Common Suggestions and Feedback (with Dev Responses)
" We would love to improve from the solid-white effect, but it's pretty low priority at the moment. " Chris has stated that gender options are too expensive to happen anytime soon. " Staff opinions are divided on this issue... Chris makes the ultimate decision, though. " The Maelström of Chaos is an endless dungeon; it just doesn't tell you what "floor" you're on. " We are opposed to having items that just sit in your inventory taking up space and cannot be actively used or equipped. " I don't see why we can't have a local clock that can be toggled on/off. Code warrior
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"Shift-click | |
"It would need a different input, as shift-click outside of selling things is already used to unstack stackable items. I would not be surprised to see it implemented with some key+click combination at some point since people seem to want it, but I'm not involved with that and thus not aware of what plans, if any, are in progress. Personally, I can't see myself using such a thing at all - I keep my stash organised so I can find things, which requires putting things in the specific places they belong, not just having them go to the first open space. | |
"Sockets are only shown while items are being highlighted. You can toggle this state off by pressing 'z', and hold 'Alt' to temporarily highlight. | |
" As Lurken86 pointed out, we are against them. " When I said "used", I really meant "used up", or "consumed", e.g. currency items. Also, inventory space is already limited; I don't think adding another source of contention here is wise. Charms would be like passive skills, except that you could change them around without spending Orbs of Regret. Also they would have a different requirement system. Probably level and attribute requirements, rather than tree traversal requirements. If we want an easily customizable, itemized passive buff system (like charms), we'll do it in a way that doesn't clog up players' inventories. Code warrior
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" Thank you for the comprehensive feedback. We appreciate the time and effort that went into this. You have justly identified two very important areas that we are keen to improve: the "feel" of the combat, and player conveyance (esp. early on). The disruption of smooth combat is primarily down to the latency between client and server. Which gateway (US, EU, SG) are you are using and which country you are playing from? If you press F1 while in-game, what does it display as your latency? The lag is certainly worse for some people than others. Certain skills are also more prone to desync. Some games require the player to wait for a reply from the server before allowing any action, but this delay can make the game feel unresponsive. It does help greatly with keeping the client and server in sync, though. We have chosen the route of allowing the player to begin performing actions the instant that they click the mouse (or press the key), and the client and server do their best to make sense of it all. It's a tough problem to solve. We are well aware that the game is lacking in the tutorial department. We know that simply creating screen text to explain all the complex systems is a poor idea, but we're not sure what a good method of "conveying" all the knowledge we expect players to pick up. If you have any suggestions in this regard, we are keen to hear! I'm sorry you aren't enjoying the game very much. How far have you gotten? The combat picks up a lot as you level and gain more skills. A large part of our design philosophy is "to create the game we want to play". Our desires and goals don't always coincide with everyone else's, but we are always looking for ways to improve. We also value feedback from our players and fans. We do listen (even if we don't have time to reply to everything). Thanks again for your feedback. Code warrior
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" The devs do read this thread :) |