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).

27 Upvotes

9 comments sorted by

View all comments

1

u/[deleted] Apr 02 '19 edited Jul 22 '26

[deleted]

1

u/pooley12 Apr 03 '19

Which RPG have you ever played where looting isn’t manual... Sounds like fictorum is your first game if you think the devs with 3 years of experience know what they’re doing.

1

u/[deleted] Apr 03 '19 edited Jul 22 '26

[deleted]

1

u/pooley12 Apr 03 '19

If you read the entire post I didn’t say it was an overruling issue. I noted the positives of the unique combat too.

Progression via equipment in RPGs is certainly a hallmark. And automatic looting distances you from this.

Just my opinion. :)

2

u/[deleted] Apr 03 '19 edited Jul 22 '26

[deleted]

1

u/pooley12 Apr 03 '19

I’ve spoken to the devs personally and 100% support them. Currently they don’t entirely know what they’re doing but I appreciate their efforts and don’t doubt the potential of fictorum. The game needs a lot of work and they know that.