View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010291 | Valley 2 | Suggestion - UI Ideas | Jan 6, 2013 7:42 am | Feb 4, 2013 3:15 am | |
Reporter | Mick | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.709 | ||||
Summary | 0010291: Have the map clearly show which tiles have a perk availabie | ||||
Description | For leveling up, the windmill tiles are very clear to the player, and they have a visual clue on when they've been completed. However, tiles that contain perks to discover give no visual clue that something is special there, or that the exploration has already been completed. If you get close, they will say if they were "visited", but that's not really the same thing. Perhaps the icon could have a pulsing glow pulsing out of it when a perk is available. The other relevant tiles could do something similar (no idea what you'd show for farmland). At the very least, you could just overlay an icon on them. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I thought that the tiles that have a perk always have a cave depicted on them. Is this not enough of an indication? |
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What if you've already gotten the perk token from that cave? Yes there's the "visited" text but this doesn't say if you died midway or something and the token is still there. Also, other places (like pyramids (3), chateaus, city halls, and farm houses) have perk tokens as well. |
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Yes, pretty much what Gemzo said. |
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From a continuity aspect, who's going into the areas and determining if it's still there? Perhaps a dispatch that locates all tokens etc in a 5-radius diamond (or 5x5 square even) that marks them until they're picked up. Same could be used for perk obstacles. Then someone is being sent to scout for you, not you spending the time running through yourself. |
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@Gemzo, ah I see. Sounds, like it makes sense. |
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Three side-by-side swamp caverns. I cleared out two, died on the third, didn't remember which one it was and didn't have any way to tell. So I ended up playing through a cave with no treasure at the end, because I picked the wrong one. @Kio From a story aspect, let's say that during your training with Daemonica you found out that he hides a perk token in every large cave he can find to help harness the planet's geomagnetic energies to increase his power or something. So your character correctly assumes that any large cave will have tokens, and takes notes on which caves (s)he's successfully raided (and distributes copies to the entire resistance force so the information's still available when your character dies). So no one has to actually inspect the cave to see if it's still there, your character can infer that it's still there from the fact that it's a large cave and (s)he hasn't yet personally pulled it out. |
Date Modified | Username | Field | Change |
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Jan 6, 2013 7:42 am | Mick | New Issue | |
Jan 6, 2013 5:24 pm | Andrew Savinykh | Note Added: 0029618 | |
Jan 6, 2013 6:34 pm | Gemzo | Note Added: 0029622 | |
Jan 6, 2013 6:56 pm | Mick | Note Added: 0029623 | |
Jan 6, 2013 8:58 pm | Kio | Note Added: 0029638 | |
Jan 6, 2013 10:31 pm | Andrew Savinykh | Note Added: 0029641 | |
Jan 17, 2013 12:25 pm | tigersfan | Internal Weight | => Feature Suggestion |
Jan 17, 2013 12:25 pm | tigersfan | Status | new => considering |
Feb 4, 2013 3:15 am | windgen | Note Added: 0030509 |