Frayed Knights - Pilot Aftermath
Rampant Coyote Jay Barnson has kicked up some comments on the feedback from the pilot trial of Frayed Knights, which has apparently been a huge success. While it looks like Jay has a lot of work in front of him, he isn't shying away from criticisms:
* Movement Speed - this is a sensitive issue. People expect first-person-shooter speeds in first-person games. The "walking speed" in Frayed Knights is far faster than realistic - it's more like a real-world run speed. But people like to zip. Especially in the village or another safe place. I'd deliberately tried to slow things down to closer to Ultima Underworld speeds for Frayed Knights - a more deliberate "dungeon crawl" / exploration pace (at a good run speed, but still...) But it frustrates people. So I'm gonna have to come up with a happy medium.
* Randomness - there's too much randomness in the game, between the random encounters and the wildly varying difficulty of combat. People might mow down four groups of two cultists four times in a row, but then get clobbered by the fifth while at full health and endurance. And the random encounters - while usually paced reasonably, approached ridiculous "Final Fantasy" levels in some cases.
* Combat - not exciting enough. And not clear enough. The melee characters don't have enough options, and the effect of some of the spells is too subtle (due to randomness and lack of clear feedback) to really tell what makes a difference. And some of the balance is off, like endurance / resting. Some things we need to focus on include better / clearer options for the characters, easier target selection, feedback on the upcoming combat order (who is going to go next), and easier spellcasting.
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