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The Skyforge site has been updated with a massive post by the development team that discusses the most salient points of player feedback from the first rounds of closed beta testing. The post discusses major issues and how the team plans to respond to each and / or gives the reasons behind the feature being deployed as it is.
Topics include:
Run Animation - the team is working on new variations of the run animation and cycle to answer the claim that it looked "weird".
Client Optimization - the client has been optimized with 30% improvement in FPS. The system has been redesigned to detect automatically, new settings were added for compatibility and other useful information.
The ability to loot during combat will be added.
Weekly limits - the team is working on finding ways to ensure that weekly limits are both challenging yet not punitive to players who feel that forcing achievement infringes on their leisure time. Developers are looking for ways to assist players who join the game later in catching up with more experienced and advanced players. The goal, they said, is to give players more and more ways to develop and progress characters and how that will happen will be detailed in a future post.
Beginning content will be pared back as feedback has indicated that future phases should have "substantially less content at launch". Open Beta will give more adventures to players sooner. In addition, the team is taking a hard look at the combat difficulty of the earliest stages of the game. For future release in CBT, players can look forward to finding "impossible adventures" once a given prestige level is reached.
Melee players are concerned with the proclivity of combo interrupts when an enemy dodges or moves. It is a feature that the team is looking closely at and is constantly fine tuning. As yet, no viable solution has been offered.
Players concerned with being unable to dodge all attacks in the game have been informed that this is a planned mechanic to ensure that high-dexterity players do not have a significant advantage over other classes. As a result, dodge is a limited resource by design.
PvP balance is being looked at, especially the complaint that Finishing Attacks in PvP look like a "cheat" due to how fast an enemy can be killed.
The Orders System is undergoing change:
Comments
great response from the skyforge team.
these are nearly me n my buddies complaints they are addressing. lets hope its implemented in cbt3. one more item is the very high HP of bosses w/c is sooo boring( not hard) to kill.
Mystery Bounty
While the dev team is doing a good job of communicating, every time I see news about this game I want to stay further away from it.
Heavy forum moderation around the term P2W - Check
Subscribers (not F2P players) having limits which can be overcome by a paywall - Check
PvP not very balanced this close to launch - Check
I dont mind the graphics/art style and I dont mind paying a sub fee and buying some cosmetics/inventory space/mounts, but when end-game is unbalanced PvP and the activities I find enjoyable are locked behind a paywall for half the month even after I subscribed, I draw the line.
Seriously, Is this a F2P game or a subscription game? I'm confused... I thought it was F2P.
Proud MMORPG.com member since March 2004! Make PvE GREAT Again!
The developers are clearly listening to and thinking about player feedback to make the game something really entertaining, as a game should be. A lot of fun.
(less running around the god hall would be nice...a futuristic walkathon/ speed tube)
I literally know nothing about Skyforge other than the fact that it is a game in development, but I really like to see developers actually using Beta to get feedback and improve their game.
The genre would be better off if that were the status quo.
I really hope that *insert game name here* will be the first game to ever live up to all of its pre-release promises, maintain a manageable hype level and have a clean release. Just don't expect me to hold my breath.
I hope they turn this game into my new Phantasy Star Online. That's The vibe I get from it. Which is no way a bad thing, Quite the opposite. But we all know how Sega being with PSO2....
Monster Hunter since '04!
Currently playing: MHW & MHGU
impressive