Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
One other problem I had was I clicked on a hero follow cam to see what it did. Cool. But, then he got up to leave the inn to go on a quest and I couldn't click off of him. When I clicked on him I got a "hero is doing something else now" or some such message. Couldn't click on the either fast travel buttons either. Nothing. My inn is burning to the ground (not really but it could have been) and I'm following this doofus around and can't do anything about it.
Looks like a fun game though. I've wishlisted it.
I'm gonna do my best to answer your questions/issues you found.
When you hover over the resources on the map, they are highlighted by a bright outline - after you've gathered them they take a while to respawn.
Each Workstation in the Build-Menu has a Tooltip that explains it is only possible to build one workstation per plot.
We feel that showing an image of an inn will make players feel like they cannot build freely. The Build-Menu has categories for "Interior" and "Exterior" Items, so we felt it was clear that items/structures will be placed outside as well.
We can look into that!
During the Tutorial Mr. George points out the Build & Inventory Buttons on the lower left side of the screen (Hammer and Bag) - but you can also open the Inventory by pressing "4" on your Keyboard if it is more comfortable.
Instead of assigning Equipment to the Heroes - they come to your Town to get the things they need by themselves! If you want to take more control of their fate, you can assign them Quests or reserve Food and Potions through the Inventory Menu (click the Bag Icon in the Bottom Left or press "4").
That's exactly why we're going into Early Access, to get the Feedback from Players! Thanks you for taking the time to write out the Issues you were facing.
We'll look into a way to clarify what can be built where.
Clicking on the Hero while you are following him will make him react to you - he might show off his weapon skills for example. To stop following the Heroes you can press "Esc" and it will take you right back to the normal view.
(I will also move this Thread to the Feedback Forum)
I'm not sure I've ever had a game, that in the tutorial section, where it brings up the picture of what to click, or do, where it shows a small looping gif of an example building, that I've felt I can't make my own how I want. It has, however, given me an idea of the sizing, or future placement of items that I haven't gotten to, keying me in to the fact that I will need X amount of room outside for stuff when I do start building.
Having interior/exterior seems ok to the devs, because you are intimately familiar with the information and the game, and are able to extrapolate that information into how you look at it. The feedback from players is looking at it with fresh eyes, and not knowing the game. After playing I get that each workshop is on an individual plot. Going into the game, I was going to make one big building on the plot, multiple workshops, etc, and a second plot had outdoor things, such the beehive, etc. But the game mechanic doesn't work that way, and what is clear to someone that understands the plot mechanic because you developed it, is not clear to someone ASSUMING something because it wasn't stated during the tutorial phase of the game, which is supposed to explicitly define those parameters of how your system works, including single workshops to plots, each plot housing a different trade, etc.
Yes, it does highlight when you mouse over, but some of the resources don't stand out from any other non-interactive object of a like type until you do. If that is intended, so be it, but I find it better to be able to move across the map and immediately see a resource that HAS respawned, as opposed to trying to spin the camera around, and mouse over everything to check.
The tooltip of the object does state one per plot, however, the tutorial on creating your Inn does not. I did notice the one per plot when I was making the blacksmith shop, but by that time the Inn was built far bigger than necessary under the presumption that I would be putting multiple things into it. It really wouldn't be an issue during the tutorial when it says "Now we will make an Inn, as a reminder, each plot can only hold one workshop type and its accompanying internal and external buildings" to completely remove any confusion.
I get that they come to the town to get what they need, but if I have my best guy able to do better CR's carrying around a broken sword, cause someone else scooped up the Legendary I made after he equipped himself, then thats an issue. If the function of it is that they are "buying" their equipment from the blacksmith, then I should have the function that when a hero enters the town, I get to choose what weapon I "sell" them since there is no monetary transaction anyway, and then be unable to change it because they "own" it, at the very least, so that I can maybe either make a better sword, or assign the best one I have at the time, or even allow me to "sell" them an upgrade after their quest or something so that I can keep getting them the best equipment for the better heroes I have.
First, showing players how to build the very first building in a tutorial on building buildings only makes sense. Right?
"Easy" fix? Have Mr George tell us to drop 9 floor spaces in a 3x3 patch first. Then he could say "Now change your tooltip to Walls, and place 10 wall sections around the edges of your floor. Now select and place 2 doorframes in the 2 remaining spaces around the floor. In each doorframe, place a door. After that, change tooltips to 'Work Stations' and place an 'Innkeepers Counter' inside your new inn. Voila!! Now you're ready for business!"
Now we have learned how to choose and place all the pieces of our first building. And the lesson was FAST and painless.
Also in there somewhere, Mr George (or a Hint Box) can explain how to move, delete and rotate pieces that need to be fixed.
At the end of that piece of tutorial, maybe adding a short line like: "Now that you know how to place everything, feel free to experiment with your own layouts!"