@eRe4s3r
All you say is so freaking right I would cry of relief, because I thought I was the only dumbass here (no offense ^^).
I was of course (a little bit) exagerating in my "tutorials", just to try to make things clear.
In this case the game also needs to improve the markings around towns, I mean that in the virtual sense, there needs to be notation of "Vendors" on the maps.
+1
Dragging random items over other items in your inventory is absolutely NOT intuitive (anymore). Don't forget that games have established different methods for crafting for many years now. And the biggest games (Diablo 3, Skyrim) have dedicated systems for crafting. We can't just act like that's not a fact.
OMG this is what I have been trying to explain for so long (although they are very poor crafting systems imho. But yet, still better than DOS :-( ) ... +100
Heck it needs to be only a simple INN where both our chars wake up after a binge drinking night, finding their stuff gone and the door locked. This short sequence could teach players all there is to know about the game-systems, and via character dialog tell us what we are doing and why in the process. And maybe interlink that with the story of the murder in the town.
Sounds like a decent/great alternative to the Source Hunter's academy.
Give us some motivation, some background, some tutorial. Not insanely much, just enough to get us going.
OMFG this is so true again, yes, please.
Again (and again, and again, and...) this is alpha. Hopefully, they will fix the introduction, and some gameplay systems. (NO STABBEY, DON'T HURT ME, THIS IS NOT REALLY LIKE WHINING, IS IT ?)