Originally Posted by Hiver
Entitlement to opinions is not the bloody issue or a problem. Thats a strawman argument from those who have nothing else but incoherent, based on nothing - opinions.

Either take an "effort" to read what ive said previously or dont address me at all.

Especially not with more stupid strawmans and ad hominems about anger management issues, you twat.



Quote
IT'S JUST A GAME!!!


And that means exactly what?

Do tell us. It will be very elucidating.



Dude, you are trolling these forums, responding to every suggestion people make with disdain and downright disrepectful behaviour. Get a life?

If you really need that look in the mirror, here is one for you: your current post count compared to your join date of 18/3/14. How many posts is that, per day?

I rest my case. If you ever consider being constructive in any topic, I'll start paying attention again, for now the name 'Hiver' on this forum means I'm skipping the post. You have nothing to add to any discussion, that much is clear.

Now, On topic;

I see a bunch of sensible suggestions really, but I don't think all of them are possible because of certain design choices. To elaborate:

(1) Journal ease of use: not necessary and one of the game's design choices I would say - you are supposed to read, and keep up with your journal updates. Doing that, there is no need for more management than the already present 'filter completed' checkbox. The game wants you to read that thing.

(4) Sneaking linked: not needed. It is small trouble to unlink if you want to sneak, and if you stay linked, maybe that is a choice you wanted to make. 'Auto' sneak should not be in the game, because the game does nothing automatically and this is not the game that wants to do things automatically - you as a player initiate and execute every action.

(5) Shared gold: no. Consider having all your gold on your bartering character and that guy dies in combat, but you can escape (flee combat) with the rest. This is a game element: you need to resurrect that character to get your hands on your gold stash again, and this adds a touch of roleplay and realism. There are lots of instances where this could realistically happen and cause you as a player a heap of problems - that is exactly the way it should be!

(6) Walking on map: the average game map is not large enough to justify this. It takes a couple of minutes to run from one end of the map to the other and introduces a heap of pathing issues (you can't see whether you are clicking on unpassable terrain on the map).

(7) Inventory sorting: this is already in the game, in the shape of Backpacks, that specifically tell you they are the means to sort your inventory.

(9) Equipment comparisons: not possible because you are always bartering with the character that initiates the talk. If you change characters within that conversation, you are just using the inventory of other party members, but not their skillset. This way a party leader can barter for the rest of the party, so this is a game element.

(10) Quest item tab/locks: No. The game asks players to pay attention and KNOW what the quest items are and which are not. This is a game element. For example, in Cyseal there are two necklaces that have a hexagonal shape. I'll keep it at that so as not to spoil too much here.

(12) Legendary and Unique drops: are already in the game. Pay attention or play more.

(13) Non-randomized vendors: No. Vendors change inventories when you level up. This is fine and encourages checking back, adding to playtime and replayability.

(15) Hiberheim rot. Is a game element, no.

(17) Dialogue options. I don't see the point. But the game could use more background lore.

(18) Sarongs for non-int.: Not needed. If you want that Sarong get a +1 Int on some other item you equip. This is also a balancing element.

(19) Endgame content: this is not an MMO. It is a story-based campaign you are playing. We have a mod community and possibly a future expansion to accomodate for this.

(20) Endgame balance/content: maybe, but there is always the difficulty setting you can use. If anything, the game needs a higher difficulty setting above Hard.


As you can see, there are some severe issues with many suggestions because they clearly go against the design intent of the game. Consider this smile

Last edited by Vayra; 10/07/14 11:29 AM.

The only constant in time is change