Hi, spend nice weekend playing Beta - luckily I did not experienced most of the bugs people are complaining about…
Nevertheless here are few, maybe it will help:
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I folowed all questlines nicely and played for severl hours when I went to Sapomesh after getting information from Timmy at Kolben estate. I wanted to do already known quests to see if something changed. But somewhere in the middle of poisoning and lost keys quests I saved the game to confront the soldier in the pub. I went bad so I reloaded, but game crashed - I had few previous saves and one of them worked but anything saved after that lead to crash of the game again - I guess it was due to too much information about the relationships and quests I started…
This bothers me especially because one time, right before I died in the fight with soldier in Samopesh I heard a woman shouting that Kolben´s estate is on fire!
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I had to play form the begining to see how story continues. But second time I went to the mill to speak with Mirka - I woke her up about an hour before dawn, she told me to meet behind the mill but did not come - she started her morning routine of brakfast and bath instead and does not speak to me no more - neither does Timmy because I am not supposed to know who he is yet…
I killed all bandits who attacked Reeky before so it is possible that there was noone to come and confront me - also even after a long time noone tried to burn down Kolben estate (shame)
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at two instances when I tried to pick something up in the houses (food in Merhojed, showel in Talmberk) game started to play animation of picking up dead body and carrying it on shoulder - I could not run, could not interact, only solution was to go near the fence and jump over it, this corrected character to normal state
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one time while fighting bandits in front of Reeky´s cave I got hit so hard, that character fell through terrain and floated to infinity.
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when at the fighting arena - training fight (with short sword) - oponent holds big red ball with “Replace me” texture instead of a sword
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First time I played the game I went to Pribyslawitz well diguised as Cuman so I could walk aaround the camp freely and since I had not been instructed to investigate the camp yet, the gate to the church was opened so I climbed the tower and killed the guy hiding in the attik (presumably Runt But nothing happened since I shot him with bow straight to the head he did not ever start alarm - did not find out if I managed to break the game or not because it always crashes when I am about to start the big battle…
And some remarks to the game:
-In dialogues it might be better to be more direct about the possibilities in branching dialogue - a lot of information gets repeated over and over again it would be better if each information could be said only once in the dialogue. This goes partialy to the way dialogues are written, when someone mentiones something and Henry repeats the same information in his next question - it could be more fluent if Henrys responses were more direct - for example, when talking with reeky, name of the one of the bandits (Pius I think) gets repated three times in a row by reeky and Henry it turns - it sounds very unnatural, Henry could use words like “him” or “her” more often when reacting to alredy said stuff…
-I followed instructions given by the luberjack to find reeky, but did not follow each step of the way (had to bypass cumans near the stone cross and found the clacking mill on stream by myself - but when I wanted to read more instructions I found that the questlog was stuck with the first instruction descibing the way - would be great if it could
either skipp ommited checkpoints along the way or to show whole instructions, not just first step…
-Night sky could match to the time of the year and actually rotate during the night, so you could see how the time runs… Also the moon should be much smaller and brighter - it is actually 0,5° of the skydome in diameter in real world - also wet ground reflects moonlight even when moon is not visible in the sky.
- It would be nice if warhorse could find some other way for characters to move around each other (mainly in the fight) than constantly running forward, backwards and sideways like imbeciles as in all other games.
-I found it great in Kingdom come that horse cannot do this by example! if you want to walk to the right you actually have to turn the horse around and people walk pretty much the same way - they do not sidestepp more than one pace, it is not practical. So after holding the side step key character would walk sideways or backways but this would be very slow and clumsy (as in reality), but if you doblepress A , D or S - similary to when you now have to doublepress shift to make horse run - character would actually turn around to face new direction and you could walk or run normaly and quickly.
Last remarks are for the time in the game:
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game is set somewher in the June/July I believe, so It would be nice if night did not take half of the day - sun should be abouve horizon in 5am and setting around 21:00 (in central european summer time) This would would give player more time to actually do something and not just wait for the night to pass…
17hours of light/ 7 of night, not 12/12…
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I notice that during some activities time slows down significantly - I spend two hours fighting in the arena and not even an hour went by in the game-time because I managed to talk to the swordmaster again right after he said how did I do in the fight. On the other hand when I was speaking with the people in Talmberg to find out where is Reeky it was already evening before I talked to everybody I had to… Now I skip all lines I know to not waste daylight by talking to people. I know from Dan´s lectures this was heavily discussed in the design process - but maybe some tweeking would still not be out of hand - like not stopping the time while fighting in arena completely and letting it flow when speaking to folk…
-Normal timeflow could be something like 1gamehour = 3minutes, therefore whole day would last 72minutes (51 minutes of daylight, 21 minutes of night)
-Slowed timeflow when engaged in ANY interaction with other characters (conversation, fight) could be slowed 4times against normal gametime - so 1gamehour = 12minutes in rela time. In that way asking about reeky around Talmberg (which takes around half hour in realtime if you wait for everyone to say their lines) would only take about 2hours of gametime, which is reasonably long time to ask about someone in the village. You won´t spend whole afternoon on stuff like that…
-Also I believe people were rising and went to bed a bit earlier - they should be getting up about hour before sunrise to wash their face and eat something so they could be at work when it is sun already, on the other hand noone works the fields around the noon - it is the worst time imaginable to be for hours on the sun… so plenty of time to walk home for lunch or to do something around the house - field work is something you want to do before the noon and in the evening rather than in the full heat…
That should be all I have to say about the Beta so far - I am really thrilled about how it develops! It looks incredible and it is great fun for me to interact with the world in this intuitive natural way - great respect to warhorse for doing it this way, it must be incredibly complex to do and frankly I am surprised I did not experience more bugs…
regards, V.