 Nanako Posts: 536
8/30/2017
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Here i shall post my thoughts on things that are not quite bugs, but are almost bug-like enough that they ought to be tweaked a little, in my earnest opinion
While browsing a market screen, one piece of information is notably absent: http://i.imgur.com/frvovnW.jpg
The currency that you currently have. This is rather important when considering financial transactions edited by Nanako on 8/30/2017
-- Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it
http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
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+2
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 Nanako Posts: 536
8/30/2017
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The starting cargo capacity feels really low. Only 10 units, which is naturally crammed full with your starting fuel and supplies
I've no idea what awaits in future unlockable trains, but i do think even the starting train ought to have more than this. 30 spaces was a reasonable start before upgrades, lets go back to that
-- Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it
http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
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+3
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 Nanako Posts: 536
8/30/2017
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quest rewards so far feel punishingly low
http://i.imgur.com/o8ywiFV.png I think she gave me 11 coins on embarking too. These combined are not even enough for a single unit of fuel, and i spent three units getting there - not to mention the cost of supplies
-- Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it
http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
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+2
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 Chewi Posts: 2
8/30/2017
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On the topic of the chart, for some reason it makes a really, really loud noise when I open it, even with the sound FX option turned down.
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+2
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 Nanako Posts: 536
8/30/2017
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Shop windows allow you to purchase more than your train can hold. Maybe that's intended, but its annoying to keep track of it. On a related note, shop windows don't show how full your cargo hold currently is. They really should.
-- Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it
http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
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+2
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 illuminati swag (Benthic) Posts: 137
8/30/2017
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It would be nice if the small, movable rocks would move when shot in addition to when run into.
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+2
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 Nanako Posts: 536
8/31/2017
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Teaspoon wrote:
Also, I'd like it if the locomotive noise had its own control (as it isn't, apparently, included in the SFX options.) I suppose I may very well be the only person who finds the engine sound more dismaying than nails on a chalkboard, but I really don't want to have to play the whole game on mute. Especially when the music's so good!
I have to agree with this. While i don't mind the engine sound right now, i can imagine it getting repetitive after 20-30 hours of gameplay, and i'd definitely like to be able to silence it.
This doesnt even need to be an option, it could be interesting to make it an ingame feature. Engine muffler as a purchaseable enhancement that lowers the sound volume by 80% and increases veils
-- Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it
http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
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+2
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 Nanako Posts: 536
8/30/2017
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The lack of names on other trains is rather odd. Was this an intentional design decision?
I bumped into this train: http://i.imgur.com/wYvNclw.png Quite literally, infact. Trying to talk to him or provoke some sort of storylet, i accidentally rammed him a tad. And he fired on me, the nerve! I've no idea whether the ramming provoked it though or whether he was merely some sort of ruffian. I recall in sunless sea we'd have something like "Unfinished Pirates" hovering below the ship to make that clear As it stands, i've no idea who this train is or why they're shooting me, seems like a missed opportunity for some narrative
-- Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it
http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
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+2
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 MidnightVoyager Posts: 858
8/31/2017
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Boy, stopping sure isn't a thing, even when I'm docked. It's also not exactly clear how to dock the first place I find. I bumped into it a lot before getting it right.
And when I closed the port stuff, I was still floating around like an upset balloon.
Don't get me wrong, I like being more mobile, but I feel a lot like someone trying desperately to steer a balloon by blowing on it.
-- Midnight Voyager - A blood-cousin to predators. Collector of beasts. Affably mad.
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+2
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 MidnightVoyager Posts: 858
8/31/2017
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While I'm at it, I super don't like that sending out my space bat costs supplies. I'm feeding the bugger when he's on my ship, aren't I?
-- Midnight Voyager - A blood-cousin to predators. Collector of beasts. Affably mad.
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+1
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 Teaspoon Posts: 866
8/31/2017
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Are you?
We never used to.
-- Truth lies at the bottom of a well.
https://www.fallenlondon.com/profile/Alt%20Ern
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+1
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 Nanako Posts: 536
8/31/2017
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MidnightVoyager wrote:
While I'm at it, I super don't like that sending out my space bat costs supplies. I'm feeding the bugger when he's on my ship, aren't I? I like this personally, i think its only an issue because supplies are so expensive. and/or money is too scarce
-- Sunless Skies needs engine and speed control mechanics. Have a look at my design proposal for implementing it
http://community.failbettergames.com/topic25687-a-design-for-engines.aspx
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+1
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 The Obdurate Seeker Posts: 2
8/31/2017
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In regards to the somewhat barren nature of the game, the devs have mentioned additions that will help fill the gaps between ports, possibly akin to the underwater curios from Sunless Sea (although that's mostly speculation on my part).
In my experience, Failbetter have been quite good at integrating fan feedback into their final products. I'm inclined to believe that gathering said feedback is one of the primary purposes of its early access.
Also, the bat seems quite rude. I do feed it, after all.
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+1
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 vulchor Posts: 23
8/31/2017
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I was wondering why you mentioned in another thread (I think it was you) that the art covers the list on the left, its the aspect ratio you play at. If you use a 16:9 or 16:10 ratio that problem doesn't exist.
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+1
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 OctarineSorcerer Posts: 2
8/30/2017
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It feels slightly strange to me at the moment that in the main menu, the option selected doesn't change until you reach the text of the menu item - so I could have moved my cursor from "Load Game" to very close under the text for "New Game", and "Load Game" will still be selected.
Perhaps the change in selection could be made upon crossing the halfway point between two menu items?
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+1
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 Bitty Posts: 234
8/30/2017
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One thing thats bothering me is enemies you fight don't have their name and health listed? unless that's a bug i'm experiencing
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+1
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 OctarineSorcerer Posts: 2
8/30/2017
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The frames containing the text look pretty good, but the golden parts (the frame,filligree) look like they could do with some antialiasing. I'm on Sublime quality graphics, and there's some jaggedness there. I'm on 1920x1080 resolution, fullscreen with both UI and font scale set to 100% edited by OctarineSorcerer on 8/30/2017
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+1
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 Teaspoon Posts: 866
8/30/2017
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OctarineSorcerer wrote:
The frames containing the text look pretty good, but the golden parts (the frame,filligree) look like they could do with some antialiasing. I'm on Sublime quality graphics, and there's some jaggedness there. I'm on 1920x1080 resolution, fullscreen with both UI and font scale set to 100% edited by OctarineSorcerer on 8/30/2017 I also found it jagged, yes.
Also, I'd like it if the locomotive noise had its own control (as it isn't, apparently, included in the SFX options.) I suppose I may very well be the only person who finds the engine sound more dismaying than nails on a chalkboard, but I really don't want to have to play the whole game on mute. Especially when the music's so good!
-- Truth lies at the bottom of a well.
https://www.fallenlondon.com/profile/Alt%20Ern
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+1
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