This is a thread to list all the little nagging oversights that could reasonably be fixed before the final release. This is not the place to suggest dual-wielding or massive engine overhauls, but minor tweaks and improvements that may have slipped Armagan's notice.
I'll try to keep the first post updated with further additions. I'll also note who made the suggestions, so that Armagan can put you in the credits if you aren't there already.
Archery timing. (Eogan)
The timing for firing a bow is way off. Currently, the animation takes half a second to nock the next arrow, and then three seconds to draw the bow and loose it. This should be reversed. Preferably, the bow should use the same two-step system as the crossbow and once an arrow is nocked it should take almost no time to draw and release.
Projectiles while running
The penalty for throwing, archery, and crossbows while running is ridiculously overstated. For reference, see the game of "Baseball". In reality, it would be easier to compensate for the movement of your own body than it would be to compensate for being on a moving horse. I suggest that the penalty be a doubling of the reticule size, perhaps +50% for throwing. Bad aim becomes wild, but good aim is only slightly less accurate.
Back-slung shields. (Eogan)
Still way too high. the top of the shield should be about shoulder height, not higher than the person's head. This is especially noticable with the lowered 3rd-person camera. They block an annoyingly large portion of the screen.
Weapon animations.
It's been said plenty of times before, but the swings in-game are ridiculous. Every shot swings from the shoulder, when they should be a lot more economical and compact. Poles can use a counter-levered attack. Two-handers should combine a counter-lever motion with a short swing. One-handed blows should be closer to a punch than a tennis swing: it's more powerful, more accurate, and much faster.
City menus. (Eogan)
It would be nice if city/village/castle menus could be made optional. I find they really wreck the immersion, and would rather automatically ride into the city. Options could be:
Inventory Management
Especially now that there's only one party inventory, this should be a party skill.
Looting
NPC inventories should be available during the looting screen. Just because I'm full-up with spice and velvet, that doesn't mean I shouldn't be able to have Marnid grab that hauberk and spear.
Carts & Wagons (Kelpo)
This is my most ambitious suggestion here (and perhaps over the line for this thread), but I still think that if you're going to make the player watch over the mundanities of collecting & selling loot, babysitting upset NPC's, and manually controlling the party's food supply, that the "baggage train" shouldn't be abstracted. A player should get:
Party Browser (Red River)
I'm tired of clickin' when I need to examine 10+ members in my party and that includes non companion ones... right now the way it works I can examine one member of my party at a time and then I'm kicked back on the map. I suggest there's to be added back/forward or next/previous party member on the main examine screen after ya click Talk.
Roads (AvaRice)
Roads that serve a purpose by providing a speed boost on the world map, and AI that reacts appropriately to utilize them (e.g. caravan routes, bandits patrolling near roads, lords setting up "road blocks" to impede reinforcements).
Fatigue and Camping (AvaRice)
Long marches w/o sleep should have a drastic effect on morale. AI parties should also camp at night.
Morale (DamienZharkoff)
Poor morale should have a much large, and much more obvious, effect on your party. Have it effect tactics, surgery, troop effectiveness, looting, and more. Losing troops should subtract from the morale you gain after battle.
I'll try to keep the first post updated with further additions. I'll also note who made the suggestions, so that Armagan can put you in the credits if you aren't there already.
Archery timing. (Eogan)
The timing for firing a bow is way off. Currently, the animation takes half a second to nock the next arrow, and then three seconds to draw the bow and loose it. This should be reversed. Preferably, the bow should use the same two-step system as the crossbow and once an arrow is nocked it should take almost no time to draw and release.
Projectiles while running
The penalty for throwing, archery, and crossbows while running is ridiculously overstated. For reference, see the game of "Baseball". In reality, it would be easier to compensate for the movement of your own body than it would be to compensate for being on a moving horse. I suggest that the penalty be a doubling of the reticule size, perhaps +50% for throwing. Bad aim becomes wild, but good aim is only slightly less accurate.
Back-slung shields. (Eogan)
Still way too high. the top of the shield should be about shoulder height, not higher than the person's head. This is especially noticable with the lowered 3rd-person camera. They block an annoyingly large portion of the screen.
Weapon animations.
It's been said plenty of times before, but the swings in-game are ridiculous. Every shot swings from the shoulder, when they should be a lot more economical and compact. Poles can use a counter-levered attack. Two-handers should combine a counter-lever motion with a short swing. One-handed blows should be closer to a punch than a tennis swing: it's more powerful, more accurate, and much faster.
City menus. (Eogan)
It would be nice if city/village/castle menus could be made optional. I find they really wreck the immersion, and would rather automatically ride into the city. Options could be:
- Full Menu: current setup.
- Ride-In: default to the city, but menus available through tab key.
- Full Immersion: no city menus available, you'll have to walk there.
- No Horse: whenever you would spawn in the city on your horse, a message says, "You arrive in [town] and hitch your horse at the local stables." You then spawn at the unmounted city centre spawn point.
Inventory Management
Especially now that there's only one party inventory, this should be a party skill.
Looting
NPC inventories should be available during the looting screen. Just because I'm full-up with spice and velvet, that doesn't mean I shouldn't be able to have Marnid grab that hauberk and spear.
Carts & Wagons (Kelpo)
This is my most ambitious suggestion here (and perhaps over the line for this thread), but I still think that if you're going to make the player watch over the mundanities of collecting & selling loot, babysitting upset NPC's, and manually controlling the party's food supply, that the "baggage train" shouldn't be abstracted. A player should get:
- 1 inventory slot for every infantry member of their party (every footman has a back-pack). Putting a horse in one of these slots makes that infantry act as a mounted unit for travel.
- 1 horse slot below the party inventory. When you put a horse in the open horse slot, it creates a cart/wagon slot beside the horse, the inventory slots for the horse below it, and a new empty horse slot below that.
- When you put a multiple-horse-drawn cart in the cart slot, it should create slots equal to the maximum number of horses that can be hitched to it.
Party Browser (Red River)
I'm tired of clickin' when I need to examine 10+ members in my party and that includes non companion ones... right now the way it works I can examine one member of my party at a time and then I'm kicked back on the map. I suggest there's to be added back/forward or next/previous party member on the main examine screen after ya click Talk.
Roads (AvaRice)
Roads that serve a purpose by providing a speed boost on the world map, and AI that reacts appropriately to utilize them (e.g. caravan routes, bandits patrolling near roads, lords setting up "road blocks" to impede reinforcements).
Fatigue and Camping (AvaRice)
Long marches w/o sleep should have a drastic effect on morale. AI parties should also camp at night.
Morale (DamienZharkoff)
Poor morale should have a much large, and much more obvious, effect on your party. Have it effect tactics, surgery, troop effectiveness, looting, and more. Losing troops should subtract from the morale you gain after battle.