rich_wilson Posted August 23, 2014 Share Posted August 23, 2014 First time giving feedback for this project, so I don't know if this is a welcome format. I'm used to emailing feedback and peppering with screenshots and stuff, but you guys might prefer if it I broke the list into individual posts or something. Anyway, feedback my feedback. Stood next to fire with no appreciable effect. After several minutes temp went up slowly by a few degrees. Even got close enough to burn myself on the fire. Does wind affect where you need to stand relative to a fire? I was under a rocky outcropping.The UI could use a Sims style rate of change indicator on the bars to let me know what’s stabilized, what’s decreasing and what’s increasing (along with info about the rate).The framerate was notably different when I went to interiors for some reason. I was able to get by in the exterior with “High” but had to drop it to “medium” to get an acceptable rate indoors. (Nvidia GT240, 8GB RAM, i3 550 @ 3.2GHz)The load times were pretty egregious for traveling back and forth between interior and exterior. Given the project status it's not something I'm concerned with personally. Tangentially, I wonder if you could do what Fallout 3 does and load one interior at a time while keeping the exterior resident so you can just pop out when you’re finished exploring an area. It’s a little weird that I have footprints but no feet. I can appreciate the difficulties of full body awareness while wanting to keep the simulation element of footprints in the snow, though.I with there was a little better visual management of equipped clothing items.Keeping the images of the other inventory items would also be cool. It’s easier to see what you’ve got at a glance with icons instead of reading a list. Might just be an alpha thing though.I always seem to wake up cripplingly thirsty. Even if I was close to fine when I went to sleep.Seems like it could be useful to allow the camera free movement while progress bars are moving (looting, building fires, etc). This allows the player to keep a lookout while the time consuming task is taking place. I’m assuming this time sink is because there needs to be tension while performing tasks (i.e. is a wolf approaching).The looting interface seems inconsistent. Normally I get the series of items that pop up as the bar fills while searching. Occasionally I get a container interface where I pick from items in the container’s inventory to move over to mine. Not sure why there are two mechanisms here.The first aid section that lists my current afflictions should also tell me what effects they’re having on me. I have no idea what first degree burns are doing to impede me right now. Don’t know if it’s even worth bothering to fix it.Boiling water and melting snow seems a little over punitive. It doesn’t make a lot of sense that boiling the water would extinguish the fire any more quickly. If it’s going to kill the fire more quickly, it seems like I should at least get to keep the amount boiled. Maybe it’s a risk thing where more water takes longer to boil, and it tells you the time required, and if that doesn’t reach boiling for X minutes to purify, then the whole “batch” is bad.Died from a wolf mauling on the third nighty. Turns out they aren’t afraid of lanterns. It definitely felt like I was being pretty foolhardy and not unfair. Will send more feedback as I dig more into it. It looks really great so far, and I'm glad I got in on the Kickstarter. Link to comment Share on other sites More sharing options...
This topic is now archived and is closed to further replies.