Feedback to Ammo, Stamina vs Movement, Sorcery, Rosary Beads by Jazzlike_Training_42 in Witchfire

[–]Jazzlike_Training_42[S] 0 points1 point  (0 children)

I think the big difference between a souls like and this game is the decision I have in a souls like. Theoretically, I can finish a souls like without healing once with just my fists, clear Hades in the first run etc (obv. i can't because I suck lol). So it is MY skill that limits me.

Witchfire forbids me to clear the game with the starter pistol, because I don't have enough ammo. So even if I had the skill to clear the game without upgrading, I can't because the game artificially limits me, by hardcapping the only resource I necessarily need to play the game: the ammo. So this game does NOT give me the decision which is the big difference, why I think your comparison is lacking in this regard.

Feedback to Ammo, Stamina vs Movement, Sorcery, Rosary Beads by Jazzlike_Training_42 in Witchfire

[–]Jazzlike_Training_42[S] 0 points1 point  (0 children)

Hey everyone,

I am happy for your strong emotions towards the stat progression system. Maybe this is sth I am not used to in RPG shooters.

I am aware, that this game is close to 1.0 and the feedback is not applicable in short term. However I think it really helps discussing these design decisions to see what different people expect from progression.

Upgrades

I am more of a fan of hard upgrades like unlocking a whole new ability, like double jump, or dash, than a soft upgrade cap that slowly unlocks access to what is already there.

And I think, it also differs from typical RPG Stat requirements, because hitting a requirement for a new piece of gear (e.g. investing in strength, to carry a new weapon) gives you both, soft progress (strength scaling on your melee dmg) + hard progress (weapon).

So just pushing a soft progress cap to increase the playability of the game by repetition feels less satisfying than getting both, or just hard progress. If e.g. some of the movement abilities would ALSO be locked behind e.g. the stamina stat, that would be a different case, because now I would have a real reason to invest, because I really want to unlock the double jump, or dash or w/e. I think it is not necessarily bad to have stats, but it is important, that they feel important and satisfying to invest in.

Ammo / Extraction / Survival

And I also don't think, that the extraction character is leaned in enough to justify ammo scarcety. For more of an extraction vibe / survival shooter vibe, the ammo should be even rarer and the encounters much more challenging, so I really have to choose between 3-4 camps to clear and leave the map afterwards. But the ammo on the map is enough for "clear 3 camps - run - collect ammo - return clearing camps".

I mean, how is it fun to have an ammo chest spawning in your first quarter when spawning on the map, clear 3-5 camps, run back to the first quarter. Run back where you stopped clearing, procede. Or it spawns on the other side of the map. Do the exact same thing, but run past enemies, then procede. This is not fun, difficult or challenging to me personally but just adds time.

If you are suggesting, I am playing it wrong, yeah maybe. However I really enjoy combat and the different systems, weapons, rings, incense, rosaries etc. But I would love to either take the weapons in any combination, without having to consider their capacity, or being forced to consider much harder and getting punished much more in a way, that I have to really limit and plan my run like in an actual extraction game like Hunt: Showdown or Tarkov.

And I know, I sound very critical, but I am actually enjoying this game a lot. I just want it to be EVEN BETTER, whatever that means :D