Originally Posted by LordCrash
Originally Posted by Shaki
Great post. Though I'm not sure about some of the "usability" suggestions, because all that little annyoing things have some charm of the oldchool RPGs

Well, I agree that this whole micromanagement is indeed part of the "charm" and I surely don't want it to completely disappear. I just want the parts which can imho be more tedious than charming to be improved. If you've only played the game for 5 or 10 hours most of that stuff likely doesn't seem that releveant. But after 50 or even 100 hours in which you've done the same repetitive things over and over again, you'll possibly notice that their charm only lasted so long. As someone else mentioned above, even the old Infinity engine games had features like shared gold for example. Old-school shouldn't be a substitute for clunky imo. wink


@JoeBart
I agree that "repair all" is more useful/pressing than "identify all". But basically it's the same process.


Agreed that it is essentially the same process. And I'm not against either (though I'm sure we agree on this smile )

Since this is a single player game I see no reason not to allow a player to experience the game as they wish within certain constraints (I.E. the game becomes so easy as to eliminate any challenge or sense of discovery whatsoever). If a player wants to identify all, why not let them? If their character possesses the requisite skill, it simply eliminates tedium. As you've said, after multiple playthroughs and/or hours, some things can be downright laborious. Simple quality of life improvement for menial tasks should be a boon to a player. The ability to click multiple times to repair items does not make one a better player or add to story immersion.

I don't think any of your suggestions break or detract from the spirit of the game. For the most part, they give a player more options, which should always be appreciated.