Missing necessary UI / comfort features / management tools
Posted: Wed Jun 27, 2018 9:21 pm
Hey guys,
as the development seems to reach it's end, at least in terms of the release, i am still missing some, in my perception, absolute necessary features to ease the players micromanaging and overview.
Features to improve the comfort, lessen frustrations and increasing the fun.
Some examples:
Highlighting entities
In my adventures in kenshi i' m often very occupied with trying to spot dangers to avoid or opportunies to pursue. Some.times it can be a game of vigilance and exploration. But most of the time it is no fun to me and distracts from the core gameplay. This spotting is, to me, unnecessarily hard to do for the player - due to zoomlevels, worldcolors, viewangels, gamespeed and more.
Here could be something likely easily implemented highlighting /outlining of NPCs and /or every interactive entity, like it is already present for items laying around by pressing the ALT-key.
Perception based scout reports / event notifications & auto-pause
Furthermore, if i don't keep vigilance, my squads will likely run right into threats without anything happening in the game to prevent them to do so. So without a proper AI there should be at least some recognisance for the game to inform the player, that there is something on the horizon, i think.
Here could be the "perception" abillity of use in terms of view-range (even displayed entities overall) like a report from scouts to the player. These reports trigger a popup message and pause or slow down the game, like set in the options. This seems to me a standard for this kind of game-interaction i was sure it will be implemented down the development-road. Even more there was a greyed out perception atribute years ago. Now its only crossbowish..
"Red flashing portraits" are not enough for me, and possibly not enough for many potential future players.
There are more issues, like communicating a selected chars destination /path /target, or an enemys "specific" target. I don´t think that missing tools /effort are a way to achieve a "rougelike".
What do you guys think? Do you know if there are unofficial plans regarding these issues? How likely is a modbased fix (although it should be part of a released game)? Are you even ok with these issues?
Extended Poll-Question:
Is there some sort of management help /tool for the player (egg. auto-pause; spotting help; visualization of destination /path /target;..) needed for the game-release? You also may want to comment which kind of help you would like or would not like to see.
as the development seems to reach it's end, at least in terms of the release, i am still missing some, in my perception, absolute necessary features to ease the players micromanaging and overview.
Features to improve the comfort, lessen frustrations and increasing the fun.
Some examples:
Highlighting entities
In my adventures in kenshi i' m often very occupied with trying to spot dangers to avoid or opportunies to pursue. Some.times it can be a game of vigilance and exploration. But most of the time it is no fun to me and distracts from the core gameplay. This spotting is, to me, unnecessarily hard to do for the player - due to zoomlevels, worldcolors, viewangels, gamespeed and more.
Here could be something likely easily implemented highlighting /outlining of NPCs and /or every interactive entity, like it is already present for items laying around by pressing the ALT-key.
Perception based scout reports / event notifications & auto-pause
Furthermore, if i don't keep vigilance, my squads will likely run right into threats without anything happening in the game to prevent them to do so. So without a proper AI there should be at least some recognisance for the game to inform the player, that there is something on the horizon, i think.
Here could be the "perception" abillity of use in terms of view-range (even displayed entities overall) like a report from scouts to the player. These reports trigger a popup message and pause or slow down the game, like set in the options. This seems to me a standard for this kind of game-interaction i was sure it will be implemented down the development-road. Even more there was a greyed out perception atribute years ago. Now its only crossbowish..
"Red flashing portraits" are not enough for me, and possibly not enough for many potential future players.
There are more issues, like communicating a selected chars destination /path /target, or an enemys "specific" target. I don´t think that missing tools /effort are a way to achieve a "rougelike".
What do you guys think? Do you know if there are unofficial plans regarding these issues? How likely is a modbased fix (although it should be part of a released game)? Are you even ok with these issues?
Extended Poll-Question:
Is there some sort of management help /tool for the player (egg. auto-pause; spotting help; visualization of destination /path /target;..) needed for the game-release? You also may want to comment which kind of help you would like or would not like to see.