loftar wrote:LadyGoo wrote:People are used to good service and nice tutorials, so they feel almost offended when they see the game does not teach them anything.
I have to say, if that is true, then that is somewhat depressing. I sometimes go back and play the NES Mario games, and I always find it so very nice how they just throw you immediately into the mix without diverting your attention with stories or tutorials or anything, and just let you discover them on your own. I'm well aware, of course, that those games are designed to be easy to learn on their own and that Haven maybe both lacks a bit in that department to begin with, and also arguably needs a bit more handholding owing to its greater complexity, but I absolutely resent the idea that games "should" have extensive and explicit tutorials.
The difference between Mario games and Haven is that the former is controlled through 5-6 buttons (
including the directional pad).
When I, as I repeatedly did and likely will have to continue to, voice that the game needs a manual (which dosn't imply that this should include every object in the game or lay it out fully) I'm just requesting a
manual for the interface that details any and all
types of interactions in terms of the different ways the player can interact with the client to make the character perform stuff - this includes a detailed list of hotkeys and qualifiers and what both do in what circumstances.
While at that I would like to see a cleanup of the interaction modes, modifiers should ideally mean the same thing even under different circumstances, at minimum they shouldn't trigger the exact opposit: For example it isn't intuitive for ctrl-LMB into the world making the character move without dropping something
while at the same time ctrl-LMB in an inventory window drops the clicked-on item - should a player have discovered the latter it's unlikely that he'll guess the former (and vice versa).
Also the clusterfuck that is how the chat interacts with the rest of the interface needs a reality check (please get sensible and rip off the way every sane MMO does it: <CR> enters chat / sends when chat is active, <ESC> once terminates chat mode).
Finally the crafting/building menu needs
a sane approach.