The Alchemist keeps talking at one point before I click on continue to get to the next talking point. Discussions can be handled with one box that has a scrollbar besides. Also, at one point your discussion prompt reads something like “Wait, I what?” and he responds with something that doesn’t quite seem to be appropriate for the prompt.
Also, since the door was under shadow, the door blended into the surroundings. It looks like you should be able to walk in to the northwest, but you can’t what’s the point of stairs leading to nowhere? And is that a window or a blocked entrance next to those stairs.
Also, the alchemist should actively let you give him crystals. I may have put the crystals I did have into storage and forgot about it. Another possibility is that you are supposed to click on the crystals and then on the alchemist. The player needs to be better made aware of what the internal states of the PC and alchemist are.
Yeah my, aether was in storage. It looked like the artifact wanted aether specifically to be sacrificed top it, but it may have simply been the first thing I clicked on as I blundered about with the mouse at the time. More guidance would have been appreciated there too.
I have scrap from my first adventure, but the pump guy won’t accept it. Apparently he wants special scrap? He should say more about why the scrap I do have is unsuitable and there should be more acknowledgment of the current situation
The pump guy wants 5 scrap. If you don’t have 5 then collect more. Once you have all 5 in your inventory, you’ll get a new dialog option to complete the quest when you talk to him.
Why is this in “ideas and feedback”? What changes are you suggesting?
hackwrench, you have posted 6 times complaining about things that mostly a result of not reading quests, or using your minimap. I welcome genuine feedback about the game, or bug reporting, but the things that you have posted about are less of those, and more just coming across like laziness.
I read what I could see he said and nowhere does he say he wants 5 scrap.
And I don’t like your insinuation that people should have to work at their enjoyment or have to second guess a game. I should be able to figure out what to do from the character’s dialog. The quests should only serve as reminders as to what to do.
And you call coming here creating an account, “Laziness”?
When something doesn’t work as I expect it to, I go about fixing it. You’re the lazy one, leaving it work as is.
So, in answer to the question: What change am I proposing? The change is to make it so quest objectives are clear from dialogue.
The other change objectives: Do something about stairs that lead to nowhere.
With the Alchemist fix the dialogue so that it is split across the text boxes or combine the text boxes.
With the Alchemist fix the prompt to continue so that the resulting statements from the Alchemist makes sense.
Fix the lighting or graphics so that entryways don’t blend into surroundings.
Fix windows that look like they might be doors so that they don’t look like doors.
Give a prompt regarding restoring artifacts when hints are turned on that describes the situation better.
Have in-game characters be more aware of the situation. Your character is new in town and isn’t used to things yet and at this point so is the player.
Bonus: Fix it so that hints stay on long enough to read, possibly by letting the user close them on their own. At least some of them go by too fast or when you are preoccupied with battles.
Dude, there is a quest tracker on the right side of the screen that says “0/5 scrap” Quests are for immersion, the dialogue wouldnt say bring me 5 scrap, it says, bring my some parts so I can fix the water pump" The tracker labels the specifics. Every quest works this way.
The dialogue would say 5 pieces of scrap. It just says scrap and it says scrap in the dialogue. And you’re the one accusing me of not reading what is there.
Thanks for the camera tip, though. I propose an alternate control scheme. The character moves only in response to clicks and a click-hold moves the camera. That’s how I seem to remember it being done in a few Free-to-play MMOARPGs, one I’m thinking of expired for the second time.
And thanks for the camera tip. I propose an alternate control scheme. The character moves only in response to clicks and a click-hold moves the camera. That’s how I seem to remember it being done in a few Free-to=play MMOARPGs
you mean other than in the quest description on the right side ?
And I don’t like your insinuation that people should have to work at their enjoyment or have to second guess a game. I should be able to figure out what to do from the character’s dialog. The quests should only serve as reminders as to what to do.
reminder, yes, handholding to the degree you want / require (you did not find the people to talk to, which stood a few feet away from you…), no
In that case make it so that when I resize the UI to a decent size the Active quests aren’t mostly off the screen! Didn’t realize how much my eyes are straining to read the dialogue.
I went through the various color blindness options and picked the one that worked the best for me. I don’t have colorblindness, but another visual processing malady that makes too much color make things look to busy and harder to process. So I will make attempts at doing things on my own once I can figure out what to do. Just wish there was more awareness for my processing problems in society. I don’t think they have a name for it, but it is similar to dyslexia.
And to make a few other details known: I feel uncomfortable about my visual disorder. Also, I have a 32 inch screen 3-4 feet from my face 1080 resolution and the default text size still seems too small to read comfortably, and the UI goes off the screen when I do resize it.
The game led me to believe they would be inside the prison inside the gate. I looked all over the prison. You may wander all over the place looking for people when you can’t find them, but me, I ask for directions. I asked for directions got them, and then when I realized that the game had misled me, I saw it as a feature to be added that the game not do that, so I posted that part of it in here. I did not ask in here the solution to the scrap dilemma but that the scrap situation be made more clear in-game.
And the forum lost my post again.
In that case, when I resize the UI to a decent size, make it so that the Active quests aren’t mostly off the screen. Didn’t realize how much my eyes are straining to read the dialogue. And the forum found the post again.
I went through the various color blindness options and picked the one that worked the best for me. I don’t have colorblindness, but another visual processing malady that makes too much color make things look to busy and harder to process. So I will make attempts at doing things on my own once I can figure out what to do. Just wish there was more awareness for my processing problems in society. I don’t think they have a name for it, but it is similar to dyslexia.
And to make a few other details known: I feel uncomfortable about my visual disorder. Also, I have a 32 inch screen 3-4 feet from my face 1080 resolution and the default text size still seems too small to read comfortably, and the UI goes off the screen when I do resize it.
You can drag and drop the quest sidebar by right clicking on the key symbol and holding down the mouse button. The key symbol also hides/shows the quest tracker.
Ok. It sounds like the underlying problem here is that you’re looking for a game where all needed information is conveyed through dialog, while Crate’s communication design includes the use of additional cueing systems such as the quest tracker and map stars. I can appreciate that this isn’t ideal for you personally, especially given this new information about your disability.
The best way to communicate this issue is not “your dialog is misleading”; it should be more along the lines of “players with visual disabilities may not recognize visual cues; please make all quest text more descriptive”.
All that is said is to talk to person <name>, nothing about the location, so you wrongfully assumed they are in the prison without any evidence (other than them being brought up as you gain access to it).
It’s not like Bourbon said ‘speak to <name> in DC prison’, which would have been misleading / wrong, so that was you reading something into the conversation that was not there, not the game being misleading.
On top of that you have the quest markers on the map and minimap, that should help resolve uncertainties about the locations.
I can appreciate the visual disorder making it harder to make everything out / read text clearly, but the issue here is not that the text is wrong, is what you read into it without it actually being said.
I did not say that the dialogue with the captain was the sole criteria. The game puts so much emphasis on getting into the prison before giving you anything new to do, that it drives up expectations as to what should and should not be in there. It would be nice if you could unlock talking to the two men before completing the quest element to let you into the prison, but that does not look possible at the moment.
Thanks for the suggestion on how to be more diplomatic. I recognize I need to work on my diplomacy more. The things they don’t teach you in school!
Now if only you can move the minimap like you can move the Quest list, right now I have the quest list situated to the left of the minimap to get it to fit on the screen. Same goes for the bar across the bottom. It could stand to be moved to the right