are located in that area.
This makes resource gathering so much less of a chore, than it would otherwise be and makes those systems less punishing to use, because it eliminates the uncertainty of finding new resources, with which to try again, if you mess up.

5. This is a suggestion for a purely aesthetic change, but one I feel would add to the atmosphere of the game, by making the choices better flow with the narrative. This is a bit hard for me to explain properly, so feel free to ask for additional clarification, if needed.
Anyway, here it goes.

In game, the characters have 2d images for all the emotions they are going have. (anger, determination, sadness, joy, doubt, and so on)
Throughout the game, the story is interrupted by choices the characters need to make. When that happens, the game essentially pauses while it waits for your selection and then resumes after you've made it. Now, those choices are directly tied to an emotion that character will be expressing after you've made the choice.
My suggestion is that, instead of pausing the game, waiting for the player's choice and then choosing the appropriate model for that selection, you change the model while the game is paused, depending on what option the player highlights, before outright making the choice.

An example. At the very start of the game, Celeste is given a choice between doubting herself while saying that the mission might be too hard for a simple squire and confidently stating that she can do the mission.
AFTER you pick an option, Celeste's model changes to match the choice you've made. "Doubt", if you picked the first, "confident" if you picked the second.

In my suggestion, the Celeste model would switch between doubt and confident while you are highlighting the options, but before you actually click on them, so that when you do click, the correct Celeste model is already selected and ready to go.
Последно редактиран от MIKA; 21 апр. 2020 в 16:07
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Показване на 16-30 от 78 коментара
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Дата на публикуване: 11 апр. 2020 в 22:15
Публикации: 78