loftar wrote:Sevenless wrote:2) Icons that are potentially craftable but missing discoveries should exist in grayscale, and give hints/directions about discoveries missing to unlock them. This in a sense acts as a "natural tutorial" in that if people are curious about the buttons they can get hints on how to find out what the item is. At the same time, it keeps a bit of the mystery of discovery if desired by simply not explaining what the item is. Only that it exists and how to unlock the required discoveries.
But half the point about the discovery system is about not having to reveal stuff like Prince Charming in advance. If anything, there are recipes that are unlocked on skills alone, even if discoveries are missing, such as building Hearth Fires, and I've considered if some others shouldn't be among them as well. I've noticed sometimes when getting some skills that I have had no recipes at all unlocked by them, which seems a bit weird.
loftar wrote:rainland wrote:But then again we have the wiki where all that information about unlocking resides.
Or so you think.
CSPAN wrote:Loftar hinting at Easter Eggs.
jorb wrote:Ideally the game should play itself.
loftar wrote:Sevenless wrote:2) Icons that are potentially craftable but missing discoveries should exist in grayscale, and give hints/directions about discoveries missing to unlock them. This in a sense acts as a "natural tutorial" in that if people are curious about the buttons they can get hints on how to find out what the item is. At the same time, it keeps a bit of the mystery of discovery if desired by simply not explaining what the item is. Only that it exists and how to unlock the required discoveries.
But half the point about the discovery system is about not having to reveal stuff like Prince Charming in advance.
jorb wrote:Yeah, idk what to think about all this, tbt. I agree that building/crafting could be better.
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