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Other Games / Re: Farworld Pioneers: To starly go where colonies are bound
« on: June 30, 2023, 01:01:34 pm »
I feel really bad for the launch this had on XBox, especially as part of Gamepass. It's immediately obvious that there is a lot of love that went into it, and in general, the design ethos seems sound. Unfortunately, the AI pathing, balance, and control scheme really make it difficult to get into. I found it largely unplayable after barely an hour - I could probably have struggled through, but I found myself having more frustration than fun. Losing is indeed !!FUN!!, but not when you're fighting the game to get it to do what you want.
Hopefully some constructive criticism from a player POV will help. Some things I noticed:
I imagine a lot of these issues are already being tracked, but I hope that the game is able to be updated to make it more playable. Like I said above, it absolutely has a lot of potential, but it's held back by these mechanics and control systems.
Hopefully some constructive criticism from a player POV will help. Some things I noticed:
- Having to point directly at every object (especially NPCs in motion) you want to interact with is tedious with a mouse and nigh unplayable on controller - either some cursor snapping or an entirely new system is desperately needed here
- Traversal is frustrating with the current way your character moves. Aiming is very rough, and the fact that melee attacks hit everyone nearby makes dealing with friendly NPCs extremely touchy
- NPCs hit each other (unless part of the colony maybe?) so when monsters attack them, they tend to kill each other instead of fighting back
- The tutorial is relatively decent, but it doesn't give enough guidance in terms of its learning goals for the player: just building a wall is great, but even better if you mention that it's in service of building a house. Obviously too much handholding can be annoying, but having no context for what to plan for means a lot of the effort can be wasted
- Job designations are a good idea, but some more automation with NPCs would be grand - being able to set zones where planting and harvesting happen automatically would go a long way in making the colonies less micromanage-y
- Monsters are way too numerous and aggressive for a game where NPCs need to actually walk back to your camp - losing colonists to animals because they can't path away from danger is not very fun
- Due to how fiddly the environment already is, having no dedicated weapon slots makes combat even more of a juggling act, and if you're trying to save an NPC, healing them and fighting off monsters is nigh impossible
I imagine a lot of these issues are already being tracked, but I hope that the game is able to be updated to make it more playable. Like I said above, it absolutely has a lot of potential, but it's held back by these mechanics and control systems.