![]() ![]() Sanctity should lead to a text that gives some clue that a certain god hates undead or something along those lines, and give a big bonus to the optional Sanctity check once the ghoul is found (more on this later). Magic should lead to the text that currently shows up. This way no character is totally screwed on this first check, and they get to actually play their character a bit by making a choice. I think ideally this skill check should have 3 options: Magic, Sanctity, Charisma. I can see there being times when the game would want to do this, but it’s definitely not on the first quest, and especially when the previous texts and appearance of a new icon essentially throws the quest at the player. That means if someone fails this check, the best case scenario is a 58% chance to not automatically fail the quest. Even the wayfarer only has a 58% chance of passing the next skill check if they fail this check. ![]() Skill check 1, find the ghoul: The only option here is magic, and it’s practically a requirement to succeed the quest. As this is the first real quest the player will do, I think it should be impossible to not get to the ghoul fight, and also there should be various options to get there. I also think that the quest itself is poorly designed and leads to conclusions which aren’t necessarily true of the game: the most important being that a lot of the game is just determined by luck and starting stats. (The other option, is the player does actually notice these cues and says "Don't worry town, I'll be back months from now when I'm rank 3 and I'll solve this before the militia finds out then!") Since most characters are exceptionally ill-suited for this quest, most players will fail the quest due to bad dice rolls, which is a very frustrating experience. When they get taken back to the town options, the helm is now showing, which pretty much leads the player to do that quest now. It’s very unlikely the player will check their quest log, or will open the map to read what the glowing red helm means. We’d rather someone like you sorted the problem out before the militia got to hear of it.” This really seems to imply that this is a time-sensitive quest. Clicking the down arrow then sends the text way past where it should, and the player needs to scroll up again.Ī Ghoulish Night: “It seems a ghoul has escaped from these pits, and its terrorizing the villagers at night. The text begins at the middle of the page, forcing the player to scroll up. It gets even worse later in the game, like arrival at Sokara. I understand that this is extremely pedantic, but I think fixing it would really help. I think ideally “Continue” wipes the text currently on the page and brings up new text. I really think it’s confusing having the down arrow and the “continue” option do the same thing. ![]() Instead of having the down arrow bring the text to the end, it should be set to scroll down to the point where the current bottom 3 lines become the top 3 lines. This is especially annoying due to the placement of the arrow, which often covers the last two lines of text, causing the player to click it early only to then have to scroll up. ![]() The down arrow/”Continue” prompt: Since the arrow brings you to the end of the text, if there’s enough text to fill more than the height of the page it will take the player past where they had read, so they will need to scroll back up and find their place again. I think that the game itself is great, but the Isle of Druids is a very poor introduction to it, which is likely to result in a quick refund. I really enjoy this game and would like to see it succeed, which is why I've written this. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |