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Kumeda

A beginners suggestions

Question

Hi, I recently bought your game as I like your new project, especially as it's being aimed at a younger generation and about creativity rather than war. I think that's something I can support even so being a fan of the Arma series.

Anyway here are some suggestions from impression as a new player thrown into the game.

27.06.17------

1) The crafting is as others already have pointed out a little confusing with all that is getting unlocked over time and I know you are currently working on that. However I want to add something especially confusing for me from day one. At start I was not aware of  a) what will unlock new blueprints ( no information at the very start)  and b) the moment when I unlocked something (no hints given of such event when crafted something that unlocks something new) c) what I have  recently unlocked

a) will probably covered with an introduction tutorial of some sort I presume 

b) as pointed out some hint appearing on the screen would be nice so that I know that I just unlocked something new.

On that note I have a proceeding idea. This hint could be combined with something like a dynamic  "Survivel diary" for example. In such survival diary you could add the date when something new was discovered working at the same time as encyclopedia of things and special events that happened. This could be used as a story telling component on one hand on the other hand it would allow you to add information to what certain building blocks are good for and potentially for what else it could be good for, so to say work as indicator for yet undiscovered blocks.

c) New discovered blocks should be highlighted in your user interface at it is quite hard to keep track of things especially in the beginning. Not only could it be highlighted it could also be placed in the top rows of your interface so that you don't have to scroll for highlighted stuff.

 

2) I noticed that you can see the recipe of things in the left tab. This is great as it shows you what you need. The problem however is that components that itself are crafted items have to be searched for through the search bar to find out what those are again consisting of. Why must it be so complicated ? Just make the text linkable to objects in your list. I mean by that ... click on the ingridents that is named in the recipe tab and you directly get to the recipe for what you just clicked. A return button could allowe you to return back in your history.

3) As this game is aimed at a younger playerbase I think you should think about matters like play time control. Some other games do it by commenting like "you have played already a long time you should take a break". Maybe you could give the owner of the game a password locked option to especially adjust those settings. Settings could be like a set of rules ranging from deactivation of this time-control  to  just hints given after a certain time and maybe even audio recorded massages by parents that are played in game ..up to saving and shutting down a session depending on certain parameters. I'm not a parent myself and I believe parents should at best play together with their kids... but I think that's very idealistic as not everyone will watch their kids that close from a certain age on.

If I got more I will add it here later on... thanks for listening.

Edited by Kumeda
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I agree with most of your suggestions

Although I disagree that this is aimed at younger players, I am in my thirties and my friend is also, and we are both enjoying the game. I dont think its aimed at a certain age groups.

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Im also in that age.. and you are right it is for all ages. But I think it's not far fetched to say that this game is also designed with younger people in mind as well.  But this kind of game (as most actually) can also be addictive easily, however as a lot  younger people than us  are also going to play this game who might also be more prone to it, I just thought it might be good to think about this....even so the possibilities are limited.

Edited by Kumeda

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Just looking through your plans for the future I noticed that in 0.5 there will be weather included as well as engines. So I was thinking what about those sailing boats? It would be pretty cool if you could add some "realistic" sailing mechanics. This would for example mean you could not go directly in the direction of the wind direction but would always have to travel in a 45° course. Also it could affect the speed of your sailing ship depending on which direction you are sailing. Strong winds could possibly breake the mast or the sail of you haven't taken it in. And in case of extremely bad weather might even sink your ship and with some luck you might end up as a survivor on another island or if you are extremely unlucky you die. If islands would be placed further away from another this could make it very interesting. An engine would also have that way a far more greater meaning therefore when it comes to traveling speed and especially if there is no wind at all. This realistic sailing could be added as option set up in the beginning of a game.

Edited by Kumeda

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How about a pause button for singleplayer ...could not find it anywhere, as pressing ESC doesn't pause the game for some reason?

Edited by Kumeda

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13 hours ago, Kumeda said:

How about a pause button for singleplayer ...could not find it anywhere, as pressing ESC doesn't pause the game for some reason?

This will be implemented in the update 0.5 or 0.6 ;)

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