yarnevk wrote:If a compass is added to the game, please please please make it a hand held object for that boyscout immersion. You can even add a skill that makes the compass settle faster and lets you draw maps of triangulated locations. Do not stick a pointer on the HUD because that turns into requests for GPS quest arrows ruining any possible sense of exploration, followed by requests for fast travel to GPS quest arrows.
Soltis wrote:2. It would be infinitely better if the game didn't have so much PC nonsense polluting it. This is, in essence, a VIctorian themed world; making everything all gender-identical is really cloying and distracting. Stuff like the PC's mother having "dated" someone for a year before marrying his father also stinks of modern urban socialization models. Yeah, sure, it's "liberated" and such, but that kind of monkey business really has no place in a game with this theme. I'm not even objecting to that sort of content in a game, generally, just a game with this motif.
4. I like the game's tendency not to spoon feed the player, well, anything. It's nice to simply have to figure things out from context, and to have the very real chance of getting completely lost if one isn't paying attention. Please, for the love of god, never dumb the game down.
6. I get hungry a lot more than thirsty, so far, and neither seems like all that pressing of a need. So far, temperature hasn't been a factor AT ALL, even when climbing snowy mountains. I'd like to feel like the climate actually mattered and affected my character. I'm not sure if dynamic weather is ingame (or planned), but it would be nice if being wet affected one's temperature (both positively, in hot climates, and negatively, when it's cold).
Time feels like it passes a bit too fast when fast-traveling.
I'm pretty sure my house wasn't supposed to be standing again, unharmed, when I went back after the reading the will.
This is, in essence, a VIctorian themed world; making everything all gender-identical is really cloying and distracting
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