Thank you very much to everyone who played Everstorm and provided feedback over the weekend. We literally cannot finish this game properly without people taking the time to test, find bugs and let us know how we can improve the game. So THANK YOU!
Our team wants to assure you that we are reading through literally every single comment and bug ticket that was submitted.
Everything is being captured and worked on, but based on the feedback we heard here are the biggest priorities, listed in order:
TOP PRIORITY BUGS:
PARTY CONNECTIVITY: Some players who were queuing in groups found that not all party members are connecting to the lobby. We are fixing this.
GAME FREEZES: Some people were encountering a total freeze up in their game. We will need to do some hands-on testing with detailed log reports to figure out exactly what's causing this.
ABILITY RESPONSIVENESS: Some abilities are either laggy or not even triggering. We have identified some of our core ability functions that have long processing times (up to 0.3s) and we believe that is one of the fundamental problems. We are refactoring the code and optimizing this.
CLASS CHANGES:
BERSERKER CLASS CHANGES: The Berserker is struggling and feeling a little clunky. We’re making some adjustments to his rage costs & management so that his kit feels a bit more accessible and intuitive.
We’re making his AOE slam the same rage cost as his single target pummel. That way players are not enticed to just always use the single target ability because it's available sooner. We hope this will make the choice between those two abilities more situational and less about rage costs.
We’re reducing the rage cost of his bleed ability, so that players feel more comfortable using that ability first to get the dots ticking before they go to the other 2 rotational fillers.
We’re making his ultimate cost 0 rage, so that he can pop it at any time.
GAMEPLAY CHANGES:
STEALTH GRASS: Several players noted that there should be a way to get away from enemies and that the stealth grass should have an interaction with monsters. We’re making it so you can hide in grass, and we’re going to work towards it functioning like hiding places in stealth games such as AC.
FAST TRAVEL/RESURRECTION REWORK: Did you know we have fast travel and resurrection in-game right now? Probably not. No one is noticing it. We’re making some big changes to this to make it more obvious and streamlined. First off, we’re putting the ally resurrection screen on the fire pits that people spawn at, so that the locations are easier to find. Right now you have to right click on fast travel way points to activate them, and it seems like everyone is missing them and not even seeing them. We’re going to activate, light them up and make noise when you walk near them instead - this way they will be harder to miss. We’re going to do the same thing with bon fires, so players don’t miss those either.
SOULS-STYLE ATTRIBUTE PURCHASE: This year we completely removed gear from the game so that players didn’t have to fumble around in their inventories while they were fighting to survive. But we want players to have a bit more control over their builds. We’re adding a souls-like style attribute system at all the bon fires, so you can purchase the attributes you want. We’re going to implement a hard cap on these, so that players don’t just purchase a single attribute. This will need player feedback before the feature is made permanent.
SOULS CURRENCY: To support the attribute system above, we are adding a Souls currency that does not come out of the match with you.
ENEMY STUN LOCKS: Our NPC AI has a lot of room for improvement, but one of the big things we heard we can do ASAP is prevent monsters from stun locking players. We are going to reduce how often stuns are happening, and make them easier to interrupt.
PROGRESSION:
GOLD USE: We’re making it so that the gold that drops on the ground comes out of the match with you, so you can use it to purchase permanent upgrades and playable character classes.
PERMANENT UPGRADES: If you explored our Class Mastery and Raider Upgrade screens, you may have noticed they don’t all make sense. Many of these are still designed in the context of permanent loot - which is no longer in the game. We are going to rework all of these to make sure the upgrades are aligned with the new core game loop.
