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WINDSTONE

Survive in a land ravaged by an invasive species. You and your dragon are Windstone's last hope. · By Threshold Seven

General Feedback Sticky

A topic by Threshold Seven created Apr 06, 2018 Views: 6,437 Replies: 112
Viewing posts 1 to 20 of 38 · Next page · Last page
Developer (5 edits) (+2)(-1)

This is a place for any and all feedback about WINDSTONE. Let me know what you like, dislike, what you would like to see changed and new mechanics that you would like to see implemented. Please put specific bug reports (things that are obviously broken) in the bug report topic.

Non-constructive, redundant and no-longer-relevant posts will be removed to more easily keep track of helpful feedback.

Hey Bearded man! Thanks for inviting me to the closed beta. I've only had time to have two runs so far...The first time, I found lots of plant life off the bat, realized stones and branches were near the water and got eaten by a yellow ant eater thing. I noticed, when I pick up an item, the little popup on the right is very quick to disappear and I almost miss it. I picked things up out of order than what the little helper popup was telling me (Find a stone, Find a branch, etc.) It doesn't seem to progress to the next hint even though I may have already done what it's asking me to find or craft.


My second run, I tried to find items in the order the hints were telling me but soon realized I could not find ANY hemp. I'm not sure if this was a glitch or if maybe they are supposed to be rare and only spawn in specific areas, but I ran until I perished from cold and did not find a single hemp plant to make cordage.

I also noticed, these mobs, the ant eater yellow beetle guys and occasionally the Ant looking mobs, were randomly jumping up in the air/twisting around mid air at random, more often  when I looked at them. Soon after I took the screenshot, 2 began to come straight for me from the distance shown in the image.

Not sure if this is much help, but just my thoughts so far. :)


-elizrawr

Developer

Thanks for the feedback Eli. I'm uploading a patch right now so I will address and implement these issues in the next patch.

  • add more hemp plants and have the compass direct you to a patch of hemp upon obtaining the quest. (I'll also add a tip in the journal quest log that explains that the hemp plants are often found by the large hemp trees)
  • slow down the pickup notification
  • auto complete objective if already accomplished
  • fix the jumpy AI

So i did a quick play through as i'm wanting to get a little familair with the game before i streamed it.  just at few things i've noticed.

  • There is no UI to provide information to the player.  health/stamnia/  the hotbar is nice but it would also be nice to be able to see it on screen so we know what we have in what areas.. It would also be nice to be able to drag an item to the hotbar to assign it to a specific spot to allow us to choose the order that it goes into
  • Bamboo.  I hit every tree and plant i could find and couldn't locate any bamboo, maybe it's just me being dumb or completely missing it but it made me think, a glossery would be nice with a picture of what i'm looking for to kind of match it up, just an idea.
  • I had some issues getting out of water, maybe its intended, wasn't a big issue but seemed like the the chararacter kept colliding with the water not allowing me to get out.  
  • Not certain if its intended, but there is no punch option? i play a lot of survival games, usually you can punch things straight out of the gate.  as a way of collecting or defending yourself, you can't do anything without a tool or weapon in your hand. 

Just a few ideas. Also do you have a discord set up for this yet? it would be a good idea i think for realtime feedback and to start building your playerbase. 

I'll be streaming this in the next few days.  So i'll most likely have a load of feedback after that. 

Developer (5 edits)

Thanks for the feedback.  Currently the UI health, stamina etc. are only in the inventory menu, but warning icons pop up when any meter is low. This was done intentionally to make a minimalist UI like The Long Dark which is why you can also hide the quests too if you want to play in  "screenshot" mode. I may add an option to remove the cross-hair (dot). However, I realize lots of people like to have the UI elements always on screen also, so I plan to make it a toggle. I just haven't implemented it yet :D. I will put it into the next update.

The Bamboo is in big patches around the map. You don't need a tool to get it, you just pick it up. I'll figure out a way to make this more obvious to new players.

I'm not sure why you couldn't get out of the water. Maybe the shore was too steep? I'll look into it but the swimming mechanics are very much a work in progress. One of the first things I'm going to add is the ability to stay above the surface while swimming. Currently you kind of bob up and down. Swim animation (bare handed) and an oxygen meter are coming soon too. If you could give me more info on where you were and what buttons you were pressing when you were having trouble getting out of the water that would be awesome, and see if it is reproducible when you get out of the water and go back in.

Punching is definitely being implemented sooner or later.


Setting up a Discord is a great idea. I will look into it soon. Can't wait for the stream, I hope to catch it or watch a recording. What is your twitch name or do you stream on youtube? 

Make sure to get the latest update before you stream. The first Alpha update 1.01 went live last night. I'm not sure yet if the itch.io app automatically updates the game for you or if you have to click the "check for updates" button. 


Thanks again and I hope you have fun testing Windstone and am looking forward to more feedback.

I also forgot to address the equip bar hotkeys. Currently I will have to completely remake the equip bar system from the ground up to allow custom equip bar slot dropping. I plan on doing it but it will take quite a bit of time. It will not be a priority until other more urgent things are dealt with unless there is a majority of requests from players to do so.

Developer (2 edits)

@themightychops Update 1.02 will be going live sometime today. It includes many changes that you suggested including toggling the UI/HUD, objective clarifications and punching! If you haven't streamed it yet, you might want to wait for this update. If you have streamed or recorded a video I would love to see it!

Hi. Just a very first impression. I played some, died 2 times. I like the visuals and want to continue exploring the game itself. However, one thing is holding me back. The music. It is nice and fitting to Windstone, but it is playing constantly and that is driving me completely nuts. It's not only in this game, I always turn music down in any game. So I hope you consider putting in an option to turn the music volume down and even off. That would be so nice! :-)

Developer (1 edit)

There already is :D 

You can turn down the music volume in the audio settings options menu (press P or Esc to get into it while in game) or simply toggle the N key to mute the music.

Did you get the bug where the battle music plays constantly too? I feel your pain. It should be fixed in the last update.

YES! Thank goodness! :D

I haven't encountered battle music or didn't pay attention to it. I'll have a closer look at Windstone today. Thanks for your reply!

The bow is extremely hard to use effectively. I think I only hit once when I was almost right next to a formican (which then killed me, but hey, it happens.) It would be helpful if I could see the arrows in flight so I can see if I'm shooting to high or too low without having to run over to the arrow and guess where my target was. 

Some way to lock my buildings in place would be great too, I keep grabbing the walls and floor by accident when I'm moving other things around. And sometimes it seems a bit touchy for getting things just the way I want them... Alternatively, a pre-built home option would be pretty good too. Cost a lot of resources but it has everything inside it all ready to go. Something along the lines of  the huts I found in the map, that have the fire pits and things but can't be moved or altered.

Will there be farming down the road? And do resources grow back? 

Developer (1 edit)

Hi ratgirl34,

You have to hold right click first to knock an arrow, then while still holding right click hold left click to draw the arrow. The longer you draw back the arrow the farther it will fly when you release left click. If you eat a blue cap mushroom your arrows will become illuminated when you fire them for a limited time so you can more easily judge their trajectory. You can toggle this with a hotkey found in the options.

Locking the building pieces and prebuilt huts will be added in the future.

There will also be farming. Resources do not respawn as of now.

Thanks for testing Windstone.

Edit. You also do not have to wait for the knock arrow animation to complete before drawing back. You can start pressing left click as soon as you hold right click to quickly knock and draw back the arrow. You can rapid fire very quickly at short range this way if you left go of left click as soon as you start drawing back. Takes a bit to get used to but the dynamics of the bow are supposed to have variation: Fire far at a slow rate or near at a fast rate or anywhere in between.

Oh, I figured out how to knock and fire. It's the aim that I'm having trouble with. The blue mushroom helps me find them after I've shot them, but as far as seeing them in flight it does not help even at night. I tried out the rapid fire though and it has helped me take down fornicians without having to rely on the blow darts.

Could be I'm just not a ranged person in this game, which is different from how I usually play. 

And as a side note, I was doing really well. Made the longest run so far, decided to explore the mountains... Got lost and died. Like, I swear there were pools of water and stuff every time I was starting to get worried, then somehow I found the one spot that was super far away from everything to camp. If I'd had the glider I would have been fine... I died ten times trying to find my way out. It was hilarious all the different places I found to die, and terribly frustrating that I didn't have a save outside the mountains. Eventually just gave up and started over. Live and learn. Or die and learn...

It takes a little practice with the bow. Remember to hold down the left mouse button to pull back the string and shoot further. I am hunting them in this video (go to around 11:45 if you wanna see, how I take them down): 

I am not good at seeing the trajectory of the bows/darts either...the light from eating blue mushrooms is only helpful during the night or when trying to find arrows on the ground after missing. But yeah it just takes practice to get used to it. 

Ryan will be making some changes to the building system in an upcoming update - I complained about picking up building pieces by mistake too LOL

Resources don't seem to grow back, but farming is planned for the future from what Ryan has said previously.

Food scarcity is a real pain... I had no idea that the gourds and stuff don't respawn. The only thing I can kill without being killed is the Ostri. Forget the antelope! Their hitbox is too small and I'm 58 years old with poor eyesight ...I can't see the arrows even with the buff. The only way I could kill one was to chase him into the water and hit him with my sword. I barely had enough food for myself, mostly gourds and Chanterelles and then the dragonling wouldn't eat anything but raw meat. So, I guess he died while I was TRYING to hunt antelope.  I love this game but I hate the food scarcity! Also, I hate the "Moddeled" thing cause it makes me die for no good reason. Like needing to build a fire but being too moddeled to build it. That's just stupid. I get it! Mental health but being crazy in RL won't kill you. And then I have this coat thing that's supposed to keep me warm right? But it doesn't and I get moddeled and don't even know it  because that stat doesn't even show until you open your inventory. There I was well fed with full stamina and rested but dying because I was moddeled.  This game will be short lived because of the food scarcity. No food means you die! Hunting OP mobs means you die! Hunting antelope that won't let you get near enough to shoot them means you die! Antelope that run so fast you can never catch up to them means you die! With all this dying there is no chance to survive. With Jumping Formicans and Tardigrades there is no safe pearch from which to shoot them and ranged weapons are pointless because no matter what you die! As I said I really love this game but I hate dying without a choice. The way you have it setup we have no choice but to die. So now that my dragonling is dead [must be because he was gone when I returned.] what comes next? Do I go back up and get another egg or is it just a one time deal? Ideally, I wouldn't hatch the thing until I have a ton of meat but wait that won't work either because it will spoil... You should rename the game "Die! Die and Die again!" because in the end there are no survivors.

Developer

Hello melparrishjr,

Thanks for testing Windstone. I'm sorry you had such a hard time with all the dying. Once you learn the mechanics of the game it becomes much easier and living indefinitely in relative safety is possible. That is the current end goal and objective, to figure out how to not die, much like sandbox mode in the game The Long Dark, which is permadeath in comparison (in Windstone you can at least load your last save).

If you eat blue cap mushrooms, your arrows will glow brightly when you fire them making it much easier to judge their trajectory.

Eating most of the mushrooms will cure the "muddled state" and add to your mental fortitude. Make sure to tend to whatever is causing the muddled state (sleeping if you're tired, eating when your hungry etc)

The hide poncho slows the rate at which you get cold but is not supposed to keep you completely warm forever. You will still need a fire or at least a lit torch most nights but will not become cold as fast while wearing the poncho. The portable shelter also helps keep you warm.

If the dragon hatchling dies you have to reload a previous save to get it back as it is the last dragon on the island. This may change in the future. He will only eat meat as he is a carnivore like dragons in real life :D

The game is supposed to be very hard and I am inspired much by the mechanics and game play of The Long Dark (sandbox mode) with aspects of Ark but leaning more towards the former.

Windstone is in its early infancy in a free to play alpha state only recently released to the public. Much has changed based on feedback since release and much more will change before I set a price to it.

Thanks again for your feedback and I will definitely take it all into consideration.

thanks a lot for the info  Dev  : ).  any chance you can fix it so when i turn the music off it stays off? i turn it off then it get daylight or dark it comes back on. i have to keep going in turn it on then save the settings  then turn it off then save the settings again. your game is fun for sure . once we can grow food the trees grow back will make it even better. 

Developer

Seems like the audio level setting in the options is resetting to default during certain times. I'm looking into it. In the mean time, you should be able to use the N key to quickly toggle the music off and on. That way you don't have to keep going into settings to turn it down or off. I will fix it though as soon as I figure out what is causing the volume setting to reset to default.

using N key will help a lot thanks.

so its free but i cant dl it? 

You should be able to. Just click Download, then you can choose to leave a tip for the dev or just click "No thanks. Take me to the downloads" and then there will be a button to download it.

(2 edits)

I've seen GameEdged play The Long Dark in his YouTube LP series and I'm not a big fan of it. To me making things unecessarily hard just for the sake of making it hard is BS. This whole muddled effect is unfairly difficult to manage! The stat is hidden in the inventory when it should be visible at all times as it seems to be the most important stat that needs to be watched at all times. IRL if I get "Muddled" it won't kill me, but in this game even if I have a fire going and food to cook it won't let me cook it to save my life... literally! Muddled shouldn't be anthing but a dire warning. But you've introduced a stat that wouldn't exist at all under any other circumstances in real life or otherwise just by making it something that interferes with everday ordinary tasks and makes them deadly. One minute I'm fine and the next I'm muddled and not just a little muddled either. I love this game but I hate the muddled effect. If I understand it correctly, it's when you haven't had enough rest seeing that the opposite of muddled is Lucid [which is being able to think straight and concentrate.] but being too cold wouldn't have anything to do with that nether would being a little hungry.  Still if I get cold or hungry or thirsty I get muddled even if I am fully rested. This is BS!!

Even if I find the medicinal herbs or Chanterelles to cure my Muddled effect I can't eat if I'm not hungry! But in IRL if I'm not well I can take my medicine on a full stomache can't I?

Developer

Your suggestions will be considered. Please be patient as the game develops. Much is yet to be done and much will be altered.

A muddled warning icon will be added that is similar to the other icon warnings

You can currently purge your stomach with certain mushrooms.

Just briefly skimming through here, I didn't see my issue posted. I am trying to figure out how to use the mortar and pestal. When I click "crush herb" nothing happens.  I'm assuming I need specific ones? 

I, too, am having issues with the bow.  I am using the blue cap buff and can easily find my arrows, but I'm always just shy of the  mark.  Maybe make the hit box a bit bigger on the antelope? Or try some visual physics effects like the above poster, (ratgirl34), suggested to get the aim right? 

Anyway, I've only been playing for a few hours, and I am super impressed by how well the game runs considering you are doing this alone. I'm also happy to see you so actively engaged with your community! 

Developer

Hi shellshaffer169

You must crush the pink herb with the healing mortar and the poison herb with the poison mortar. I made then separate because cross contamination  seemed logical.

The bow takes some getting used to. Generally aim higher than you think you have to at first and pull back the bow all the way. The distance the arrow flies varies based on how far back you draw the bow and the arrow drop at distance is significant. 

The hitbox on the antelope is exactly as big as the antelope itself. Any bigger and you would injure it without even hitting it, any smaller and you could stick an arrow into it without injuring it. That said, there are some issues where this does not always work as intended and it has to do with the arrow sometimes not registering on one of the two hitboxes (the one that senses damage [collision capsule] and the one that "catches" the arrow and makes it stick [the physics body which in turn links it to the nearest skeletal bone])I'm working on making it so that if the arrow sticks into the animal it ALWAYS causes damage but that is not as easy as it may seem.

I could add a pre-fire trajectory line but I want to keep the bow and arrow mechanics a little more realistic and challenging. The glowing arrow effect after using a mushroom is somewhat equivalent to the IRL arrows that have a LED light in the knock that turns on when the arrow is fired. That's not saying that I wouldn't add a different mechanic to make aiming easier in the future, maybe a different rare mushroom that temporarily adds the trajectory line.

Thanks for your feedback

I like that the mushrooms make the arrows/darts glow, because it makes it easier to find the ones that you miss with. :D I don't find it helpful when shooting...might help if you do combat, when it's dark. I don't find it necessary though, since it just takes a little practice to figure out the right distance and way to take on the individual mob types. 

I'm liking this game so far, although I am still dying a bit :-P I think I have started to work out the mechanics of most of it... I got really stuck trying to work out how to build, so I thought I would pass that feedback on. I kept looking at the items and right clicking, but playing as many survival games as I do I was thinking "No, I don't want to drop the item, I want to place it!" I couldn't work out how to get it into a hot bar, or press E to use, or anything until I eventually just tried dropping it anyway.

I'm also curious, it feels like there is a weight mechanic in place, and encumberance, but I couldn't see where this was reflected or if it made you more fatigued quicker? I am always overloading myself (it is a bad habit, but hey I own it) so I am pretty sure I was encumbering myself in this also...

Great game so far though, I am by no means done playing it yet! <3

It says in the top right of your inventory, when it's open (if I remember correctly). Max weight is 300 or so, but once you pass 250 you get slowed down.

I really Like this game good job!

(1 edit)

Hey Threshold Seven. I love the new mechanics in the new updates but I have some ideas and suggestions-

Dragon Teleportation- If a dragon which has been told to follow you is too far away, it teleports to you.

Backpack- Increases weight limit (double?). Perhaps adds more inventory too.

Mountain steps- To get to the green dragon egg on the island there is a lot of running at a slope and spamming c+space. Perhaps also add bridges and such in the jungle mountains as It  just get plain annoying before you get a dragon (that's if you don't die from fall damage before you get it) 

Muddled- I have died way to many times because I couldn't craft life saving items when I have the materials. Way too many. Please consider changing how it works or removing the function altogether.

Fire- The fire ring and pit are a little sketchy, its hard to tell if it is inside the "extended life" hitbox and it doesn't register a lot of the time. Not a huge issue but one to look into.

Temples- It might a good idea to have wall mounted torches which could be lit with a lit handheld torch, it might just make it a little disorientating which would be better. 

Thank you for being so dedicated with improving Windstone and for listening to the fanbase! I believe this game will go very far if development continues.

I look forward to hear your thoughts on my ideas, goodbye =)

its_me_

Developer

Hey there, all your suggestions are great and most I have considered putting in the game or am already working on. The muddled mechanic is a little harsh isn't it? I've contemplated how to change it so it's less punishing but am still trying to figure out the best way. Maybe being muddled could make things take more materials to craft or take more time (even though I said I don't want to add crafting loading bars in a recent devlog) I think the idea of a muddled mechanic is good, but I know its more of a pain in the ass right now.  The idea of the muddled mechanic comes from the fact that many people IRL that die stranded in the wilderness die because they become confused from hunger/thirst/fatigue/body temp and the loss of their mental faculties winds up ending in them making a bad decision or not being able to complete simple tasks.  Maybe it's just not a fun or good idea for a game mechanic but I think I can make it work with tweaking.  My other thought on the muddled mechanic is to super nerf it for "easy" mode, make it less harsh like the above suggestions for "normal" mode" and leave it as is for "hard" mode. I've yet to implement difficulty levels yet though, so this is just a thought. All in time!Thanks for the input

Also- Dev console and commands? =)

Developer

That is planned for later. Lots of other stuff to take care of first :D I'm currently in the process of migrating the project to newer versions of UE4  and will get back into developing once I've found a stable version.  I needed to upgrade to get some mouse cursor functionality that will be implemented into the next Windstone update.

So far I love the game and everything about it, but there are a few things that I think should be changed because they may improve my play time. My main concern is that when I die, I only have the option to return to the main menu, when I feel like I should be able to just load a save or respawn. Because of the main menu and my computer is not altogether that great, it takes multiple minutes just to get back into playing and often I just quit after dying. If you could add some options that allowed for what I said above, that would be much easier. Thank you!

Developer (1 edit)

I'll get loading from the death menu into the next update.

Also there are still a lot of optimizations to do pertaining to level loading. Lots of objects that load into the main world don't need to be until you are in close proximity to them. This will continue to significantly reduce load times as I optimize more of these objects with each update.

Thank you for the feedback

Ok, thank you! I really enjoy the game and think you are doing an awesome job, excited for the next update!

Also, will there be a building system coming, where you can place cots and foundations and such where you want them instead of just dropping them and then moving them? Such as where the wall would auto connect to the foundation? This would help greatly as I am having some struggles with building. Thank you!

Developer

Yes, snapping components is being worked on. There will be a toggle to snap or "free place".  In case you didn't know, you can use (while holding a building piece with right click) WASD to move around building components, Q and E to rotate them and the mouse scroll to move them away or closer to you.

Thanks for the feedback

Oh, I didn't know that about building. I'm sure that will make things way easier for me, thanks!

Hi Threshold, I'm back =) Just wondering how XP and levels are calculated.

When you start a new save, xp is 0 and does it always increase or reset to 0 every level?

Developer

XP should work like normal. It only resets to zero if you start a brand new game. If you die there is no penalty except that you have to resume from whatever your last save point was. Each level gained will reset the XP progress bar back to empty, but the number displayed in the center should show your accumulated XP from every level and the number you have to reach to gain the next level.

I do think this Game is Amazing and So much work went into this Thank you!! Sorry i get Triggered!! <3 <3 <3

So much there is in this AGame i absolutley Love it!!! Thank you <3 <3 <3
Developer(+2)

Looking forward to all new feedback on the overhauled version. Thanks for playing!

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