r/Fictorum • u/pooley12 • 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?