View Issue Details

IDProjectCategoryLast Update
0010291Valley 2Suggestion - UI IdeasFeb 4, 2013 3:15 am
ReporterMick Assigned To 
Status consideringResolutionopen 
Product Version0.709 
Summary0010291: Have the map clearly show which tiles have a perk availabie
DescriptionFor leveling up, the windmill tiles are very clear to the player, and they have a visual clue on when they've been completed. However, tiles that contain perks to discover give no visual clue that something is special there, or that the exploration has already been completed.

If you get close, they will say if they were "visited", but that's not really the same thing.

Perhaps the icon could have a pulsing glow pulsing out of it when a perk is available. The other relevant tiles could do something similar (no idea what you'd show for farmland). At the very least, you could just overlay an icon on them.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

Andrew Savinykh

Jan 6, 2013 5:24 pm

reporter   ~0029618

I thought that the tiles that have a perk always have a cave depicted on them. Is this not enough of an indication?

Gemzo

Jan 6, 2013 6:34 pm

reporter   ~0029622

What if you've already gotten the perk token from that cave? Yes there's the "visited" text but this doesn't say if you died midway or something and the token is still there. Also, other places (like pyramids (3), chateaus, city halls, and farm houses) have perk tokens as well.

Mick

Jan 6, 2013 6:56 pm

reporter   ~0029623

Yes, pretty much what Gemzo said.

Kio

Jan 6, 2013 8:58 pm

reporter   ~0029638

From a continuity aspect, who's going into the areas and determining if it's still there? Perhaps a dispatch that locates all tokens etc in a 5-radius diamond (or 5x5 square even) that marks them until they're picked up. Same could be used for perk obstacles. Then someone is being sent to scout for you, not you spending the time running through yourself.

Andrew Savinykh

Jan 6, 2013 10:31 pm

reporter   ~0029641

@Gemzo, ah I see. Sounds, like it makes sense.

windgen

Feb 4, 2013 3:15 am

reporter   ~0030509

Three side-by-side swamp caverns. I cleared out two, died on the third, didn't remember which one it was and didn't have any way to tell. So I ended up playing through a cave with no treasure at the end, because I picked the wrong one.

@Kio From a story aspect, let's say that during your training with Daemonica you found out that he hides a perk token in every large cave he can find to help harness the planet's geomagnetic energies to increase his power or something. So your character correctly assumes that any large cave will have tokens, and takes notes on which caves (s)he's successfully raided (and distributes copies to the entire resistance force so the information's still available when your character dies). So no one has to actually inspect the cave to see if it's still there, your character can infer that it's still there from the fact that it's a large cave and (s)he hasn't yet personally pulled it out.

Issue History

Date Modified Username Field Change
Jan 6, 2013 7:42 am Mick New Issue
Jan 6, 2013 5:24 pm Andrew Savinykh Note Added: 0029618
Jan 6, 2013 6:34 pm Gemzo Note Added: 0029622
Jan 6, 2013 6:56 pm Mick Note Added: 0029623
Jan 6, 2013 8:58 pm Kio Note Added: 0029638
Jan 6, 2013 10:31 pm Andrew Savinykh Note Added: 0029641
Jan 17, 2013 12:25 pm tigersfan Internal Weight => Feature Suggestion
Jan 17, 2013 12:25 pm tigersfan Status new => considering
Feb 4, 2013 3:15 am windgen Note Added: 0030509