InfiniteWarrior
New member
UI Sounds
The new UI sounds are okay, but may further hamper performance in a game that is already wrestling with performance issues. Generic sounds for inventory items were fine, especially as quickly as we go through them, but specific sounds for different types of items is not necessary in the UI. Game world? Sure, but not UI. Were this walked back, it would save on file/disk space as well as RAM and free that up for ambient game world sounds of which there are very few, atm.
Biome Progression
Items:
Emergent group gameplay is severely restricted if, say, up to level 5 items can't be found in any biome as a rare surprise. I take it they've been mapped onto the biomes themselves: Level 1s only in Forest containers; level 2s only in Burnt Forest containers, etc. up to level 5 in Wasteland containers. eliminating the element of surprise and discovery. That the biomes become more dangerous as you go makes sense, but not sure the items should be so restricted.
Trader Progression:
Linear progression through a story mode will make sense, but linear progression in the open-ended, nonlinear RWG maps? Not so much, from my perspective. If biome-locking traders can be restricted to the Navezgane map and forthcoming story mode, there would be more spice and variety in the "MP" RWG maps randomly spawning traders as before. That's the essential difference between freeplay, onlines modes, e.g. co-op and SP or story modes anyway. Co-op and PvP modes don't need a story and characterization whereas SP and story mode obviously do. Player progression through the tiers probably would feel better if not restricted on the RWG maps, the restrictions and linearity reserved for Navezgane alone, if possible.
The new UI sounds are okay, but may further hamper performance in a game that is already wrestling with performance issues. Generic sounds for inventory items were fine, especially as quickly as we go through them, but specific sounds for different types of items is not necessary in the UI. Game world? Sure, but not UI. Were this walked back, it would save on file/disk space as well as RAM and free that up for ambient game world sounds of which there are very few, atm.
Biome Progression
Items:
Emergent group gameplay is severely restricted if, say, up to level 5 items can't be found in any biome as a rare surprise. I take it they've been mapped onto the biomes themselves: Level 1s only in Forest containers; level 2s only in Burnt Forest containers, etc. up to level 5 in Wasteland containers. eliminating the element of surprise and discovery. That the biomes become more dangerous as you go makes sense, but not sure the items should be so restricted.
Trader Progression:
Linear progression through a story mode will make sense, but linear progression in the open-ended, nonlinear RWG maps? Not so much, from my perspective. If biome-locking traders can be restricted to the Navezgane map and forthcoming story mode, there would be more spice and variety in the "MP" RWG maps randomly spawning traders as before. That's the essential difference between freeplay, onlines modes, e.g. co-op and SP or story modes anyway. Co-op and PvP modes don't need a story and characterization whereas SP and story mode obviously do. Player progression through the tiers probably would feel better if not restricted on the RWG maps, the restrictions and linearity reserved for Navezgane alone, if possible.