[~ I wil update the first post frequently, so don't wonder about the amount]
Bold # Number => new report, which doesn't got recognzied from the developers yet. If they put a comment - it turns normal.
Italic part => main problem, which should be fixed.
#19) Mark the next day: You really need to mark somehow the next day. It could be a circle around the day or just bold letters - but you definitly need to show which day needs to be planned next. The game isn't really beginner friendly and this something which makes easier to follow the week & events
#18) Saving: When you save you have to confirm the file through clicking with the mouse. Would be easier just to press "enter" since you allready named the save-game with the keyboard letters ^^
#17) Choice options just at the text end: You said in the manual that is not necessary to read the whole texts shown in the middle to choose an option. Even though I guess it would be better if the options you choose will just appear after you read/scrolled through all the pages of the event, when you have to dicide what to do. Besides it's more reasonable just to decide what you will do know when you read the whole thing and not before, but furthermore it doesn't distract that much (~ at the introduction event there was a red choice and it was hard to ignore it to just read the text). You could argument that not everyone likes to read all the stuff - on the otherhand just people who like to read texts will get the game. Allowing these players to enjoy the event and not spoil the outcome - will very likely be pleased (~ and it shouldn't be to hard to make the choices invisible as long as the reader didn't got to the last page)
#16) Next page instead of Scrolling: this could be possible be done and at least ease the "mass text discriptions" which is quite hard to read. It's often as I scroll down the information, I don't find the spot where I left the sentece immediately and have to re-read the last sentence which is quite tiring. Instead of scrolling down the page, you could make for all discription the "next page/previous page" scrolling like for the attributes - this allows the players to keep a good overview about the text, since he sees at the next page where he can continue. It's also easier for the haste ones - who just like to see the facts at the last page or starting every article at the top (~ therefore page 1). If its for people, where the potrait could be at the first page adn the description etc. at the following, or for phrases - it would definitly makes it easier to follow the whole text
#15) Explanation about the days & shorten the plan phase: Why are some marked blue ? Why green ? Moreover you should cut the option to scrool through the weeks and just show the current one. Otherwise its too confusing, since you get the feeling that you need to plan everything. If special events need to prepared - there could be a "Image Calendar" which just shows thesedates but don't let you put up the actions right there...
#14) Text-fields: Use the whole space! Could be that it is just my resolution (~ even though there should be an option for such a case), but the text-field in the middle doesn't seem to be proper filled. The text starts in the center and don't use the upper part of the field. If there would be a picture of an event, okay - but if there is just an empty space it should be used for the words and not wasted. This would allows to use less pages and therefore a more fluently reading
#13)Two main "Confirm" button could use some post-click animation. Perhaps some "Click" sound would get annoying soon, but animation (however basic it might be, like the OnHover highlight effect for "History scroll") would enhance the experience a lot - thing is, reaction to your action is not instant, and every time you click and wait you get an psychological uneasiness "Have I hit the button accurately?..".
Same for "Replace activity for the day" buttons.
#12) There's no easy way to see what is your Max Vitality - you only get the reduced amount in red, and clicking on it brings the explanation, but not the numbers. Not good. We need all the information.
#11) Stylish "Thingie" in the upper-right corner is, no doubt, stylish, but it grows old pretty soon - and then it's just a mess. I understand it might by too late in development process to actually replace it, and coding in an alternative would take too much effort - maybe different sections could at the very least be colour- or icon-coded, so that it would be possible to insta-click whatever you need nowr
#10)Activity effects should be included on the "Pick activity for the day" window.
#9) There should be big convenient "Go back" button on most screens. E. g. "Expand choice on screen" pop-up. Better yet, [Right mouse click] should "cancel and return" wherever possible.
#8) Text is too small on large resolutions. Can we have at least resolution switching, if not font size alteration?
#7) Also - why the game is so unresponsive? One second wait on simply switch to inventory on Phenom X3 looks... weird. I guess there is no hope for post-release optimizations? History of a day loads for a fdew seconds. No big disaster, but it surely doesn't add to the feel.
#6) Selecting Mouse: If you hint your mouse over the letters - it turns into a marking sign. Since you can't copy & paste something, it would be more usefull to cut it out. Instead of that, you could generally use an mouse icon like a "feather" or a "ward" instead of windows normal arrow.
#5) Mouse Clicks: It's just a convenvient suggestion. Perhaps you could use the right-mouse button for the "See previous" and the left click for "See next" stuff, if you click at the right information window. Would be easier instead of clicking at the small buttons and so far the right button don't seem to have a function. Moreover it's better to let a simple left click or space at the keyboad skip to the next event-page, if no answer is necessary. It's quite awkward allways pressing the button if there wasn't a requirement to check a choice but just to continue the reeding
#4) Updated Manual: Include the addtions about the attributes from your thread in the manual !
#3) Character creation: Put the choice of "Astrology", "Heritage" and "Omen" at different windows after another. It's great that you get such a wide choice - but need to scroll them and fluently switch between this options is a little confusing. A better overview throug "seperating" and offer them each after another would probably be better. Moreover I recommend to change the order of the information, showing first the "Explaination" over the "Which influece has it on my stats" seems more Roleplaying and interesting. Also should the text-field back to the top if you click at a new one (~ it's quite annoying scrolling down the text-field to read the explaination about the heritage, click at a new one and the text-field needs to be scrolled at the top manually)
#2) Events choice: The manual explains that green choices probably will work, while purple ones are mostly unlikely (~ others scale between them). I guess it would be more reasonable to colour the un-likely ones red, as the opposite to green and not just purple (~ it's even explained later on at the manual with a "red example"). Could be that you allready changed that - since in your further additional Information you just show up the 5 colours...
#1) UI-stats-design: I just read the manual - but I allready get the feeling that it would be better to change the order of Attributes, at least of the "indirect ones" like Stress/Vitality/Encumbrace/Concealement. It seems to be better - to seperate "Vitality" and the rest + above (~ therefore => luck - a little space - Vitality - a little space - Stress etc.). The point is, that Vitality is the only one which should be high for benefits - in contrast to the others (Stress/Encumbrace/Concealement), which should be low
Last Update: 14.08.2010 / 12:55
- updated the suggestion status
- posted the most urgent improvements