This is part 1 of 2.
Second part can be find here:
https://www.reddit.com/r/CubeWorld/comments/ddmjzs/part_22_analysis_of_the_game_mechanics_current/
The whole thing can also be read here:
https://docs.google.com/document/d/1mRkyJYoACqCQ47c7hhF_YMokN0lnojIqtZHR5k4y3ko/edit?usp=sharing
Analysis of the game mechanics,current problems and suggestions and wild ideas. Part 1
Hello cubers, Hello Wollay and Pixxie.
I played the alpha when it came out and, as many of us did, and saw the huge potential the game had. Obviously, I was excited with the news of the game being updated. I have played the beta for around 30 hours now. Completed 4 regions thoroughly, explored others for fun.
The game is not perfect. The community is clearly divided about the changes applied and the decisions taken by W&P (I, as many, don't approve of the lack of communication either but this is another topic and their choice only). Here I will try to summarize what is the current state of the game, and some of the arising problems (big or small) that IMMHO hinder the experience of the player.
Disclaimer: I would like to point out that the suggested solutions are made regardless of the workload/worktime involved. It is an independent project, a passion project and Wollay (even if helped by Pixxie) is alone on this, and the implementation of any modification WILL AND SHOULD NATURALLY TAKE TIME to be balanced and enjoyable. The aim here is to provide constructive criticism of the current state of the game and solutions to improve enjoyment and reduce frustration without changing the current main features. This means by keeping Gear-based progression and region locking in mind, as they are here to stay anyway.
The core gameplay of the game (according to the newly updated website: https://www.cubeworld.com) currently is to:
-explore the region you are in, get quests
-progressively fight increasingly stronger enemies to obtain increasingly stronger gears
-ultimately obtain artifacts, which are the main goal of the game
I. Start of the game
The very first time you play a character, you will be spawned at an activated shrine near a town. In this town you will be able at the very beginning to change specialization, fly freely to a friend, and talk to NPCs to obtain quests. Please note this is considering a new player perspective.
Problem: There is currently a problematic lack of information.
From the perspective of a new player, you don't know how the system of enemy difficulty works (the star system in the option does help) or what your class and specialization can accomplish. This, combined with the lack of potions/heal availability at the start, make the first encounters inexplicably challenging and frustrating.You also don't have established goal, since this is not a survival game.
Suggested solution: Hometowns a smoother introduction to the game mechanics.
What I propose is making one of the villages in each region a potential hometown. It would be located roughly at the center of the region and Human characters could spawn in Plains village, Frogmen in Wetlands, Elves in Woodlands, Dwarves in Hills, etc…The character would be linked to this village and the Hometown would be immune to petrification and possession.
Near each building of importance, a NPC could be here to introduce you to some of the mechanics of the game.
-A GuildMaster could teach you how your class works and tell you about the other specialization briefly. He would ask you to go try to kill a bunch of white mobs like Moles to train. You could then fight him, a blue level enemy, and get owned hard just so you understand to not go in under leveled.
-A Carpenter or a Smith could teach you crafting, gives you a bunch of materials to craft some armor.
-A Priest could teach you about your first bit of lore and how to use Shrines of life. He could mark on your map nearby shrines too.
-An Apothecary could give you a Petfood corresponding to a nearby Neutral creature, and a couple of empty bottles so you can craft your first potions.
Other NPCs in a hometown (and in villages in general) would exclusively give white (and possibly green) quests at first, localized in the nearby area. One of these could be "Free the chatterbox.", a NPC that, once saved, would be localized in the hometown and either could sell you info on quests of higher levels or make so that other NPCs would give you more quests.
To end your hometown questline, a small dungeon or boss could be found nearby, awarding you with your very first artifact: the Amulet/Crown/Scepter/Ring/Stone/Comb of Adventure, giving you +10% running speed to
Oh boy! You are going on an adventure!
II. Exploration
Currently, exploring the game is walking from one point of interest to another. It can be done passively: randomly running and spotting something/or an NPC; or actively by running towards a quest or by…opening the map and looking directly for oddities that appears on it. Looking at your map like this is intended (again: https://www.cubeworld.com ) and someone who look at the map just a little can tell you where most of the artifacts, shrines, and all the points of interest are located and is currently the only way to find Shrine and Villages efficiently.This system of an already completed map combined with ability of the player to fly over great distances for money goes against the exploration and discovery aspects that are at the center of the game..
A fog of war (like there was in the alpha) could greatly enhance the sensation of discovery and exploration…Yet right now this solution is not viable...
Problem: ...Because there is currently no reliable way to obtain information about the region otherwise.
NPCs are scattered and met by chance during exploration and in villages, and 80% of them will not give you any piece of valuable information, the ones who does often giving you quests way above your current gear-level.
Suggested solution: Roads, Travelling NPCs, Accessibility to fast travel and quests.
The lack of information could be first resolved through the friendly NPCs you come across while travelling. First by making them easier to find by making them stay on or near roads and secondly by making them talk about the surrounding region if they do not have quests per se. Nothing would appear on the map, but one could tell you "We are going to X village which is further north down this road." or "We were lucky that there was a shrine of life a little bit south of here".
Roads could also give you a running speed bonus (I suspect this is already slightly the case, but I could be wrong) and be automatically followed if you are on a mount (*cough* botw *cough*) adding a reason to stick to roads for new players. Greater chance of finding Heartflowers could also be a good reason to stick to roads in the beginning and a way to resolve the lack of accessible heal at the start of the game.
Shrines, which act as respawn points and fast-travel points, are currently found exclusively by looking at the map. There is no challenge, no discovery, and no reward apart from not having to walk again if you die. Other ways to locate shrine would be a good addition:
-How about the statue inside the shrine being rotated towards the nearest one, thus building a network throughout the region ?
-Or an item like the treasure spirit that would point towards a shrine if the player is close to one ?
With each activated shrine, the player could obtain a small item that could be traded to specific NPCs (like the currently questionably useful Gem Traders?) to reveal the nearest quest of the level of your choosing. Hence not only exploration would be easier, it would be rewarded with a sense of progression. Each shrine could also give you access to a small part of the map.
Flightmasters could be used exclusively in Multiplayer to join your friends. It could also be used to link villages only: for example once the region is safer because you managed to .
III. Progression.
Currently there are 6 ways in which you can progress in Cube World:
Three are tied to the region you are in:
- -You gain increasingly stronger Armor.
- -You gain increasingly stronger Weapon damage.
- -You complete increasingly "difficult" quests.
- -You gain increasingly efficient mean of exploration with Specials (Boat, Handglider, Reins…).
One is tied to your character:
- -Artifacts: Increasingly stronger exploration stats.
And one is tied to the player:
- -The increasing knowledge the player has of the mechanics and the combat system
a. Weapon scaling
First and foremost, Weapons and Armors. Currently within a given region, no restrictions are in place as to what armor/weapon you can wear or not. For your overall armor, it's not a big deal and I think the system works nicely. You get small increments of stats every time you find a better piece, slowly becoming tankier. The fact that your EHP stat is scattered over multiple pieces of equipment enable a steady but not explosive growth.
Problem: For weapons however, this progression is much more irregular. Firstly, the RNG will make sometimes difficult to find the appropriate weapon (Especially if you fancy a particular style: Wand vs Scepter). Secondly, the tier system makes it that the increments of power are far too significant. This often leads to either the player having trouble defeating an enemy / group of enemies or having no problem at all. This is obviously also linked to some issues with the combat system and we will come to that later, but combat difficulty is currently too much related to your weapon damage, which is changing too irregularly.
Suggested solution: Weapons as catalysts for Spirits.
Instead of making the weapon stats scale with its rarity, how about reintroducing the spirit system.
Each weapon depending on its rarity would have slightly different base stats (a legendary weapon without spirits being like a current green weapon stats-wise) AND a fixed number of slots for spirits (let's say 0,5,10,15,20). Spirits would drop uncommonly from regular mobs and commonly from Bosses, and be region-locked in place of weapons. Each spirit would give small stats linked to their nature and rarity, and add active effects to your R-click and Ultimate.
This would make damage scalability much smoother and rewarding and give more reasons to beat up random mobs. Furthermore, some situations/enemies of higher level could require a specific set of spirits (Holy spirits vs Undead or Fire Spirits vs Yetis).
This would also bring back weapon customization, a feature loved and missed from the alpha. The player could also acquire cosmetic cubes (gems for example), that would not add any stats.
https://i.redd.it/6l8m0dayspq31.jpg
Legendary weapons could be reintroduced as very rare rewards, from dungeons and arenas. You could keep weapons between regions (if you have a cool-looking one) but not spirits which would make changing region much more smooth since weapons would still have some base stats, but it would not be too impacting.
This would also help remove +weapons, which are for me ruining the whole point of region-based progression (having a Legendary + weapon literally unlock the whole next region… so what's the point ?)
b. Quests: structures and accessibility.
Currently the player obtain quests randomly by talking to NPCs. The given quests are not taking into account your current gear level, and their placements are currently randomised.
Problem: This often leads to the player coming out a village without white quests identified on the map and hence no immediate goal apart from roaming or looking on the map and flying (this again hindering greatly the exploration aspect). Relying on said map for finding quests also is unreliable as you have no way to ensure that a point of interest is a quest of your level.
Solution: More quests structures. and accessibility.
A player that just arrived in a region should have increased chance of finding white and green quests to kick-off his/her gear collecting.
This could be achieved by having the NPCs giving more quests, but also quests depending on your current Weapon and Armor levels.
Also more structures in the repartition of the quest throughout the region could also improve the experience: white and green missions near villages, blue and purple quests in more dangerous areas (volcanoes, lava lakes, cemeteries). It would make sense that people would settle as far away as danger as possible.
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