Pointless revamps

So yeah, my bad on the L2 turning on tables and furnaces, it seems i’m blind for not seeing the instructions. But anyways, the revamped inventories are horrible to use. Where’s the option to take the precise amount you want? Surely you haven’t deleted it completely since it would be incredibly stupid and it would make handling the materials in inventories very much harder and frustrating. If i’m going to craft something or build some items i take the exact amount of materials needed with me. Now i have to try to get close to that by just splitting the stacks?

Then the inventories in the benches and stations, the stuff used to be mostly in alphabetical order which was completely fine. Now, for example the armors are scattered all around and naturally that makes using the bench harder that it has ever been. Who gives you these ideas? Why do you follow through? It’s obvious that you don’t play the game yourselves. Instead of focusing on making the gameplay interesting once again you waste your resources on these kinds of pointless updates that nobody needs or wants…

The only good thing so far is the quick stack, that was a great idea. This has been my favorite game and i have been playing about 6 years but with these changes the interest keeps dropping. Now i don’t care to even try out the new chapter more than 20 minutes.

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I really think the overall design (the way of viewing it, the design of the UI only) is quite good, and seem sleeker.

The problem is the functionality of it. Which is bad in specific important ways rather than “a lot of bad”.

Specific problems which are huge problems make it seem bad in many ways, but I rather think it is bad in important foundational ways only.

For example, that lack of specific splitting associated with the need for transferring items through dragging is a problem. If you could do without it, maybe custom split wasnt really that important, but when you make it so a specific way of doing things is required, and you make it more bothersome, you have one problem that seem to be huge because it is incurred frequently.

That is the problem with designing features based on scarce experience data, and I am not talking about the dumb idea that devs should play like players to understand what players do, because the cant. They know what we dont, and they play like we cant.

Instead, they should be more judicious on what feedback they follow at what length. And a bit of “knowing your market” also goes a long way.

Like I said in another post, 99% of the games that have stacked items in inventories has a one click away intuitive form of custom split stack, so that must be something important for some reason, that I dont need to know what it is to know it exists. I can never have played ANY GAME in my life, if 99% of the games which have a certain thing “my game” has, either I make it and dont ask, or look for the reason.

That is the thing about “devs playing the game”. They dont need to, they just need to understand that things are made “generally” for a reason, so if games have reached a “common practice”, either we have it, or understand why we might want it.

It saves a whole lot of grief down the line.

I like the “sleeker” look. The functionality of it, it’s not there.

Not even a big miss. This is an absolute GIANT LEAP backwards in terms of UI functionality.

Bad. Whoever designed this grew up on a phone app playing clash of clans and has never moved on from that level of complexity.

They should not be touching PC games.

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You made it 10 minutes longer than I did.

Weekly challenge: play Chapter 4 for 1 hour
Reward: instant lvl 60
Completion rate: 0.4%

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