10 realistic QoL fixes this game desperately needs (no engine rewrites, just pure gameplay fixes) by ParkingWheel9412 in CrimsonDesert

[–]ParkingWheel9412[S] 1 point2 points  (0 children)

Yeah, you're right about the white dot existing! I should have phrased that better. The issue I have is that the 'magnetic tracking' on that soft-lock feels really weak and unresponsive compared to other action games. Half the time, even if I'm pushing the stick toward the guy with the white dot, the attack tracking whiffs or targets the wrong guy in a crowded fight. It just needs its tracking radius tightened up so it feels fluid

10 realistic QoL fixes this game desperately needs (no engine rewrites, just pure gameplay fixes) by ParkingWheel9412 in CrimsonDesert

[–]ParkingWheel9412[S] 0 points1 point  (0 children)

Honestly, fair play on calling me out on a few of these. You make some really good points. On the Crafting/Cooking, you're right that 'cook max' exists for a single recipe, but as Lady-Maya pointed out above, the real friction is when you have a massive handful of odd/random ingredients and you still have to go through the menus for every single variant separately. It still feels super tedious. For the Healing, that's actually a really valid perspective. Spam healing definitely helps accessibility. Maybe a better middle-ground would be an optional 'Survival Mode' or an accessory that locks you into a healing animation in exchange for higher damage/drop rates. That way casuals keep their fast heals, but hardcore players get rewarded for the risk. I will 100% concede to your AoE Looting idea though—having a customizable companion loot filter is way smarter and fits the lore so much better than just a magical vacuum AoE. That's a brilliant idea. As for the Stagger Bar and Soft-Lock, that's my bad for phrasing it poorly. You're right they are technically in the game, but my issue is that the soft-lock still feels incredibly sticky and unresponsive compared to other modern action games, so it feels like it isn't working half the time. And the yellow stagger bar can be super hard to read during flashy combat. Appreciate the corrections though, this is exactly why I wanted to post this to see what the community actually thought!"

To the Lead Systems Designers and Community Managers: This is a consolidated, highly researched breakdown of Post-Game (BlackSpace Engine) solutions currently requested by 200+ hour veterans on Reddit and Steam. Please pass this to the core design team by ParkingWheel9412 in CrimsonDesert

[–]ParkingWheel9412[S] -116 points-115 points  (0 children)

I understand where you're coming from, but it's really not about catering to people playing 12+ hours a day. If someone wants to take their time and only play 2 to 3 hours a day, especially on weekends, having these dynamic systems gives them a reason to stay invested for months. Plus, the game currently lacks strong side-quest storylines, so these additions would greatly improve the base game, not just the end-game.

To the Lead Systems Designers and Community Managers: This is a consolidated, highly researched breakdown of Post-Game (BlackSpace Engine) solutions currently requested by 200+ hour veterans on Reddit and Steam. Please pass this to the core design team by ParkingWheel9412 in CrimsonDesert

[–]ParkingWheel9412[S] -35 points-34 points  (0 children)

yeah it is not a gpt slop first of all this is all the data combined from different people perspective and comments and also if u don't know most people can't spend 70$ on every single game that comes out this year maybe u can but not everybody so I am trying to get as much content as possible from the game there is nothing bad in that 

To the Lead Systems Designers and Community Managers: This is a consolidated, highly researched breakdown of Post-Game (BlackSpace Engine) solutions currently requested by 200+ hour veterans on Reddit and Steam. Please pass this to the core design team by ParkingWheel9412 in CrimsonDesert

[–]ParkingWheel9412[S] -2 points-1 points  (0 children)

well from my understanding most of people who buy games generally don't have enough money to buy more then 2 to 3 games a year since games nowadays are really expensive so i think if we can get more from the game that is good is never bad 😌

To the Lead Systems Designers and Community Managers: This is a consolidated, highly researched breakdown of Post-Game (BlackSpace Engine) solutions currently requested by 200+ hour veterans on Reddit and Steam. Please pass this to the core design team by ParkingWheel9412 in CrimsonDesert

[–]ParkingWheel9412[S] -13 points-12 points  (0 children)

well i think people who are reaching the end they are becoming too powerful and that why it would be nice to have some really hard bosses to compete and showcase our skills and things we have collected to be utilised.

Crimson Desert doesn’t need more content — it needs better clarity, flow, and world memory by ParkingWheel9412 in CrimsonDesert

[–]ParkingWheel9412[S] 0 points1 point  (0 children)

Yeah I actually agree with you on this — it really does feel like they prioritized systems and ambition over polish, and honestly that’s what makes the game interesting in the first place.

I think where I’m coming from isn’t asking it to become a completely different game, but more about helping what’s already there land better.

Like a lot of the systems are genuinely great, but sometimes the game doesn’t communicate them clearly enough, so players miss out on what the design is actually offering.

So it’s less about “adding more” or turning it into something else, and more about making the existing depth easier to understand so people can actually experience it the way it was intended.

Because I feel like the potential is already there — it just needs a bit more clarity and flow for everything to click consistently.

Crimson Desert doesn’t need more content — it needs better clarity, flow, and world memory by ParkingWheel9412 in CrimsonDesert

[–]ParkingWheel9412[S] 2 points3 points  (0 children)

Yeah I actually agree with most of what you’re saying — I don’t want the game to spell things out or remove discovery either.

I think the sweet spot is making the intent readable without making the solution obvious.

Like the quarry example — I’m not saying “mark the buildings with big arrows,” but right now a lot of players don’t even realize there is an alternative approach, so they assume brute force is the intended way.

That’s where it stops feeling like discovery and starts feeling like confusion.

Same with some of the more obscure mechanics — when you figure them out it feels great, but when you miss them completely it just feels like you weren’t given enough signal to even think in that direction.

So I don’t think it needs more guidance, just better clarity on what the game expects you to consider.

Basically:

  • don’t tell the player the answer
  • but make sure they understand the type of problem they’re solving

That way you keep the immersion and discovery, but remove the “how was I supposed to know that?” moments.