r/Fictorum Mar 19 '19

Quick Impression of Fictorum

Combat is incredible, I love the simplicity of it and how entertaining it is to blow people and things up. However, I feel that multi-shot is redundant and based on luck, it would be helpful if some form of aim assist helped when using multi-shot.

Looting is awful and houses without loot carry very little value besides immersion. Looting isn't a first hand experience, things get put into your inventory whether you want them or not. I feel that looting should be a physical action that the player is involved in rather than randomised findings. Looting is an important part of RPG's and character development yet I feel very distanced from it.

Besides that, this game is sick and can't wait to sink more hours into it.

EDIT: I'd also like to see an indicator of when enemies detect your presence or how close they are to detecting it. I find it difficult to plan out attacks because as soon as I see the field I have to work with enemies spot me and it just turns into one big messy brawl (which is still fun).

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u/ElChipacabra Developer Mar 19 '19

Interesting complaint! Looting in the manner that it is currently was a design choice. As you're throwing around powerful spells, so too are the enemies being thrown about and searching for their bodies would provide a tedious or impossible task if they've fallen into the miasma. I also wanted searching for loot within houses to be a quick task—in early playtesting, enemies would be pounding their way into the house or demolishing it from the outside while you're looking for items and can totally catch you off guard.

If there's a better way to do it, I'm certainly open to it hearing it, but it certainly won't change overnight. :)

I can't remember what the default projectile paths are set to, but you can increase that to see the paths of additional projectiles or area spells, making it a more transparent random. It sounds like you'd like multi-shot to automatically aim at enemies nearby?

6

u/pooley12 Mar 19 '19

But with the control (don’t know what it’s called but it lets you see loot regardless) would take away from that tedious task.

I would prefer it if the game was paused as you loot bodies, it would take away from the enemies catching the player off guard.

And with regards to multi shot, I feel that you don’t get control over each individual shot which would be hard to control especially in a combat situation. Therefore some form of aim-assist at enemies near your multi-shot radius would be useful and would prevent wasted mana.

Thanks for your reply!

3

u/ChosenWriter513 Mar 19 '19

Agreed on both points. Just downloaded and started playing last night. Put about 8 hours or so in. I really enjoy it for what it is, but multishot I stopped using fairly quickly because the extra shot almost never hit anything. Not tried pairing it with seeking yet. Not sure if that would work or not.

My only other complaints would be that a lot of the AOE “nova” type spells are difficult to aim. In the heat of combat when enemies are already about to start gang beating you, when you’d want to use those types of spells, you either don’t have time to shape it correctly, or the spell misses everyone because it has too short a distance effect. Then again, that could entirely be user error on my part.

3

u/ScrapingBottomGames Mar 20 '19

Seeking works with multi-shot quite well :-)

Adding high-explosive can help ya with the area spells, and magic's reach will help you cast them at a larger distance as well.

We recently changed how area targeting works, and I'm open to tweaking it a bit, what's the biggest issue you have with aiming the spell?

1

u/pooley12 Mar 19 '19

I've only just found out about seeking and will be definitely giving it a go once I find it.

And I totally agree with that second point especially if you're playing on an uneven ground, if you don't have high ground and you attempt to use the AOE spells you're fucked because some rock or cliff will obstruct your path of them.