A game of survival, trade and exploration in the universe of Fallen London
UI kind of issue/Ship progression/Random issues
 Captain Haddock Posts: 7
2/9/2015
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Just somethings I noticed that I can't ignore.
UI is confusing at times, sometimes you don't know if the selection before you is a choice between options. When I started, it took a good hour learning curve before I was comfortable with the UI and I still don't know what option is a choice between options and what is an independent option. Sometimes I don't realise what I'm sacrificing and what I'm gaining. I have NO IDEA what anything does, and what is an item and what is a characteristic (I can understand from the text if it provides reasoning but most of the time the game just throws literally random items at you). I cannot stress this enough. The world knows what these items are, but the player doesn't and has no clue as to the potential of them. I think an item glossary would not be an unwanted thing. A glossary that fills up as you go and as you discover prices of the item at locations, this is entered in the glossary as the trading is not dynamic, would be great as this game doesn't act like you should be writing things down irl. I don't mind when the game blindsides me, but for a game that gives out warnings left, right and center, at times decide not to inform you of something incredibly risky and dangerous or flat out ominous decisions.
Ship progression is very, very, very limited. The ship down is an obvious downgrade. But the next ship up is more a play-style exchange followed by flat out upgrades. Just wish there were more options to be honest.
Officer quests can be incredibly frustrating in that ask to go to locations but also have items you could not have possibly foreseen. It just frustrates me. Why can't they say, "oh I need to have [this item] when we get there as well." They seem to know everything but that. And that's just busywork.
Essentially my problem with the game is how reliant it is on wikis and guides. People say to go a place where you don't know where it is, but the world does but decides not to give a rough idea just because. So your more likely to get screwed on the procedural generation, than making bad decisions coupled with bad luck. edited by SenTerran on 2/9/2015
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 genesis Posts: 924
2/9/2015
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An unintuitive learning curve and insufficient in-game information tracking/reference are complaints that keep coming back again and again.
While the enfrachised players (by the very nature of being enfranchised players) are hard placed to address this in an unbiased fashion, I find it very unfortunate that none of the developers have explicitly commented on this despite the issues coming up again and again and again.
Admittedly, the tutorial was added but I am not sure that is sufficient. As SenTerran says it's not an issue of game play or genre or ingame motivation but primarily of UI and the way the game refused to present information that in principle should be available to a player. As WFT.. review said it's a wiki game and I think that's a flaw not a feature.
-- http://fallenlondon.com/Profile/mikey_thinkin
Keeping track of incomplete content and loose ends in Fallen London
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