I think what Swen meant, Hiver, was that the Magisters dialogue is going to try to remove the word prisoners. I almost asked him "WTF?" myself, until I caught the "though for all practical purposes they are [prisoners]" part. I don't think Swen was trying to say "no the Sourcerors are not prisoners and if you players think they are you are mistaken", I think he meant that the Magisters are trying to convince the prisoners that they are not prisoners by avoiding using that word.


I also agree that the prisoners ship has an annoying amount of lootable junk. I picked up about 50, FIFTY junk items. That's about half a level 1 spellbook, worth enough that I feel I need to pick it all up. I'd honestly prefer if all that stuff was worth 0 gold so there was no point spending all that time picking it up. It hurts the pacing of the tutorial, but the gold is worth it especially if I have someone on my team with Geo and the Contamination spell I NEED TO REPLACE for being worthless garbage.


I can't say that I agree with removing items from prison merchants though. I understand that it's not especially immersive either, but removing items would be extremely impractical for fun gameplay. It would make the early game quite tedious. They would have to add a LOT of extra sidequests and stuff to compensate, and I'm not sure that would work well because you can only do a quest once. I can't really see that being an effective substitute for the 3-4 levels of equipment upgrading you need just to get out of the prison.

I agree, the Captain has nothing good on the body, and it should have something. Maybe add that extra 50 gold after you make all the dishes and such worth 0 gold.


I also kinda agree that the "HEY YOU SHOULD REALLY GO BACK TO RESCUE THE PRISONERS" bit is a bit hamfisted, largely because that is the first thing I tried to do after Wendigo killed everyone. Everyone there was non-responsive. So when I got on deck, I did the logical thing and said "screw everyone, let's just go". The game thinks that was wrong.

I think like it would be better is that after Wendigo goes nuts, the way back to the previous room is totally blocked by flaming debris and you cannot go back. That would make it the "Go back for the other prisoners" bit feel better and more reasonable.


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- Very nice to see that resurrection spells now have a very limited range. At least some balance for such super power.


I just checked this, and the range still seems pretty decent, but if you like it too, great.


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- Very nice to see we can now craft many items together. I would add at least one or two recipe books to the tutorial on the boat and make sure traders have some in fort Joy and few more can be found early around the fort. Have them as reward from NPCs too for doing stuff for them. Or just talking to them and being nice or whatever.


Good idea.

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- When i get Ifan and Red Prince and tell them i want them to be a warrior and a ranger specifically they still start as hybrid builds. Red prince gets a point in warfare and geomancy, Ifan in Hunter and piromancy. I like that setup for Ifan but not for Red Prince.


That's how the preset builds are set up. Pyromancer on the Ranger is only for haste apparently. I don't really know what the designer was thinking giving Contamination to the Fighter who will be standing in the enemy's blood or their own most of the time. Fortify does make sense for the tanking of damage, but they should get another Warfare skill instead of Contamination.