Heathcliff Aincrad
Member
I am writing this feedback based on the recent video: The Quinfall - Caravan Thief, Sky Rift and Battle Arena
A) Caravan Thief Feedback:
It is a nice system but with small edition it can be improved further to turn it from basic to advanced version
1) Thief should be spawn in wave forms based on the length of the distance between initial start location and finish location, and every new thief wave the number and strength of the Thief will be increased where there will be even some elite and boss type thief npc will appear.
2) The number of thief and their strength will be depend on if the trade pack value and the number of user is carrying it to check whether the trade pack user is in a party or solo or in a raid.
3) Every trade pack mount has unique circle around it (this circle can be seen by other players too) and the size of that circle will be larger or smaller based on the type of the trade pack mount that user is riding, and if another trade pack user enter this circle, it will generate more thief. With this feature, a similar caravan transportation feeling.
4) Trade pack mounts is able to collide with each other instead of passing through the actual 3d model asset of the mount.
5) Some text bubbles should be added to Pacaci Thief named summon npc to make this system more dynmic and when all of them are defeated thy will say in their dying breath such as "Pacaci Boss and our brothers will avenge us" etc speeches, and when we defeat these thief, thy will drop some items and gold too; because we fight against them.
B) Sky Rift Feedback:
To be honest, this "Sky Rift" is very basic that there is no uniqueness at all, so it should be improved further a lot.
1) Globally an announcement will be made for players to know that a rift is opening a certain location, so players can go that direction because the map is very huge already
2) There should be some stages for rifts to be opened. Monster and humanoid evil npcs (sorcerers etc) will appear and thy initiate the enchanted spell to open the rift to bring monster waves and an evil army at the end if the rift is opened a long duration which the monsters will start to move on the nearby towns, villages and cities to ruin everything to bring chaos to Quinfall.
3) The surroundings and the color of air will change, and the players enter to the rift area will get debuffs and these debuffs will be stronger if players cannot stop the rift waves.
4) Surrounding biome, animals and plants will change by rift corruption and thy will be mutated to attack everyone
5) The color the miasma of the rift area will be darker in a more red color visuals which indicated the state level more apparently
6) The developer team would use the stone pillars and magic circle from arena by doing some extra visual settings.
![1716127115986.png 1716127115986.png](https://forum.quinfall.com/data/attachments/0/130-fc881a7cf3392b17c3b8b40336cdf942.jpg)
![1716127827696.png 1716127827696.png](https://forum.quinfall.com/data/attachments/0/131-85ff2f8bf7126c88bc4473df136b81c2.jpg)
7) These obelisks will turn into MARKERS which will summon the evil army at last stage of the Rift
8) From the moment the players enter to rift area, thy will get multiple quests based on the stage of Rift, and thy need to kill the different types of monsters, elite monsters and Unique mob spawn and the Boss of the Rift
9) There should be more horror type monsters, undead and so on.
For Player Content Event, I made a player content named "Rifts of Ordenus" - Ordenus is the Ancient Dragon from the Quinfall Lore already and I have explained that specific rift in detail here:
Rifts of Ordenus
C) Battle Arena Feedback:
The arena pvp system is good; but some subjects need to be improved further.
1) There should be some protection mechanism for the participant teams when the losing side dies and spawn at their base to prevent the winning side to camp at the entrance of the each spawn Team gate fronts. Adding protective cannons on the gate which can be destroyed by the opposing team but it will be respawn after 10 minutes again. Giving newly spawned died players for 15 seconds protection after thy left from their spawn gate location in the arena map.
2) There should be some interactable items for players to obtain to use as extra skills like throwing a hand grenade or bow to make a rain of fire to selected area, or some spells to do aoe or single target, solo or group buffs etc.
3) These interactable items will be on the interactable / destroyable objects / 3d models such as shown in the below image:
![1716129027887.png 1716129027887.png](https://forum.quinfall.com/data/attachments/0/133-dcb7d8282a380be8fc87a590abe7cad7.jpg)
4) These additions will give more strategic approach for both teams instead of plain pvp battles
D) Combat Feedback:
Many players gave lots of feedback about this subject already but we still don't see any improvements... Feedback on the Combat System:
1) Polish and Impact: Quinfall's combat system is promising and already more impressive than Throne and Liberty. With a bit more development, it can become even better. Although we haven't seen a full combat video yet, the short clips we've seen indicate that Quinfall is on the right track, especially compared to other titles like Kayra.
2) Hit Registration and Synchronization: The smoothness of hit registration and synchronization between characters is commendable. The accurate use of skills on targets is significantly superior to the desynchronization issues seen in New World. This level of precision enhances the overall combat experience.
3) Attack Speed and Combat Dynamics: Increasing the attack speed of certain skills can improve the combat system and potentially align with the dynamic and enjoyable combat style experienced in Tera Online. While Quinfall's action combat reminds us of Tera, it also adds its own unique style to this genre.
Conclusion: The direction Quinfall's combat system is taking is impressive. With a few adjustments in combat fluidity and attack dynamics, I believe it can offer an extraordinary gaming experience. Thank you for your ongoing efforts, and I look forward to future updates and releases.
E) Trade Run / Caravan Feedback:
1. Animal Caravan Modifications: It would greatly improve gameplay if the animal caravan had reduced health points (HP) but received enhanced defensive capabilities when players equip mount-specific items. This adjustment would add strategic depth to the caravan system.
2. Caravan Carriage Cart Option: Introducing a caravan carriage cart that provides area-of-effect (AOE) buffs could be a valuable addition. This version should be more resilient than the animal version, offering players a strategic choice based on their gameplay style.
3. Visibility of Caravan Loads: Currently, there is no visual indication when a caravan mount is carrying items, which can be confusing. It would be beneficial if visual changes and a reduction in speed were implemented based on the weight the caravan mount carries.
4. Treasure Chest Appearance: While the treasure chest design is appealing, adjusting its size, color, and animation effects based on the value and quantity of the goods carried would enhance realism and player engagement. For standard packages, having them physically carried by players on their backs after being dropped would add an interesting gameplay element.
5. Mount Skills: Adding unique skills to mounts, such as a temporary rush ability for the elephant, which could affect both foes and allies indiscriminately, would create dynamic interactions. Extending this skill system to other caravan mounts could diversify the gameplay options available.
6. Carrying Pack System: Incorporating a carrying pack system with steam punk-style vehicles, similar to those seen in Archeage, would offer an exciting alternative for transporting goods and enhance the thematic richness of the game.
7. Caravan mounts loaded with trade pack should not move or follow the player at all. However, currently mount with pack still follow the user and player can run after than caravan mount...
8. Caravan Camps: Allowing players to build caravan camps at locations of their choosing outside the city’s safe zones would address common frustrations experienced in similar games. This feature would provide strategic depth, allowing players to prepare and protect their caravans better.
By considering these suggestions, I believe the caravan system can be significantly improved, enhancing both the strategic elements and overall enjoyment of the game. Thank you for your dedication to creating a dynamic and engaging gaming experience. I look forward to seeing how these ideas might be integrated into future updates.
A) Caravan Thief Feedback:
It is a nice system but with small edition it can be improved further to turn it from basic to advanced version
1) Thief should be spawn in wave forms based on the length of the distance between initial start location and finish location, and every new thief wave the number and strength of the Thief will be increased where there will be even some elite and boss type thief npc will appear.
2) The number of thief and their strength will be depend on if the trade pack value and the number of user is carrying it to check whether the trade pack user is in a party or solo or in a raid.
3) Every trade pack mount has unique circle around it (this circle can be seen by other players too) and the size of that circle will be larger or smaller based on the type of the trade pack mount that user is riding, and if another trade pack user enter this circle, it will generate more thief. With this feature, a similar caravan transportation feeling.
4) Trade pack mounts is able to collide with each other instead of passing through the actual 3d model asset of the mount.
5) Some text bubbles should be added to Pacaci Thief named summon npc to make this system more dynmic and when all of them are defeated thy will say in their dying breath such as "Pacaci Boss and our brothers will avenge us" etc speeches, and when we defeat these thief, thy will drop some items and gold too; because we fight against them.
B) Sky Rift Feedback:
To be honest, this "Sky Rift" is very basic that there is no uniqueness at all, so it should be improved further a lot.
1) Globally an announcement will be made for players to know that a rift is opening a certain location, so players can go that direction because the map is very huge already
2) There should be some stages for rifts to be opened. Monster and humanoid evil npcs (sorcerers etc) will appear and thy initiate the enchanted spell to open the rift to bring monster waves and an evil army at the end if the rift is opened a long duration which the monsters will start to move on the nearby towns, villages and cities to ruin everything to bring chaos to Quinfall.
3) The surroundings and the color of air will change, and the players enter to the rift area will get debuffs and these debuffs will be stronger if players cannot stop the rift waves.
4) Surrounding biome, animals and plants will change by rift corruption and thy will be mutated to attack everyone
5) The color the miasma of the rift area will be darker in a more red color visuals which indicated the state level more apparently
6) The developer team would use the stone pillars and magic circle from arena by doing some extra visual settings.
![1716127115986.png 1716127115986.png](https://forum.quinfall.com/data/attachments/0/130-fc881a7cf3392b17c3b8b40336cdf942.jpg)
![1716127827696.png 1716127827696.png](https://forum.quinfall.com/data/attachments/0/131-85ff2f8bf7126c88bc4473df136b81c2.jpg)
7) These obelisks will turn into MARKERS which will summon the evil army at last stage of the Rift
8) From the moment the players enter to rift area, thy will get multiple quests based on the stage of Rift, and thy need to kill the different types of monsters, elite monsters and Unique mob spawn and the Boss of the Rift
9) There should be more horror type monsters, undead and so on.
For Player Content Event, I made a player content named "Rifts of Ordenus" - Ordenus is the Ancient Dragon from the Quinfall Lore already and I have explained that specific rift in detail here:
Rifts of Ordenus
C) Battle Arena Feedback:
The arena pvp system is good; but some subjects need to be improved further.
1) There should be some protection mechanism for the participant teams when the losing side dies and spawn at their base to prevent the winning side to camp at the entrance of the each spawn Team gate fronts. Adding protective cannons on the gate which can be destroyed by the opposing team but it will be respawn after 10 minutes again. Giving newly spawned died players for 15 seconds protection after thy left from their spawn gate location in the arena map.
2) There should be some interactable items for players to obtain to use as extra skills like throwing a hand grenade or bow to make a rain of fire to selected area, or some spells to do aoe or single target, solo or group buffs etc.
3) These interactable items will be on the interactable / destroyable objects / 3d models such as shown in the below image:
![1716129027887.png 1716129027887.png](https://forum.quinfall.com/data/attachments/0/133-dcb7d8282a380be8fc87a590abe7cad7.jpg)
4) These additions will give more strategic approach for both teams instead of plain pvp battles
D) Combat Feedback:
Many players gave lots of feedback about this subject already but we still don't see any improvements... Feedback on the Combat System:
1) Polish and Impact: Quinfall's combat system is promising and already more impressive than Throne and Liberty. With a bit more development, it can become even better. Although we haven't seen a full combat video yet, the short clips we've seen indicate that Quinfall is on the right track, especially compared to other titles like Kayra.
2) Hit Registration and Synchronization: The smoothness of hit registration and synchronization between characters is commendable. The accurate use of skills on targets is significantly superior to the desynchronization issues seen in New World. This level of precision enhances the overall combat experience.
3) Attack Speed and Combat Dynamics: Increasing the attack speed of certain skills can improve the combat system and potentially align with the dynamic and enjoyable combat style experienced in Tera Online. While Quinfall's action combat reminds us of Tera, it also adds its own unique style to this genre.
Conclusion: The direction Quinfall's combat system is taking is impressive. With a few adjustments in combat fluidity and attack dynamics, I believe it can offer an extraordinary gaming experience. Thank you for your ongoing efforts, and I look forward to future updates and releases.
E) Trade Run / Caravan Feedback:
1. Animal Caravan Modifications: It would greatly improve gameplay if the animal caravan had reduced health points (HP) but received enhanced defensive capabilities when players equip mount-specific items. This adjustment would add strategic depth to the caravan system.
2. Caravan Carriage Cart Option: Introducing a caravan carriage cart that provides area-of-effect (AOE) buffs could be a valuable addition. This version should be more resilient than the animal version, offering players a strategic choice based on their gameplay style.
3. Visibility of Caravan Loads: Currently, there is no visual indication when a caravan mount is carrying items, which can be confusing. It would be beneficial if visual changes and a reduction in speed were implemented based on the weight the caravan mount carries.
4. Treasure Chest Appearance: While the treasure chest design is appealing, adjusting its size, color, and animation effects based on the value and quantity of the goods carried would enhance realism and player engagement. For standard packages, having them physically carried by players on their backs after being dropped would add an interesting gameplay element.
5. Mount Skills: Adding unique skills to mounts, such as a temporary rush ability for the elephant, which could affect both foes and allies indiscriminately, would create dynamic interactions. Extending this skill system to other caravan mounts could diversify the gameplay options available.
6. Carrying Pack System: Incorporating a carrying pack system with steam punk-style vehicles, similar to those seen in Archeage, would offer an exciting alternative for transporting goods and enhance the thematic richness of the game.
7. Caravan mounts loaded with trade pack should not move or follow the player at all. However, currently mount with pack still follow the user and player can run after than caravan mount...
8. Caravan Camps: Allowing players to build caravan camps at locations of their choosing outside the city’s safe zones would address common frustrations experienced in similar games. This feature would provide strategic depth, allowing players to prepare and protect their caravans better.
By considering these suggestions, I believe the caravan system can be significantly improved, enhancing both the strategic elements and overall enjoyment of the game. Thank you for your dedication to creating a dynamic and engaging gaming experience. I look forward to seeing how these ideas might be integrated into future updates.