Path Continuity, quest menu idea
Posted: Sun Jul 22, 2012 3:56 pm
First off I'd like to say I absolutely LOVE tgis game! I'm from the old school and I really disliked the modern direction of most RPG s.
I have an idea, and the perfect place i can use for example is when you are heading into Remgaurd via the bridge, and you exit the bridge map to the town entrance map, you have to deviate from the course set by the bridge. basically I need to jaunt to the side in order to enter thr gate. I know this is a small thing, but it's still a completely unnecessary hindrance to the player. I've notuced this when transitioning from one map to another several times. Please review the map transitions and make it so we can "just continue straight."
It would be great to sort the quests out by area. Remgaurd area quests << fighting sisters, etc Prim << questName qyestName, etc
Sortable inventory! or if thats a pain, how about simply display new items on top instead of the bottom?
I have an idea, and the perfect place i can use for example is when you are heading into Remgaurd via the bridge, and you exit the bridge map to the town entrance map, you have to deviate from the course set by the bridge. basically I need to jaunt to the side in order to enter thr gate. I know this is a small thing, but it's still a completely unnecessary hindrance to the player. I've notuced this when transitioning from one map to another several times. Please review the map transitions and make it so we can "just continue straight."
It would be great to sort the quests out by area. Remgaurd area quests << fighting sisters, etc Prim << questName qyestName, etc
Sortable inventory! or if thats a pain, how about simply display new items on top instead of the bottom?