Testing 162: Mastery, Prediction, and Stamina!

I have just realized I posted 2 issues here instead of the other topic made for it :blush:

Whats the story with the super fast kinda nervous hits my character performs with tools? I must say I preferred less slower hits from 161. Is it because changes in the way skills are supposed to affect the starting speed of digging/breaking?

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This brings an inquiry to mind; does this mean the next “live” update will be preceded by a wipe?

So i’m testing for 2 hours now… since 1h 30m i’m searching for copper on a starter world didnt found 1 in 4 different caves and on/in a mountain. :confused: No Iron either. I really think you messed up the rescources lately :frowning:

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Found loads of copper and some iron at -2258,86,202 in icy mountains with caves at the water.

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in deserts mountains you always found copper, iron and tech fragments

@Nibuls post your issues in this thread next time

Testing 162 - Report issues here

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Oh, I accidentally, sorry :neutral_face:

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no problem nibuls

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  • I think that putting the stamina into the game is a bad idea.
  • And i need the air bar back :weary:
  • Slingbows and a GHooks are so sluggish! :flushed:

The new tutorial feels a lot better! Some feedback on it and some achievements:

Wooden tool pacing: By the time I was asked to make a wood axe/hammer/etc, I already was set up to make stone tools.

Consider moving CraftTools to occur between CollectTrunks and CraftCampfire (since the wooden tools can be hand crafted). After all, wooden tools can be hand crafted, and I think it makes more sense progression wise.

Resource Starvation: If the player deviates from the tutorial when crafting, they’re likely to run out of resources a bit early (and it really interrupts the flow). Consider bumping up the number of resources the player is asked to fetch early on.

For example, CollectTrunks would probably benefit from asking the player to collect 20 trunks / 10 leaves. Or, if CraftTools moves to earlier in the tutorial, it could be split up: CollectTrunks (10 trunks) -> CraftTools -> “CollectMore” (10 trunks / 10 leaves / 10 rocks?).

Exploration: FindRegion was pretty frustrating; I ran into a region early on when building my campsite; so another region was pretty far away. I also landed in an ice patch, so it was a good slog (without run…) to find the next region. I don’t have any suggestions for this one; the intention behind this tutorial step seems great.


gathererCollectTunksWithAxeRank1 was infuriating. I had already made a stone axe by this time; and it also requires 2-3 wood axes to fully complete. IMO either tone down the # of trunk blocks to gather, or allow any type of axe

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what i feel about the new system.

i don’t see any reason why you need to spent skill points on other skill trees to open more skill trees. system where you open skill trees with skill points would works better when building your character your own way.

more xp/skill points is needed to get from quest or make them easier, at least from the start since the first 1 hour already felt like grinding.

objectives should be “less specific”. if objective tell me to mine certain rock with a certain item it makes me feel like i cant freely play the game how i want. i prefer objectives to be completed what ever item i want to use.

i prefer double jump to be done by pressing space(jump key) twice and not holding it.

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You do have to press twice to double jump. Holding space gives you a higher jump, but at the apex pressing again will do the double jump. (Assuming skills are unlocked)

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nope, just now test it. Short press give normal jump and holding space u get double jump. It’s not hard, i think need a little practice.

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That’s not a ‘double jump’, just a ‘high’/extended jump.

There’s two things:

"High’’ jump, where holding spaces gives you a higher/longer jump
Double jump, where pressing space again at the highest point of the jump does another jump in mid-air, that second jump can then also be made higher by holding again.

So with all the jump skills, you go like:
Press and hold space (high jump), then at the top of the jump, let go and press space again (double jump), and then hold to make the double jump a high jump as well.

Note the double, second, jump has a different (smaller height)

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So After a Lot of Testing in the last days, the lvl system is good, the xp income per quest is to low. If you just started you want to feel progress is happening to your char. 8-9 hours into the game an still not beeing able to create copper tools or another Machine, when the quest for gathering copper and iron with copper tools pops up all time or the 100 workbench craftings appears. If we stay on this rate of progress with 1 lvl =2-3 hours of playtime doing quests, at lvl 4 where your characters is totally bad at everything! If you need hours for a lvl no problem, but the first let’s say 15-25 lvls should be really smooth. So players can really feel his char getting better and his tools be more useful. (Atm the totem is better than wood or stone tool!)
The Skill point system works fine, but there are so many early skill points you need to build a proper base and after this I bet nobody will be unwilling to grind a bit more than after the start. If playing feels not smooth like the test server for low lvls until you reach lvl 15-20 atm, the game loses it’s fun completly because you need hours to make just 1 lvl

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Agreed!!! Devs please please please address this. Early leveling should be fast and fun, an then gradually taper off.

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A minor update has been pushed:

  • Fix plinth crash.
  • Fix projectiles movement.
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Is it an upgrade of the terribly slow and inaccurate stone sling ammo flying path?

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as far as i know Boundmore, the simplest, but not entirely correct explanation i’ve come up with is that basically the server is calculating the path and speed of the projectile too slowly. DO NOT QUOTE ME ON THIS

i’ve had the problem a few times, it went away after about 30 seconds, but you just gotta keep running around and hoping you dont get rubber-band gunned by cuttletrunks or spitters

–Xanotos

:smile:

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