Suggestions for improvements
slow movement
Please add a run button/option, and make it only available until a hostile creature spots you.
Re: slow movement
I got a good buddy of mine excited about the game, but he called me today and said he probably wouldn't buy it, although he likes it, if only for one reason: he's frustrated that the character moves too slowly for such an exploration-heavy game. A "run" option (or some other way to speed up movement) would indeed be welcome.D-elf wrote:Please add a run button/option, and make it only available until a hostile creature spots you.
I second the suggestion to move via numpad. Using the mouse is not terrible, but I find it somewhat awkward sometimes. Having the choice would be excellent.
Otherwise, no big complaints so far! Thanks for all the hard work; this is obviously a labor of love.
"What you embrace is what you become."
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More suggestion ideas
So far I'm enjoying the demo, here are my recommendations after about an hour of playing.
1. agree with earlier comments, hotkey to open inventory, equip and stat windows at once, or join in one window rather then individual windows
2. customable save game location. I installed the game to a usb drive (which works great by the way), so I can move it between machines, except that I have to script syncronzation for the save games, since they aren't saved in the game folder.
3. resolution, I understand the 800x600, but magnification would be nice for those of us playing on higher resolution. You could keep it in a window, but just zoom it bigger.
4. arrow key movement? If you can do it, I haven't figured it out yet. Clicking is ok, but the option of an occasional arrow movement would help
5. auto-sort inventory. Would be nice to have a click button to arrange items within the inventory... put items of similar type (armor, weapons, potions, etc) in order.
What does everything think?
-Spud
1. agree with earlier comments, hotkey to open inventory, equip and stat windows at once, or join in one window rather then individual windows
2. customable save game location. I installed the game to a usb drive (which works great by the way), so I can move it between machines, except that I have to script syncronzation for the save games, since they aren't saved in the game folder.
3. resolution, I understand the 800x600, but magnification would be nice for those of us playing on higher resolution. You could keep it in a window, but just zoom it bigger.
4. arrow key movement? If you can do it, I haven't figured it out yet. Clicking is ok, but the option of an occasional arrow movement would help
5. auto-sort inventory. Would be nice to have a click button to arrange items within the inventory... put items of similar type (armor, weapons, potions, etc) in order.
What does everything think?
-Spud
I have a question about the graphics, I'm waiting for the Mac version so I haven't played it yet but on the Spiderweb games they ask me if I want to change my resolution or not (most of them are 800x600 games and I have a 1640x1020 or whatever this imac's res is). They simply change my monitor's resolution and play scaled up rather nicely on my imac.
Like I said I don't know exactly how this game interacts with resolution but if a similar system was implemented I'm sure it would work fantastic.
Like I said I don't know exactly how this game interacts with resolution but if a similar system was implemented I'm sure it would work fantastic.
The hero is walking too slow I believe, but I just found a way to let him move incredible fast: just set autowalk in a direction and then press alt-tab to move to the desktop or another program, and the hero will continue walking just 20-30 times faster in the background.
But beware! You have to be on safe ground since you only hear and can't see what happens, and it happens fast!
But beware! You have to be on safe ground since you only hear and can't see what happens, and it happens fast!
What I would like is the possibility to close any window with just one click on it (like the quest window) because I mainly play with the mouse and I do not like to have to go click on the little icon on the top right after arranging some items on the bottom of my inventory...
For the moment ESC is not so bad... but not optimal to my taste.
My 2 cents
For the moment ESC is not so bad... but not optimal to my taste.
My 2 cents
Gardez suffisament d'humour pour ne pas perdre l'esprit au nom de la raison.
Ama la realidad que construyes y ni aun la muerte detendra tu paso.
Ama la realidad que construyes y ni aun la muerte detendra tu paso.
In a game with a wide-open character development system like Eschalon, it's really easy to spread your skill points too thinly. So if you can save up a few, you can then spend them in larger, focused chunks which can make it a bit easier to keep character development focused.Tiavals wrote:I don't get it, why on earth would someone want to save skillpoints after a level-up? I can't think of any reason at all to do so, someone care to elaborate?
Whenever I play(ed) Arcanum I always saved points up and spent them in larger portions in order to maintain some degree of focus.
There are worlds out there where the sky is burning. And the sea's asleep and the rivers dream … People made of smoke and cities made of song … Somewhere there's danger, somewhere there's injustice, somewhere else the tea's getting cold!
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Tiavals asked:
Well, for one thing, my character has been quite unlucky, and has no weapon besides a dagger, no spells, and not enough money to buy a spell or a weapon worth committing to, or even a lockpick. So I'd like to reserve 3 points for a new skill and wait for a drop of a spell (so I can decide between elemental and divination) or a decent weapon, so I can pick a weapon tree. Other folks might not want to commit to heavy vs. light armor. Or might want to save in general until they find out what they're having the most problems with, and what new skill might help with that (e.g, is your problem finding nothing but alchemy ingredients; finding lots of unidentified things; having no ranged attack, healing too slow, running out of mana, etc, etc.) Starting a new skill is too expensive to pick one I can't use right away. That's why I won't get mercantile at the beginning -- cost/benefit ratio is awful.I don't get it, why on earth would someone want to save skillpoints after a level-up? I can't think of any reason at all to do so, someone care to elaborate?
I'd agree about skill points when you like. I mean after level up I might want to add +1 to cartography, and walk around a bit before I decide whether I should add another 1, or spend it elsewhere.
I realise that there is probably some interaction between stats and HP gained at level-up time, but I'd be willing to forgo the extras, or even just restrict the 'add when you like' to skills instead of stats? Whatever ..
btw, how come level up restores you to full health? I know several games do it that way (Diablo for a start) but it doesn't seem very realistic.
I realise that there is probably some interaction between stats and HP gained at level-up time, but I'd be willing to forgo the extras, or even just restrict the 'add when you like' to skills instead of stats? Whatever ..
btw, how come level up restores you to full health? I know several games do it that way (Diablo for a start) but it doesn't seem very realistic.
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