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Nikolaj

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  1. I can't remember if this has been mentioned yet, but how about adding an ironman mode? I very much enjoy playing certain types of games in ironman mode, but I usually don't have the spine to go through with it if I have the option to reload. It's not a huge deal, but I think this game would lend itself very well to that type of play.
  2. I'm finding myself restarting quite a bit, in order to get the familiar I want (I want that faux dragon, dammit! ), which makes me wonder why I can't just choose the familiar I want during character creation. I know the reason, of course, but restarting 10 times in a row isn't really that much fun. I'm not sure if I think it should be changed, but I'd like to hear what other people think. Do you guys restart a lot, too, to get that special familiar you want?
  3. I'd like it if there was some way to tell if a skill or attribute is being modified in any way, when I select that skill//attribute. To elaborate, I'd like to see what the base skill/attribute is, what the individial modifiers are, and what is causing them. Also, I'd like to be able to tell the max level a skill can be trained to.
  4. I read about it on the Quarter to Three forums, and bought it right away. Kind of a plunge, but I'm glad I did it.
  5. Actually, that means you have to raise it 6 skill steps, in order to raise the skill itself by 1. If you just use the train action, you'll have to use it 6 times.
  6. Alright, after having played the game for a little while, I think I'm ready to suggest a couple of changes. I think that the single biggest flaw in the game is the interface, and it seems that most people agree, judging from this thread and a few other forums, as well as that RPS article the other day. Anyway, the first 3 or 4 pages of this thread had a lot of good suggestions (that's how far I read, before giving up and deciding to just post ), but I have a few more, although some of them may have been mentioned already: 1) When you have selected what to do for the day, in the calender, and are selecting locations/people/skills to use and interact with, you can't interact with the rest of the screen, specifically the skill tree on the left. Since that's the case, why not have that part of the game take place on a seperate screen? That way there would be room to give the player at-a-glance info about the skills/locations/and people he's able to choose from, instead of having to go back and find the skill in the skill tree, the location in the lore section and so on. 2) Tabs. This has already been mentioned, I know, but it's really important, in my opinion. Locations need tabs for lore/effects/abilities, people need tabs for background info/classes/skills/clique info, and so on. As it is, there's too much scrolling going on to find the needed piece of information. 3) I really think that locations need to be somehow linked to the skills that you can enhance at that location. Personally I'd like a seperate tab for skills, where I could see which locations I have discovered that could enhance that skill. As it is, I don't use locations at all, except for the Garden for social activities, and the locations that are tied to certain abilities, such as the libraries. It's too much work having to read through all of them, each time I take an action. 4) The report at the end of the day needs to be cleaned up. Someone suggested a separate tab for what your acquantances do, which is a good idea. I'd also like to be able to tick off the ones I don't care about, so their activities won't show up at all. 5) Also, when you gain something from a class, or from studying/training, it's sometimes hard to see at a glance if it's lore, or a pheme, or a spell, or an action and so on. It would be nice if that was made (much) more clear in the report, as well as in the description. 6) Someone said earlier that there are far too many skills. While I like the many skills, and think that the game would become far too easy if a significant number of them were removed, there are some that don't make too much sense, imo. There's an espionage parent skill, but there's also a spy parent skill, for instance. Another example is the competition subskill in the athletics tree, and the compete parent skill. I think some could be merged, or possibly renamed or replaced. 7) This has already been mention, but I'd like it if the random events made a bit more sense. I don't mind that I'm suddenly in the woods (maybe my character decided to take a 20 minute break, or something), but having class-related events on weekends is a bit too much, I think, and does break the immersion a little bit. I'm sure there are differences of opinion, regarding how dependent on other factors events should be, since it limits the amount of events a player is likely to see, and thus increases the chance of repeat events. Still, there should be some dependence, in my opinion. I guess that's it. Once again, I really think that the interface needs to be cleaned up. I've seen a bunch of people, elsewhere on the internet, saying that the game looks like something they would buy, only to be put off by reports of the interface. Personally, I only put up with it because the rest of the game is so awesome, but I'd really like to see it improved.
  7. I'd be happy if it was possible to see the creation date of a save game, when loading from the start menu, or maybe sort the save games, so the newest on is on top. It's not very important, really, but it would be nice.
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