shingouki Posted November 10, 2012 Share Posted November 10, 2012 Hey Klei! I really love this game, so far it's been extremely fun playing it. I've spent a decent amount of time on it so far and I really like what I see. There were some things that bothered me about the game though that I think can be improved in simple ways. Note: I'm playing the Steam Build.1) Hardcore Mode Option - When I died for the first time I was saddened by my character's passing (a really stupid death too, fought 8 enemies at once with low armor lol), however when I started up again I was expecting to start with a fresh slate. I was disappointed however that I had kept all my research from before. I personally feel like every playthrough should be a completely fresh slate, ie: Nothing should be carried over through each playthrough. Some people might disagree with me, so as an alternative to this, could you include a hardcore "option"? The difference between regular and hardcore would be that you always start a fresh slate in hardcore. I feel that that sort of change is ideal because it makes death extremely "real". In games such as Dungeon Crawl - Stone Soup, when you die, you die and its very disappointing, but it also binds you emotionally to your character that much more; even though you're just playing with a 2D static sprite that barely covers a pixels on the screen. Having this sort of restriction would (in my opinion) make the game a lot stronger overall.2) Re-randomized World on every playthrough - I'm not 100% sure but it seems like every time I play the game, the world I play in is the same as the first one I began using. Again, I might be wrong about this, but I feel it would be ideal if the world was randomized every time you start a new anything. New character, new game, new world.3) Scaled Research rewards - This goes alongside Hardcore mode. But it would be nice if you got less experience per each item researched of the same type. For example, researching saplings starts at some value...lets say 10 exp. Then the more you use saplings, the less value in experience it gives... 10,9,7,5, until maybe 3. Then it would stay at that 3 for the rest of that playthrough .The reasoning I have is, research is setup so that you learn from what you deposit into the machine. After a while of research you will have learned pretty much all you can from the item in question, at which point it cant teach you much else. A better alternative to this would actually be.....3A) Randomized Research rewards - I think it would be better if the game would pick a random number that was set within a range of two numbers as a maximum and minimum value, with a small chance of giving a critical amount of research experience equal to 10 times the minimum value but no larger than two times the maximum value. For example, a berry bush might give 20 - 5 exp on researching it, with a chance of a critical research experience boost(A Research Breakthrough! Eureka! Etc.). The boost would be 5exp * 10 = 50. However, since 50 is more than 2*20 = 40, it would get lowered down to 40.This would be great because it would give usefulness for items you normally wouldn't put in for research, that are worth maybe a 1 exp point. Like If you give a flower an exp range of 1exp - 5exp, then they would go anywhere from 1 - 5, with a possibility of 10 exp.This is balanced by the fact that you lose the flowers by throwing them in the machine, so you cant use them for anything else. But it leaves the "gambling" option open for the player. 3) Hotkeys! - Not sure if this exists, but it would be nice to be able to set hotkeys to shortcut your items. 4) Toggleable HUD - This builds on 3. It would be nice to toggle the HUD/specific HUD elements if you want to. Your game does a good job of letting the player know whats going on without having to constantly monitor the HUD. When you get hungry the game tells you, when night time approaches you get notified, when you can make new items there's a noise to notify you, etc. It'd be nice to add onto this by adding visual cues for when your health is low (character limps/winces/drips blood when health is low), and then the game would be ideal with no HUD. Playing a game without having to check a HUD is the ultimate in immersion. Plus there's a lot to see in this game at any point in time, so having the ability to have less HUD is better.An alternative for no HUD would be...5) HUD When You Want It - If toggling the HUD off completely won't work, it would be nice to take a more free hand approach. For example, if I'm out hunting/foraging I don't necessarily need my crafting menu. Nor do I necessarily need to see my item slots. For those menus, it might be nice if they would appear if you hover over them with the mouse. Similar to how Mac OSX's GUI works. It would hide in the side of the screen when you're not using it, and when you are hovering over it, it would display. This could be broadened for use by adding the ability to toggle on locking it or not.That way you'd get the best of both worlds. 6) Caves/Mines - I'm still early in the game so this might exist already, but it would be nice to have some cave exploration or mining options along with the world exploration itself.7) Sailing - Again, I'm still early so this might exist. But those waves look cool, it would be fun to sail across them to get to other lands.8) Towns with other inhabitants - Another place to meet people and perhaps do quests...or trade? Trade saplings for gold nuggets for example? Though I'm not sure if the game's theme is "You against the world", if it is this might interfere with that. But I don't think it's a terrible concept. Maybe make some sort of alternative inhabitant that could work in its stead? An educated pig for example?9) Digging Competition/Mining Competition/Chopping competition - Random little competitions to pit you against AI's. Who can finish cutting down some tree field the fastest, mine all the rocks, dig up treasure...Speaking of treasure.10) Random X marks the spot for treasure chests? - Might be a cool exploration aspect. Random treasure chests littered around the map to be discovered, Filled with randomized goodies.That's about all I can think of at the moment. If I come up with more ideas I'll put them in here. Thanks so much for this great game! Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now