#A radical inspect feature rework

25 messages · Page 1 of 1 (latest)

wet siren
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Currently, we can access almost all enemy information through the Inspect feature, which provied huge help on predicting enemy behavior and attack patterns.

However, when we are first recruited by Veren, we realistically have no dungeon experience or prior knowledge of the enemies we face in dungeons and the wilds.

Suggestion is:
Enemy skills, resistances, names, and descriptions should be hidden by default. At first encounter, these details would be locked under fog and only revealed after the enemy uses its abilities in combat or is defeated.

To support this system, the player could receive a Mercenary Codex (similar to Witcher 3’s Bestiary), either at the start of the game from Veren or gradually through his contracts. The codex would track discovered enemies, their revealed abilities, and resistances without relying solely on Inspect.

As we progress through Veren’s contracts, we could unlock additional information from Veren, other mercenaries, book merchants, or collectible pages—such as old book in tier 2 undead dungeon about Tier 3 Undead enemies or torn notes about Tier 4 Proselyte mini-bosses at tier 3 dungeon. These would fill missing pages in the codex, effectively acting as an in-game wiki and progression-based enemy tracker.

To keep the system manageable, this could be limited to major enemies and mini-bosses, while early-tier dungeon enemies remain fully visible for new players.

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oh no game designer is typing

low minnow
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To late to run away.

heavy estuary
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Considering our lack of quicksaves, making every miniboss fight a mandatory trial-and-eror encounter won't be a great design. Such bestiary system was initially planned, but then we scrapped it because to make it work we'd have need to radically re-think how combat in our game works.

Many enemies have skillsets revolving around reading what they do first and then trying to solve it with the available tools. Forcing players to go in blind every time will just lead to extreme frustration, as the cost of mistake is high and you don't even have info on how to avoid these mistakes. Because either you've played the game for hundreds of hours and know everything already, or you need to peek into wiki every minute to even stand a chance.

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So while I agree telepathically knowing your enemies moves and stats is not very immersive, having access to this kind of info is pretty much mandatory with the current systems

wet siren
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makes sense after thinking of games which has codex were mostly has quick save as well. And obviuosly after few death dozens of players would peek to wiki pages for extra info cause they dont want to die

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thanks for the quick reply mister wayfinder

charred wing
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I'd like the system to show what kind of weapons and armor enemies are using, in addition to displaying their stats and abilities, perhaps with an illustration. I know they don't lose armor when they die, but it would be nice to see what they're wearing for greater immersion.

low minnow
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They don't have weapons and armor.

charred wing
low minnow
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It will be useless and additional work.

What is about enemies without items or special "custom" items.

charred wing
wet siren
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so in short i want a perfect game, idc about developing, i demand and demand more unholy

olive stag
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Codex of Aldor Wildlife, Codex of Brigands and Ragtag, Codex of Foul Creatures, Codex of the Accursed, Codex of Weapons and Armors, Codex of Aldorian Gourmet, each one Drawn and Written in Herbalist Book Style...

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With its own Illustration of each enemy, creature, weapon, armor and ready to serve food...

late schooner
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Its part of enviormental story telling in this game and also the reason why its so immersive.

desert tangle
low minnow
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Ping off.

desert tangle
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oops, i forgor, sorry

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is there a setting i can use to make it like that by default?

trail summit
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New Player:

grand fern
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Yeah this would make the new player experience absolutely miserable with how enemies currently work lol