--------------Crafting System----------- *Outcome item does not have any sort of name display when you move cursor over it.A description of the outcome item would be nice as well.(has Been Fixed Daynab confirmed) *I would like a means in which the recipes in the crafting system are organized in some sort of fashion. Example: Buffs,Mana Regen,Healing,etc where each of the recipes that falls in those categories are grouped up accordingly. ----------------Inventory-------------- *Some items lack any sort of description as to what they do. Understandable if you never used the item before but they should get one once you used it once/or read books that have recipes that use that very item. *Purchasable Bag Extensions would be nice to help with all the item clutter we get while adventuring -------------------Map------------- Vending machines need to be displayed via icon as the shrines,shop npc,etc do. They need icons distinct to what type of vending machine they are. --------------------UI-------------- A in-game timer would be nice that tracks the number of hours you have been playing that roll into days as you adventure. ------------Character-------------- It would be nice if there were some sorta class look you would get.Mage,Assasin,Paladin,Warrior,Voodoo Priest,Priest,Vampire,etc that way we at least sorta look like w/e class build we threw together. -------------------Items------------------ I think a compiled list of items that tend not to have much use from all of use based on a poll should be used to weed out the items hardly used by most. That would help reduce the amount of inventory clutter we have. Either that or a better means of having items organized. -----------------NPC Vendor-------------- I think the npc vendor should have a safe that if the user pays one time fee,gains access to to be able to store stuff on. There could be different safe sizes that have different price tiers to unlock them. Also I think the Vendors should look different every 3 levels to sorta bring some friendly life to the dungeons. --Update Dec 26 2011--- ------------------Mechanics------------- Teleportation ugh this need something of aide.The teleportation ability needs a grid similar to the attack skills or a indicator.This way we can see where we can and cannot teleport to.Its a pain to waste a turn thinking we can teleport somewhere when we cannot. Keep up the good job on this game, and Long Live the Indie Scene! Showing the big boys how its done. -----------------My thoughts----------- This maybe my first post but I have play the game quite a bit and I am already a huge fan got the dlc for it as well. Hope to see a lot more dlc,updates,improvements,etc for the game you guys made a old school gem with this.
Fixed as of the hotfix coming in a day or two. No description though. This would require re-drawing of the characters and animations so it won't happen. Just like equipment showing on characters. I really like your vendor safe idea!
Thanks I think something like the safe would be very useful to many since there are many merchants throughout the dungeon lvls. Would mean multiple places you can store extra stuff.
Most of your suggestions seem reasonable, redrawing the animations isn't gonna happen though -- as Daynab already said. The one thing I don't like at all is the "vendor safe"-part. No one would argue that the amount of inventory clutter present at the moment is optimal, but nearly everyone on the forum (at least from what I've seen) seem to think that the solution is to add more inventory slots, or in this case, a safe of sorts. The way I look at it though; if the problem is "I'm carrying way to much junk" the solution isn't "I need more inventory slots!", because that doesn't address the underlying problem. It might help a bit, but honestly, more slots are just gonna result in more junk, eventually. It will also result in even more inventory (or vendor-safe) management, which is quite possibly the most tedious and boring task currently in the game. That's why I rather liked your idea of voting to remove some of the less-used items, though I don't necessarily think that a vote is needed -- now that would be a direct way of dealing with inventory clutter. Personally I believe the crafting skills to be the biggest culprits in cluttering up everything, everywhere. It would be nice if a lot of reagents would just be removed, for instance; instead of having to carry copper and zinc, in order to create a third reagent (namely brass), just ditch brass and have copper and zinc be the requirement in the recipe. That might not be the best example, but cutting out the "reagents needed to make reagents to make an item" would go a long way, I believe. Another way of changing crafting to reduce clutter would be to have ingredients/reagents that you can't carry with you, but that are rather a part of the environment. I haven't thought too much about this, but the basic idea would be something like: instead of needing iron ore -> iron ingots + black pearl -> chalk + bitmous coal to make your steel, you could perhaps need only iron AND an anvil and other blacksmith's tools that can be found in some rooms as a static object. In order to discourage players from running up and down stairs to get to on of these rooms I'd likely give the tools a durability-counter like, you can use this x more times before it breaks. Not all recipes should need this though, it'd be really tedious in that case, but if a few rare-ish ones needed it I think that would also help a lot with removing clutter. These are just some of my theory-crafting ideas, so they should needless to say be taken with a grain of salt. Also, I hope I didn't come off as bashing your ideas, because that was not my intention at all! I completely agree with seeing vending machines and more stuff in general on the map, that would be really nice tbh. I hate when I forget where exactly I saw a certain vending machine and end up crawling through half the level before I finally find it peace~~ edit: grammar
I hate to be the bringer of bad news for you but being that Dungeons of Dred is almost a dungeon crawler there are gonna be tons of items. We need to store those tons of items, unless you want to have your dungeon lvl your on littered with mob drops everywhere. I prefer to have more space to avoid this as well as to have what I need to make what I want.You are probably doing inventory management even with the limited inventory you have. So having more slots will not make that task more difficult. Storing things at npcs makes perfect since in my opinion because you always are running to a npc to sell stuff for money.Either way I want more storage its almost a standard thing in most dungeon games. Anyway I really like your idea of a environment which has some of the items as part of it structure. That indeed would help reduce the amount of drops from mobs, and would actually add lots of detail to the dungeons. Moss,vines,flowers,bones,corpses,fungus,etc could be in places that are part of the dungeon itself that the player is able to farm the material from.
No, don't misunderstand me -- I have no issue with the amount of items available in this game. More items just means more variety, which in turn means more interesting gameplay. It's just the managing of said items I don't much care for, but I think we should just agree to disagree on that part . We've both clarified our viewpoints and arguing who's right or wrong isn't gonna get us anywhere at this point. I'm off to slay some diggles now, ciao~~ (On a sidenote, the new minimap is amazing!)