#General Feedback OW-PB4 after 3 days playtime

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desert stag
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Feedback PB4 Overworld

Sound
Not much to say… Sound is top as it always was.
GG WP sound team

Graphics
Graphics are awesome.
Following this project for a long time and I'm still super impressed by the graphics, comparing it to other Web3 and also web2 games.

Performance
Mostly running super smooth (i have midrange specs)
I had just one or two hiccups when interacting with forge, or coming out of an encounter.
No crash at all yet. (touching wood)

Tutorial
Well done, I like it in general.
However, it should be expanded very much, with stuff like fusing, the weapon slot for hunting, deconstructing items etc.

Hunting
Hunting is already awesome, curious how it turns out with battle happening in OW aswell.
I feel even non-skilled players can hunt the illuvials down with a bit of practice and the help of drones and weapons.

Drones
Drones are super fun. They help a lot in hunting, and I like how diverse the special abilities are.
The number of slots is fine, and one has to make a strategic decision what upgrades he wants to activate for the next run instead of just having every bonus.
The supreme upgrade for capture rate should be more impactful. All other upgrades I feel are well balanced.

Forge

  • Ranger Skins should be in the skin tab.
  • Would be nice to be able to search for keywords out of the description. (for example “capture” to find the drone upgrade)
  • in the Armament section, it would be nice to be able to toggle on for example daggers, suits or swords etc.

Shards
I like the change of shards getting destroyed after using.
However, the capture rate is way too low, I would increase it by around 30% each tier.
At the moment I use 1 shard tier above illuvial tier and deconstruct all lvl 1 shards for forging mastershards, I don't think that was intentional.

Spawnrate
As a first impression there are way too many high tier and high stage in t1 runs, but it’s probably too early to make an exact statement about that..
(more details in general)

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UI

  • Ingame chat should be moveable and lockable
  • Tooltip where to find ores/plants would be nice to have when hovering over them. Maybe even with a personal percentage stat. For example if I hover over an ore it shows in percentages in which deposit I found it, in what region I found it and in what stage I found it.

Fuel economy
Totally out of balance if it comes to fuel usage. Not much more to say 🙂

Pricing
Overall I feel it is way too expensive to play Overworld.
(more details in general)

General feedback
Gameplay is fucking awesome for a beta version of a game, already addicted and probably sleep in front of desktop as soon as game goes live on mainnet. 🙂

However, I feel in general it gets way too expensive to play overworld (Or it might be intended that people can’t play a lot, who knows). Catch rates are too low, prices to do a run are too high but at the same time drop rates of high tiers/stages are too high. I would love to see it way more grindy to get the high stages/tiers, but the runs being way more affordable, so people could spend hours a week playing overworld and farm their assets and level their illuvials.
Catchrates of shards are off, like as a newcomer you would think you have to catch a tier 1 illuvial with a tier 1 shard. I did that in the beginning and it was super frustrating to play. After spending time and money to go on a run and hunt them down, defeating them in a battle, I feel the chance should be high to catch it and not like a casino gamble “you catch every third or fourth”. I had catch runs where I went out with 2 illuvials also with bad stats. I feel a newcomer could have very bad first impressions, paying for a run and shards and might even catch no illuvial in a whole run.

tepid gull
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The Illuvium games have so much potential it's mind boggling. I haven't stopped playing and this is still in testnet.
Here are my main takeaways from these past 3 days:

  • Lack of a progression system for the ranger.
    The ranger needs to have a leveling progression and gain experience with every action performed. This would grant access to the different regions and much more.

  • Lack of a variety of weapons to choose from.
    We need more weapon types!

  • Lack of use cases for Solon and shard curing costs are way over the top.
    I know skins are still not implemented but I feel even then we're missing Solon sinks. All three fuels should be aimed to be spent equally. Here's how much I used so far: Crypton - 104k, Hyperion - 262k, Solon - 35k.

  • Lack of utility from plants.
    The consumables are fine and dandy but they are not that significant. Sure they help counter the crazy encounter mods and under-leveled illuvials but that over time becomes less relevant. And then there's the randomly dropped essences that were implemented in the crafting system. I find this idea way better for essences: https://discord.com/channels/760344898200666112/1236096708182802522

  • Capture chance for higher stage illuvials is too similar to lower stages.
    The capture chances are way to low for the stage 1's. Their chance is almost identical to a stage 3 when there should be a big difference in these. Catching stage 3's is rare and should not be trivialized. I suggest increasing the base capture chance for a stage 1 with a matching tier shard to 40-50%.

  • Master Shards make T4-T5 shards be pretty much meaningless.
    1x Master Shard being equal to 5x T4 Shards is ludicrous. My suggestion is for Master Shards be crafted with 1000x Shard Dust. To help with the Shard Dust acquisition and help mitigate the bad feeling of failing to capture an illuvial I suggest giving players Shard Dust when failing to capture an illuvial, but only on the animation where the illuvial was inside the drone for a while.

tepid gull
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But my biggest contentions with OW are:

  • The cost to play.
    I've spent over 1500$ playing in just 3 days!

  • The Drone upgrades.
    This simple but very harmful progression system makes players play the OW in a way that's different from a OW without Drone Upgrades. These upgrades shouldn't completely change the way a player plays the OW. They should instead differentiate a new player from a veteran player. This progression system as it currently is makes players go on travels for specific activities, either focusing on mining, harvesting or illuvial hunting. If OW really is similar to a 'pack opening' experience then players should try to get as much as they can from what is available in their travel. But instead what ends up happening is making players focus on a specific activity to get the most out of their drone upgrades. My suggestion to fix this would be to have all Drone upgrades active simultaneously and add more depth to the crafting system by, for example, increasing the number of random mods per stage. I've made a thread for this: https://discord.com/channels/760344898200666112/1236233737528807494

Other not so big but still relevant is:

  • Too much of the heatmap left to explore for each run even with maxed Drone Upgrades.
    The 4000 energy is not enough for the current heatmap to have a satisfying run. This could be improved by having all Drone upgrades active at the same time reducing scanning, harvesting, mining and capturing.

  • Strongest illuvial not being the one appearing in the OW.
    This one is really frustrating, having to scan every illuvial and then still having the chance for there to be 'mistery' illuvials is so annoying. If the game is moving into active combat in the OW I don't see why we are hiding who we are facing. This ties to the previous point as we should be able at a glance to see what we want to farm/capture no matter the Drone upgrade. I might have the mining Drone upgrades but if I see a stage 3 illuvial I'll 100% try to capture it.
    .

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  • Difficulty of leveling stage 3 illuvials to fuse them vs catching them already in stage 3.
    It's really difficult to level illuvials to be able to fuse them to stage 3 when compared to simply catching them from the OW.
    Implementing a system that allows to tinker with the illuvial stats when fused would be a great addition to incentivize leveling and fusing illuvials.

  • The Overall Power stat makes no sense as an individual value stat.
    My suggestion to this would be to have 2 offensive, 2 defensive, and the omega stat. Instead of Overall Power I would separate the Maximum Health from the Defense Power and make it an individual value just for it.

Other not so relevant points are as follows:

  • Encounter Mods and illuvials levels should be visible when scanning.

  • Hard to differentiate between Lazurite Deposits and Geodyne Deposits.

  • Illuvial mastery points should be visible on the capturing phase to know how much energy it costs to capture.

  • Would be nice to have different map symbols for each resource instead of a generic 'deposit' and 'harvestable'.

  • Ergon rifts energy seem to be backwards. IMO it would make more sense to give 75 energy on the 1st and 300 on the 3rd.

  • Scanning and detection range Drone upgrade feel meaningless compared to the other upgrades. (Not a bad thing if we could have all more chips activated simultaneously).

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Here's my suggestion for the capturing chances using 45% as the base percentage.

With this approach the difficulty to capture lower stage illuvials is lower and the difficulty for higher stages is kept.

pearl rain
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Took some simple notes while playing and I am to lazy to write a longer text. So, I will just post the notes here. Nothing really critical since the game works well and is fun. Only real concern for me is the pricing but since it is a beta the numbers might be off anyway.
Always happy to get feedback /comments on my feedback.

-min glider height feels too high
-movement tutorial could be helpful since the acceleration through jumping isn't clear for new players
-Tutorial in general could help a little longer (I guess this WIP)
-Illuvial pic on minimap would be nice instead of the general wildlife indicator (Showing the Illuvial that is running in OW)
-linking ingot requirements for drone equipment with forging that specific ingot type (clickable link on drone equipment requirements)
-being able to run from an encounter if you know you cant win in advance and get half of the entrance costs back (up for discussion)
-morphopods sometimes behind walls attacking me? Attack direction indicator would be nice. DMG voice indicator for morphopods would be nice
-being able to look up already caught illuvials during catching screen (after battle)
-costs overall pretty high?! (Maybe not part of important feedback atm)
especially start of the game feels brutal (psychology wise problematic)
-linking the progression for drone equipment and catching Illuvials (In the long run it would be best to just grind out drone gear first which is strange)
-ranger gear has no real impact on OW hunting?! Getting special bullets/abilities for hunting from weapons would be nice (Hunting should be harder if that goes live) (I guess something like is WIP for the time after OB)
-Most important for me is the breeding system: It needs items that enable you to select 1 or 2 traits from each Illuvial you want to fuse. Otherwise it will be impossible to get a perfect Illuvial which should be the target for every "professional" breeder

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positive
no bugs at all? WTF is going on
fun if money isn't an issue
fun after getting used to the frustrating start (low catch rates and grinding shards prior to start hunting)

violet mirage
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I just wanna say kudos to the team. OW is addictive and fun to play.

Even the Auto Battler in OW is slowly growing on me. Maybe we should add automatic camera zoom and movement during the battle and more tutorial and assistance to help the beginners and lot more players will fall in love with it. OW could definitely help to draw players into Arena and our games should be designed to cross pollinate each other anyway.

From this first experience I would argue for keeping the auto battler in the OW and just adding a combat system as an alternative.

They could be like mini games in the OW metaverse, we might even add more mini games around capturing Illuvials later on.

We should have an option/genre for every type of player. Maybe even a paid gacha experience in the OW or some ways to buy capture rate improvements or for hints how to place your Illuvials on the board.

**But please don’t remove the auto battler from the OW ! **

dense ferry
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I like the autobattler in the ow too.

south peak
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Probably 20-30 hours in. Here's my feedback below as i've been noting along the way. I'd like to preface this all by saying i'm having a blast and am already very addicted, these are just the things i'd work on to make the game truely special for me:

  • encounter mods are farrr too difficult. The game is already complex enough taking on 11 illuvials in stage 3, trying to guage how +30% doge etc. effects strength makes it impossible to predict. I'm always way over spending or way underspending/dieing and i have alot of arena expierence.

  • forging is a bit of a mess due to the sheer amount of resources there are. Arnaments need better sub catergories. What are the point of ingots - as they make it hard to know if i actually have the materials to forge something without tediously checking if i've got enough for each ingot required. Simplify this all please, remove ingots in the middle.

  • illuvials in overworld. I see waaay to much of the same tier 1 , stage 1 illuvials. Its repetitive and since they are small still makes the world feel empty. The highest stage illuvial in an encounter should be the one viewable in overworld. Perhaps in order stage 3 > stage 2 > stage 1 > tier 5 > tier 4 etc. for which one is seen. Will help with hype.

  • morphopods are nothing short of annoying when they slow you down. Its a mechanic which isn't challenging, just extremely frustrating/rage inducing when an illuvial leads you into their path and you awkwardly search above for a single tiny insect at fault. Damage ones are fine but these need a rework

  • Chasing illuvials uphill as very difficulty as you can't jump/glide to catch up to them.

  • I dislike the new shard rates. Now you need master shards for tier 5s, common shards are pretty much useless. Get rid of master shards, bring back the old shard rates. A shard of the same tier should be 50% rate.

  • I don't think shards should break when they are so expensive to cure. But increased capture rates may soften this blow

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Quality of life things:

  • please show how much energy will be used prior to using a shard rather than after so we can be more informed on how to use the remaining points

  • can the teleport rift by the obelisk please spit you out facing the forge? Thats where you are heading 9/10

  • all illuvials in party get exp, not just the ones you use in battle

  • camera should zoom in close when an encounter starts to show each new illuvial in the battle. Would build hype, currently illuvials looks so small / anti climatic having to hover over the mouse to see them

  • show the best place to get missing resources in the forge menu

New add: need somewhere better to level illuvials. Survival mode with byo illuvials would be great for this + upskilling with your team. Maybe even 3-4 npcs in a run that you battle which give good exp (but doesn't cost energy). I dislike the idea of adding leveling as another thing we must pay for by itself

vagrant stag
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Add filtering by drone slot in the drone components crafting.

Make clicking on an item you're missing that is craftable navigate you to crafting it.

Items that are only available in certain places need to have it specified. Not many know you have to grind t0 runs for gear. Or which you craft and which you gather.

thorny aspen
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Hey everyone. Here are some of my thoughts after playing for about 40hrs. In general the gameplay is very good and the game itself is awesome. Congrats to the team! I am amazed by the low nr of bugs I have encountered so far given that this is still a Beta. Below I just want to emphasize a few things:

What I like:

  • Shooting to mine
  • Illuvial hunting
  • Pace of the game
  • Awesome sound
  • Awesome graphics

What I would like to see/have:

  • Scanning – if you pay the cost you should be able to see all the illuvials or at least to have some kind of hint if there’s a high tier illuvial there
  • You should be able to stop from gliding even if you don’t have energy
  • Solon is way underused – should have more use cases
  • I feel some more energy is needed per run ~4500-4700
  • The crafting system isn’t very intuitive – having the need to destroy gear to get components
  • An audio queue or clear indication for duplication -> when you are harvesting/mining I would like to see/hear that the duplicate perk has been triggered
  • Shards should either not break and be rarer, or if they break, they should have at least a 50% chance of capture their own tier (T1 50% capture a T1 illuvial)
  • Master Shards -> if they are to remain in the game (which I don’t mind) they should be at least 10x more expensive to craft – from 80 to 800 shard dust
  • A way to see the illuvial progression/earning XP after battles

Now I have a separate feedback that might just be an isolated case but I felt it is important for everyone to be aware, team and/or players. Pinging @rocky mango and @stray sluice especially for the below - In the end it might be nothing at all and I’m just unlucky

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Unfortunately what happened to me is motion sickness (even with the option for reduction ticked). Just to put it in context I don’t have this condition in everyday real life (bus/boat etc). I’ve been playing video games for about 20 years and played hundreds of titles (from FPS/3rd person shooters/RPGs to Tycoon/RTS/TowerD etc). In all these years I maybe had like 3-4 times when this happened to me.
In Illuvium it started happening in PB2 – up until then I played the OW without having any issues – idk what happened in between but it might give you guys a clue. I wanted to write about it because I think it's very important and even if it’s a very rare situation there might be other players out there that experienced this (I know one other person that currently is in PB4 and experienced the same).

If there are players that are having this issue I want to give them some tips about managing it (yday I managed to play about 3 hrs without any issue):

  • Don’t over use sprint -> jump -> fall/glide mechanic
  • Move slowly and as fluid as you can
  • Reduce the mouse sensitivity (mine is at 0.3)
  • Use a smaller monitor. If you don’t have this option just make sure to try and stay as far as you can from the monitor.
  • Reduce Field of View – mine is set to 80
  • Don’t rush your runs – I often just walk and that is it. I use jump/jetpack other mechanics only when it’s necessary. It’s true that a mining run will take you maybe double the time but at least you will be able to play longer and don’t get nausea or anything.
    o For hunting runs I use Hilde (which stops the illuvial in its place for a few sec) and the Psion gun (G ability) which does the same thus reducing my need to sprint/jump etc

If these don’t work and you feel getting sick/nausea at some point DON’T try to force it and continue to play. It WON’T go away but instead you’ll make it worse. BEST advice in that situation is to quit the game and take a break until you feel better.

rocky mango
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Thank you for the feedbacks. We definitely don’t want anyone getting motion sickness.

tepid gull
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Feedback from 100+ hours of gameplay:

  • No shooting while sliding.
    It cuts the hunting flow not being able to shoot while sliding. I would love for this to be implemented.

  • Stage 3 regions are not fun. Both the encounters and morphopods.
    Hope the ethereal illuvials will fix the stage 1 illuvials spam and the lack of strategy involved. Players should need specific team comps to beat each region, not having a single team that steamrolls all regions because of the lack of synergies in the enemy team. Regarding the morphopods they get really annoying on stage 3. There are more of the exalted ones which is only a single morphopod, which makes it harder to detect and then it deals a lot of damage. They even deal damage when locked in the entering encounter animation. I'm ok with the plants dealing damage cause they are easily detectable, not the morphopods.

  • The scan mechanic is pointless.
    Being able to gather resources by shooting made the scanning feature lose its meaning. Scaning stage 3 encounters makes no sense as it currently is. I would just remove it with the introduction of the ethereal illuvials.

  • No re-craftability for the drone upgrades.
    The crafting recipes are so expensive that it becomes unappealing to farm all those materials again to just try and get a better single random mod. I would lower their cost, add one more random mod to the stage 3 upgrade and make their base value be a range instead of a fixed number.

  • We need way better filtering options for the inventory.
    Now that my inventory is packed with resources and illuvials, I have to keep scrolling an scrolling to find what I want. Also, expanding the size of the item's window could help.

  • Lack of agency in the fusion process
    It gets really disappointing to have no agency in the illuvial fusion process. We have to level up the illuvials, then we select the best of the best and see that beautiful pentagon all filled up to just end up rolling the worse stats possible from each illuvial.
    .

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  • The crafting UI needs to be more user friendly.
    It would be cool if I could create all the necessary items in the window of the item I want to craft. That way I wouldn't have to jump back and forth between windows to check the recipe materials.

Update on some of my previous feedback points.

  • Lack of utility for plants.
    Plants need more reasons to exist other than having the encounters so packed with multiple mods that you have to use some plant consumables. My lvl 30+ team beats 90% of the encounters with zero consumables. Not only that what will be the utility of these if we really move to an action combat style in the future?
    To me all this would be solved in conjunction with the lack of agency in the fusion process by introducing Fusion Orbs. This would create a new and interesting market pushing the interest on plant harvestables to a whole new level.
    #1236096708182802522 message

  • The Drone upgrades.
    I've come to terms with being limited to 3 drone slots and rotating sets of drone upgrades. I would still like to see a bit more depth to this.

  • Too much of the heatmap left to explore for each run even with maxed Drone Upgrades.
    I changed my opinion on this, I think it's perfect the way it is. It gives room for players who want to be more selective.

  • Hard to differentiate between Lazurite Deposits and Geodyne Deposits.
    I also changed my opinion on this. I think it's good that they are similar so new players can't tell them apart right away unless they dig a bit deeper into the resources themselves.

  • Would be nice to have different map symbols for each resource instead of a generic 'deposit' and 'harvestable'.
    I find myself having to mouse-over every map symbol when I'm nearing the end of each run to ensure I didn't miss anything valuable. A button to toggle the resources specific icon would be great.

pearl rain
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Would be nice to get an option to save around 3 teams for OW (including weapons)

pearl rain
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I like the OW gameplay but I think it could be even better if the energy system would be removed. At the moment we have 4000 energy for each run and have to decide which resources we gather. Also this makes it advisable to scout the entire region first which slows down the experience.
Would it be a problem if we just get 20 min for each run and can collect everything we can get in that time?
That would make the game much more action packed. Crafting requirements can be balanced anyway and with the discussed ethereal feature for Illuvials that could be balanced as well. Drone updates could increase the yield for crafting materials and capture power is still needed.
Implementation for testing purposes would basically be putting a hugh number on the starting energy, hide the number from the interface and put a timer on the dome mechanic. So, I guess would be easy enough if people are interested in this 🙂

scarlet tulip
pearl rain
wanton plover
pearl rain
desert stag
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The idea behind this thread is giving feedback not discussing about others feedback 😄
If it ends up in a chit Chat, no teammembers will read it and it's useless.
If you want to talk about something specific, feel invited to open a new thread about that specific topic