Notorious is failing by not addressing this issue.
Would it kill the staff to invest 5 minutes in a clear statement?
Notorious is failing by not addressing this issue.
Would it kill the staff to invest 5 minutes in a clear statement?
A clear statement about what?
Well as for hide, I think a better solution might be to simply not allow using it to raise it. Let the only way to raise it be putting points in it from other skill gains (which is the only way I've gotten any points in hide). If we aren't supposed to hide because it's too OP, then give us the points we invested back and make hide go away, I guess. But making it impossible to skill without either carpal tunnel setting in or macroing does seem a bit off.
Funny, this would be an interaction designer's solution.
Now when I said basic game interactions I want to differentiate between two aspects of this game:
1. Basic Interactions
This would be the actual act of crafting, combat, gathering, hiding, or whatever else you actually tell the game to do. Often there is a little green wait bar that takes from 5-20 seconds depending on the action.
For crafting you have to open up your pack menu, then your bag, then open up the crafting menu, then select the item to craft, then select ALL of the items that go into the crafting. Click craft. Your green bar appears and you do it again if you need to. I'm not saying this is the worst interface for this. It's pretty on par with other games in fact. However, being able to queue up some crafting at the very least would be nice. But adding some sort of fun gameplay interaction for these activities would be _EXCELLENT_. Even combat suffers from being a click fest.
Of course, this is not the first time these critiques have been made.
2. "Macro" interactions
This is where this game really shines. There's huge potential for geographic resource system, growing/shrinking junk piles, deep player driven economies, animal populations, etc etc. This is what is fun about the game for me.
I'd be curious to take samples of players from different games and see which ones have high populations of macroers and to which mechanics that correlates. I think there are games that beg to be macroed. If it's time-consuming to attain a goal, some tool makes it easier to attain your goals, and there's relatively low risk, then you will probably use that tool. Simple.
However, the point has been made that you don't need high ranks in skills to play the game and enjoy the macro mechanics. I agree with this. Yet the leveling system rewards macroing. In my opinion the skill system should only be developed in such a way that it allows and requires specialization. Being able to max out everything (at one time) is ridiculous in the first place.
....actually...
I might actually like the "only using level points" to level hide...
This would not make any real sense from an immersion standpoint, but only those dedicated to hide would use points on it.
Tell me about it.
My hide is in the 50s, and it's just now starting to seem slightly effective for defensive purposes. If it's night. If I'm against the right background. If the potential enemies are a good ways off.
I don't mind putting all my points in it from other skill gains, though. I'm a defensive hider and more interested in the fortification side of combat than the actual hack and slash side (I'm old, okay? Reflexes not so good anymore!). I'm just glad I wasn't obsessed with the thought of raising it after launch, or I would have carpal tunnel by now!
My hide is 5.