#This game can be great (Beta Review)

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topaz moat
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Chrono Odyssey Beta Feedback (40+ Hours Played | Swordsman & Berserker)

Thanks to the team for the opportunity to test Chrono Odyssey. I’ve spent over 40 hours in the beta, exploring as much as I could—quests, bosses, dungeons, bounties, and life-skills. I’m aware that some systems (UI, movement, AI) are already being improved in future builds, so I won’t focus too much on those. Instead, here’s my honest feedback based on what we experienced during the beta.

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📸 UI & Camera

Camera Distance & FOV: A wider camera view or higher FOV would greatly improve visibility, especially during large-scale boss fights or when exploring open areas. Right now, the view feels cramped, which limits the game’s visual impact and situational awareness.


⚔️ Combat (Swordsman & Berserker)

Lock-On Camera: This needs refinement. It often swings wildly or locks onto the wrong target, making fights chaotic—especially in multi-enemy scenarios.

Animation-Locked Combat: This is the biggest point of frustration. Every action locks you in place, preventing movement or dodge. Shifting to free-action combat (with animation canceling or simultaneous movement) would massively improve responsiveness and make dodging/positioning feel skillful and satisfying.

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Main Story & PvE Progression

MSQ Flow: The intro sets the tone well (waking up on the beach), but the MSQ quickly throws you into the first Chrono Gate boss with little preparation.

There’s no structured tutorial guiding you through gathering, crafting, alchemy, or cooking—systems that are essential for gearing.

You eventually find tutorial quests for these, but they’re not naturally introduced as part of the MSQ.

Suggestion: Integrate these life-skill intros before the first major boss. That way, players are better prepared and more engaged with core systems early on.

Also: I personally wanted bosses to be harder—especially the early ones.

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Open World Bosses

These were fun the first time, but offered no incentive to return. Most don’t drop any unique loot or materials (aside from the Wyvern, which gave enhance mats).

Add unique drops or cosmetics per boss to make them replayable.


đź§­ Questing & Navigation

Pathing was often unclear—especially with terrain elevation or layered maps. Plenty of players reported this, and I’m echoing that feedback.

Waypoints could benefit from smarter routing, especially in areas with cliffs or vertical layouts.

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Bounties

One of my favorite systems.

Having to search for bounty targets using only a zone highlight felt immersive.

The permanent stat boost rewards made the effort feel worthwhile.

Only note: none of the bounties were particularly challenging. Future zones could add tougher ones to make it more rewarding.


⏳ Trial Gates (Orange Diamond Gates)

They tied into the lore (upgrading the Chrono detector), but were too easy and repetitive.

As one-time challenges, they work—but gameplay-wise they felt uninspired.

Possible improvements: timed challenges, random mutators, or mini-bosses.

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Defector & Soroma Gates

These felt mostly like good resource and XP zones.

Soroma gate gave decent jewels, Defector was solid for ore.

Can’t give full feedback here without seeing endgame loot tables, but they worked fine as mid-game content.


🔨 Life-Skilling & Gear Progression

Life-skilling was surprisingly fun. Gathering/crafting felt meaningful and rewarding.

Loved how crafted gear had better stat rolls but lacked transferable unique traits. This encouraged a hybrid grind—craft the stats you want, then go out and hunt gear with skills to transfer.

Only concern: progression felt very fast. I reached near-endgame gear score quicker than expected

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Weapon Mastery

Skills unlocked early and felt impactful. No complaints here—I could start enjoying combat immediately without needing to grind unlocks.


⚔️ PvP Impressions

Open-World PvP (Flag-Based): Enjoyable, but again, animation-lock combat hurt melee classes.

Range vs. Melee Balance: Ranged players can kite too easily. Consider adding damage fall-off at distance, rather than stacking more gap closers on melee (which might break balance).

Structured PvP Modes: Here’s where I see huge potential. The combat and class systems would shine in PvP modes like:

Capture the Flag

Domination

Team Deathmatch

Ranked 3v3 or 5v5 Arenas

Events & Progression: Inspired by Destiny 2’s Iron Banner and Trials of Osiris:

Limited-time PvP modes with exclusive gear (cosmetic + useful stats) would give players incentive to keep grinding.

Ranked rewards or PvP currencies to spend on blueprints/mats would create progression without impacting PvE balance.

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⚙️ Optimization

I know the beta build was old and not reflective of the current client, which looks much smoother in IGN's preview footage. Still, performance issues were noticeable—especially during large fights, where FPS dipped even on a strong rig (4080Ti).

Not a big deal for now, since it’s being worked on.


🔚 Final Thoughts

Chrono Odyssey has the foundation to be something great. The visuals, lore, scale, and systems are all strong. What it needs now is refinement in a few core areas:

Make combat free-form and responsive, not locked down by animations.

Tie early game systems more naturally into the MSQ to avoid confusion.

Improve loot incentives for bosses and replayable PvE content.

Lean into PvP—because the bones for something competitive and community-driven are all there.

Looking forward to future betas and seeing how the game evolves. Thanks again for the chance to be part of it—and I hope this feedback helps!