List of suggestions and things that should be looked into possibly - I have never modded before so a list of changes in the future might be nice from a patch perspective. Also I haven't completely explored the entire game yet so my list may be flawed in places. 1. Bigger bag space - I don't know if I am the only one who has issues with acquiring too much stuff I may need for later but Brax just doesn't cut it when it comes to having enough bag space during the game. It would be cool to have another bag that you can buy or what not for all those other items specially if you're a crafter. 2. More Skills! - It would be nice to have some more warrior-like skills in there or at least from my perspective I like the sword and board perspective of the game and theres too many magic skills. - Where are all the rogue-like skills? Like daggers and more stealth like combo mixes with poison and backstabing. Need moar! 3. Combatlog - The scrolling text on the leftside of the screen needs to be a lot bigger and maybe have an option to move it somewhere else on the screen so I can make it huge. I often miss tons of information about what damage and what items got cursed while in a monster zoo for instance. 4. Music - I will give props to the games music... I love it and I would like to see more of it in the future! 5. Skill Tree Info - It would be nice to see the skill trees before I invest in a specific skill in the start of the game instead of referring back the the Dungeons of Dredmor wiki which I use a lot - Not that it's a bad thing but it's not exactly convenient. 6. Game Bars - Would be nice to see the skills use two rows instead of one for those who have lots of skills that won't all fit on one bar. Might also help out with bag space if there could be another food/potion bar on the leftside and convenient as well for a quick bigger selection. 7. Quests - I am completely lost on quests in this game and probably the largest downside I see in the entire-game so far playing through. Quests need to be more detailed in description on how to complete them in the Quests tab. There is some information provided but not enough in my opinion. 8. Customizable UI - Going back to combatlog a little bit... it would be nice to have the option to move the windows in the game around to where you would want them to be instead of having them in a fixed location. Also selecting how large and small they are would be a good feature as well. That's my current list of thoughts - ideas - suggestions. I would like to hear what everyone else has to say - I may also edit this list over the next week or two. By the way on a completely random sidenote - Gaslamp Games has the best response time out of any other gaming company where I have bought a game from. Loved the hotfix recently - ontop of it quick.
Just to answer your statement about quests, there's only a few types of quests. Find an item, find an item and drop it on a shrine, kill/find a monster, kill/find a monster group, drop the supplied item on a shrine and kill the monster(s). Regarding the UI, the character panel is on the todo but you can move the other stuff, and you have a 2x size option.
The problem with the quests are they seem broken. Sometimes the item icon doesn't show up (and for all purposes doesn't exist/spawn), the group/boss monsters you need to kill don't show up (and also lack a map icon 80% of the time). The quests are easy to get, but I think the fact they're almost always broken that makes them hard to figure out.
I agree 100% on the quests there should a sorta hint or perhaps a map marker that appears to let you know in what general area you should go. Would also like to see a variety of quests to give the dungeon exploring more of a adventure and less of a grind.
This is actually implemented for nearly all quests. Are you playing on the latest version? They've had markers since 1.08 if I recall correctly... though at the moment a lot of the quests seem to be bugged, so I guess that might be the actual problem. I agree that the quests are somewhat repetitive, but since the main goal is to go deeper and deeper I think that the primary focus should be on making the dungeon different and exciting on every playthrough. Sidequests are only sidequests after all ^^ With that said, I wouldn't mind seeing a little more variety in quest objectives and such. Having Mysterious Portals involved would be pretty cool imo, instead of just "kill x monster, retrieve artifact y" you might have to go through the Portal to retrieve something over there. That should be fairly easy o implement as well, even if it wouldn't be as drastically different as it could be (or rather, because it isn't). It would be an opportunity to see some new monsters and environments though, so it's something at least. Also; regarding more inventory slots: NO PLZ. I wrote a rant on that very subject in one of General Havok's thread, if you're interested as to why. Also, also; I second the thing about the combat log. Playing a lot of DCSS has made me feel naked when I can't browse through it and see what enemies attacked me with what damage types etc >.<
Well the point is I want more inventory and my viewpoint on that isn't going to change anytime soon - The more I play the more I want it im fine with stopping by Brax to selloff stuff for money that doesn't mean much but if I had more bags I could sell more stuff to him. And the quests thing does have some help integrated into it but not enough and yeah it appears to be bugged.
That's like the exact opposite of what I feel like! Which is actually great because the more (structured and constructive) input the developers get, the better the game will turn out to be in the end. Personally I find the whole trading and turning stuff into lutefisk pretty tedious, though the loot you get can be pretty awesome. My viewpoint is just that the stuff you go through in order to get more awesome loot is a bit too tedious, far too repetitive and void of any interesting choices on the players end. There aren't any choices actually, it's more like you just have a lot of stuff that you don't need lying around in your bag, so you have to go sell before you can get back to what you actually wanna be doing. It's even more annoying when the only merchant you've found is on the other side of the map... >.< Now you could solve that with more space in your inventory -- but I'm not entirely convinced that it's the best solution from a long-term perspective. I'm not necessarily right though, and I respect your opinion regardless Those are just my thoughts on the matter. ------ Also, if the inventory UI would be more friendly to the eyes I'd possibly agree with more inventory slots, it's just that I have enough trouble sorting out what's what and where I have stuff as it is. If , for instance, your inventory would be split into separate sections like; "Consumables", "Reagents", "Quest-items", "Weapons" - and so on, then you'd be able to sort through stuff easier, which would make keeping track of even more stuff than we have now feasible. Maybe... I still don't like the idea though Anyway I'm gonna stop clogging your thread up now, cheers ^^