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Also, where did your post on general feedback about the game go? I have a more reasonable answer on it ready, going down the points you mentioned. There were some things that I agreed with aswell.
You had some good points and I should still give my side to clear things up:
- range markers could remove the risk we take on long shots. If combat feels tedious now, it may turn mindnumbing with further assistance on screen. Still, some feedback on the range, like bubbles, would be good to learn the maximum range quicker.
- angle limitations could be a few degrees more open, but full 360° of freedom could make combat much easier, meaning more tedious as it turns into just point and click.
- A minimap that tells us exactly where everything is removes the need to look at the environment. Minimaps have proven to be "too useful" to the point of setting players to autopilot and just following the markers. Mission related things often have markers above their heads, but finding them by knowing their habitat seems to be part of that idea.
- A radar like in your second message would be nice, like we had for the first few missions. It could be on a keybind combined with mission details to avoid constant screen clutter.
- Upgrading weapons has indeed some pacing issues with it, mostly with a bit too many needed fragments and dissassembly taking twice as long as it could be. The blueprints by random finds isn't too in the way atm as we have less than a dozen of them. A bias towards "unfished" guns would be preferable though.
- Night variations that are stronger, more aggressive and pay more? Good. The same variation but stronger because the sun is down? Weird, but not noticeably in the way, least not for me. What really bothered me was the dephts being unavailable at night, forcing shorter tours.
- Quests proceeding throughout several day phases or days is a less common design choice, but personally I appreciate the fresh breath of air, so to speak. However, I can clearly see how it comes off as annoying to arrive at a destination, only to be told to return. It's closer to real scenarios, but in the way nonetheless.
One potentially clever way would be a "profile" kind of save in the background to ensure a player has seen a story bit at least once. After that, the "profile" updates and unlocks being able to skip it even if the player doesn't have any game saves going that far. Since most scenes can only be seen in a certain sequence (as the story progresses) most of these scenes could even be checked by one and the same value. Theoretically that is, I never actually programmed a game before.