Jump to content

daniel.robert.campbell

Members
  • Posts

    25
  • Joined

  • Last visited

Everything posted by daniel.robert.campbell

  1. The Jump button should let the player rise when under water. I'm aware that there's a key binding to change the "Rise Under Water" to whatever you need it to be, but if you want it to be the same as your jump button, you can't (at last I don't think so). So you're stuck with one option or the other. I'd request that the controls for swimming underwater be independent from those when on land.
  2. I frequently want to abandon backpacks so they will no longer appear on my HUD. Would be helpful to be able to do this from the map screen. https://imgur.com/AAi31Ur
  3. Is there any in-game explanation, description or tutorial that says what the Chopping List is all about? I see it when I pull up my crafting menu, but I don't see anything saying what it's actually for. PS: I'm not asking what the Chopping List does, I'm asking if there's an in-game description for it somewhere that I'm missing.
  4. A filter would be cool but it would still cause issues with the scenario like in my example. I might want to go retrieve my backpacks normally, I just don't care to go get THAT backpack.
  5. I enjoy the marker system but I wish there was a way to hide individual markers rather than all of them. For instance if I died in a cave, and I really don't care to retrieve my backpack. I'd like the ability to hide that marker, but still see all the others. I imagine this could work either via the map, or actually aiming/looking at the marker and using the "hide marker" button. But, I'm sure the solution is something the design ninjas of Obsidian can figure out better than I can. Thank you!
  6. If nothing else I'd like the option to remap controls where we can decide what buttons will cycle through the hotbar selections. If I could set the D-Pad to cycle left and right through the hotbar, that would be pretty awesome. PS: I really doubt we need all the communication options mapped to the D-Pad by default. I might be wrong but I think most players will be using voice chat either via Discord or Xbox LIVE Party systems.
  7. I'd like to request that hitting the sprint button will automatically take the character out of a crouched state. As it is now, the player has to cancel their crouch in order to start sprinting. Seems minor but small touches make for a nicer play experience.
  8. It's super clear to me now that I know, but when I first started playing the game I had no idea how to remove a blueprint that I accidentally placed. Would be helpful to have a small "B to Remove" prompt on screen when viewing a partially built blueprint. https://imgur.com/Ci2v1PQ
  9. When viewing a structure that you are missing components for, but you do have the components to make, it would be helpful if there was a (hold) button prompt to craft the missing components instead of having to go into a menu to do so. Please see below screenshot for example. https://imgur.com/Z9gUqKj
  10. I know you can manually sort your inventory, one item at a time, but I'd find it FAR more useful to just have an "auto sort" option. Of all the fun things I could be spending my time doing in the game, painstakingly sorting my inventory one item at a time isn't one of them.
  11. There doesn't appear to be anywhere, that I can tell, that indicates how much a Plank Pallet is able to hold. This is the case for viewing the description of the Pallet in the crafting menu, and when viewing the pallet after it's already been built. This information might be handy to have for players in case they want to carefully plan how many they will need/want. https://imgur.com/VNnLsJh
  12. The resources required to repair the Pebblet Axe seems far too expensive compared to the cost of crafting a new one. The materials required to craft a new one are nearly everywhere while "Quartzite" seems to be far more rare. PS: This is predicated on the idea that I'm not missing some obvious benefit of keeping the same axe rather than just building a new one.
  13. I would like to see a system where the player can assign certain items/tools to be "quick crafted". Right now the D-Pad buttons are being used for other things, but I'd love to see a (hold) option for this system. Examples: Imagine being in a dark environment and, instead of having to fumble around in menus, you just held the Up D-Pad button and it automatically crafted and equipped a torch. Get jumped by a spider and not have a weapon equipped? Hold down the Left D-Pad and you've quick crafted a spear and equipped it right away. Axe just broke? Quick craft another one by holding down Right on the D-Pad. This would obviously need a fair amount of work to put in, but the less time people are fumbling in menus, the more they are playing/enjoying the game. PS: Also you'd have to decide if activating this would craft a new tool or just equip one already in your inventory. I'd weigh in and say it could be dynamic. If you have a tool that's not broken, equip it. If there's a broken one in your inventory, make a new one. Thanks for your time!
  14. It might be helpful to have the crafting system attempt to predict what you will want to craft, depending on the current circumstances. To be clear, I'm not saying that the system automatically crafts the item, but rather when you open the menu it automatically has the item selected. Did your axe just break? Opening the crafting menu automatically defaults to crafting an axe. Missing Woven Fiber to craft something? Open the menu, you're on Woven Fiber. Low on health? Opening crafting automatically goes to health recovery tab. I imagine it would take a lot of fine tuning, and an option to turn off, but I think this system could potentially remove a lot of the "subconscious" frustration of having to frequently search through menus.
  15. I'd love the option to "Equip on Release" when highlighting a "hot pouch" tool or item. Right now you need to bring up the radial menu, highlight the item you want, then push A. I'd love the option to bring up the radial menu, highlight the item, then upon releasing the stick it would automatically close the menu and select whatever tool was highlighted. Monster Hunter World actually has a system similar to this in their radial menus.
  16. It would be super helpful if when you're viewing a material entry in the menus, it would tell you how that material can be harvested/procured if you've gotten it before. Dragon Quest 11 and a bunch of other games do this pretty well and I've always found it particularly helpful. Thanks!
  17. When holding a stack of large items, it would be helpful if the player could simply hold down the "Unload" button to drop the entire stack in a neat...well, stack. Thanks!
  18. Would be super helpful to have a red arrow or something to show the direction of off-screen enemies. Being a first person perspective game, it's sometimes easy to lose track of enemies and which way they are in relation to which way your camera is facing. Thank you!
  19. Would be helpful if when you take damage from something, any menu that you are currently in would close, allowing you to immediately address the threat. Thank you!
  20. It would be super helpful if you could flag an item/tool/ETC to alert you when you have gathered all the parts to craft it. That way you wouldn't have to repeatedly check your inventory to see if you've got enough of something to craft it. I imagine you could either have all the needed parts on screen, or a less intrusive system where it just pops up when all the parts have been gathered. Loving the game! Keep up the awesome work! Thank you!
  21. I've always found time limits to be far more interesting when they change the outcome of the game rather than end it. I like it when they react like a time limit in real life. When you run out of time on a project at work or school the world doesn't end, the circumstances change. I would love to see more games play with variables that are affected by time running out rather than just ending the "story" of that section. For instance: In Fallout 1 if you didn't get the chip back in time, vault inhabitants start revolting and become pseudo raiders. A subsequent time limit runs out and they start becoming tribal.
  22. I never got a change to play Wasteland, but with how you talk about it, it must have been quite the game. I always look forward to a game that tries something new. The only problem is that the game also need to fit some kind of modern conventions in order to remain marketable. I imagine it's the reason series like Fallout and Syndicate have to make a pseudo genre switch. They still keep their overall environment and feel, but they were forced to adapt. How do you think Wasteland would adapt? What modern genre would fit it best?
  23. Mr. Avellone, you are a gentleman and a scholar. I'm always impressed that one of the most talented (if not THE most) writers in the game industry is so open about talking with the fans. Bravo sir. Bravo.
×
×
  • Create New...