Omnihilum
09-17-2008, 11:58 PM
This was originally posted in the general discussion section but I think it fits slightly better in here, under user reviews.
I hope any postings under this thread will carry a professional tone and include an honest and realistic opinion about the subject. If indeed the developers do stumble across this posting, then they would at least have a true and worthy set of ideas and opinions to contemplate for the next installment of Too Human.
When you read these, please remember I'm not flaming Too Human. I think it's a great game but I think there are a few changes/additions that would make it better. Don't get me wrong, the crew at Silicon Knights know what they're doing but seeing things from a different perspective can be quite revealing.
These are not in any preferred order.
Include a description page for items, runes, and characters. Too many times I have come across a rune for which I had no clue about its effect. An enemy description would also be helpful. It could include a list of vulnerabilities, its stats, a 3D viewable model, etc. A more descriptive version of weapon/armor details would also be nice.
Include a definition of terms of some sort. For instance, the term "status effect". It took me weeks to figure out what that meant and I'm still not very clear on the idea.
Change the menu layout to something more efficient and faster. It's neat and all but honestly it takes too long to load and is clunky to use especially when I'm switching out charms every 10 seconds to gain the necessary requirements.
Fix the major clipping and "invisible object" errors. I've ran into a few places where there is an open path to take but there seems to be an object in my way and I won't be able to move forward unless I go around. After doing this the invisible object seems to go away and I can once again move on that path.
Make penalties and rewards clearer. I still don't know when or how many times I can use my sentient weapon skill. It seems I can only use it once or twice a mission. I've played through the game twice now and I hit level 50 half way through the second time. What am I rewarded with now that I can't level up?
Get rid of the bounty penalty for "respec'ting" the skill tree or allow skill points to be placed in any skill option. The skill tree is highly limited with its linearity and it's, dare I say in fear of being flamed, useless battle cries. Additionally, it's bounty cost doubling every time it's "respec'ted" is a huge disappointment to the enjoyment of the game. To resolve this I propose either get rid of the respec cost or get rid of its linearity and allow for the player to map any skill in the skill tree to the alloted buttons.
Include an ability to carry health orbs, antidotes, or some sort of purification item. Too often I find myself going back to Aesir just because no enemies drop a health orb when I need one. Another annoying situation is when I'm poisoned and losing considerable life. If I stay and fight, then I die because the poison just keeps affecting me and the enemies won't drop any health orbs. What kind of warrior doesn't plan on taking care of his/her wounds in a time of war? That's just not logical. I think the lack of such items is a huge error in the game.
Those are all I have for now. I hope the Silicon Knight developers will take a gander and maybe even seriously consider one or more of these ideas. I love the game and I know most everyone here does as well but in my opinion it can be more enjoyable by making a few (hopefully) simple changes/additions.
Just a note, I've been a fan of Too Human since it's unfortunate critique at E3. I've always thought Dyack had a great idea and I'm happy to say I'm impressed and think the game is excellent considering the history and this being the first installment. It can only get better from here.
I would be interested to know what everyone here thinks about my ideas and if anyone would like to add to this list, I'd like to hear what you have to say as well. But please be professional and give realistic additions/changes. Try to include realistic technical and gameplay ideas and shy away from artistic and fundamental changes/additions.
I hope any postings under this thread will carry a professional tone and include an honest and realistic opinion about the subject. If indeed the developers do stumble across this posting, then they would at least have a true and worthy set of ideas and opinions to contemplate for the next installment of Too Human.
When you read these, please remember I'm not flaming Too Human. I think it's a great game but I think there are a few changes/additions that would make it better. Don't get me wrong, the crew at Silicon Knights know what they're doing but seeing things from a different perspective can be quite revealing.
These are not in any preferred order.
Include a description page for items, runes, and characters. Too many times I have come across a rune for which I had no clue about its effect. An enemy description would also be helpful. It could include a list of vulnerabilities, its stats, a 3D viewable model, etc. A more descriptive version of weapon/armor details would also be nice.
Include a definition of terms of some sort. For instance, the term "status effect". It took me weeks to figure out what that meant and I'm still not very clear on the idea.
Change the menu layout to something more efficient and faster. It's neat and all but honestly it takes too long to load and is clunky to use especially when I'm switching out charms every 10 seconds to gain the necessary requirements.
Fix the major clipping and "invisible object" errors. I've ran into a few places where there is an open path to take but there seems to be an object in my way and I won't be able to move forward unless I go around. After doing this the invisible object seems to go away and I can once again move on that path.
Make penalties and rewards clearer. I still don't know when or how many times I can use my sentient weapon skill. It seems I can only use it once or twice a mission. I've played through the game twice now and I hit level 50 half way through the second time. What am I rewarded with now that I can't level up?
Get rid of the bounty penalty for "respec'ting" the skill tree or allow skill points to be placed in any skill option. The skill tree is highly limited with its linearity and it's, dare I say in fear of being flamed, useless battle cries. Additionally, it's bounty cost doubling every time it's "respec'ted" is a huge disappointment to the enjoyment of the game. To resolve this I propose either get rid of the respec cost or get rid of its linearity and allow for the player to map any skill in the skill tree to the alloted buttons.
Include an ability to carry health orbs, antidotes, or some sort of purification item. Too often I find myself going back to Aesir just because no enemies drop a health orb when I need one. Another annoying situation is when I'm poisoned and losing considerable life. If I stay and fight, then I die because the poison just keeps affecting me and the enemies won't drop any health orbs. What kind of warrior doesn't plan on taking care of his/her wounds in a time of war? That's just not logical. I think the lack of such items is a huge error in the game.
Those are all I have for now. I hope the Silicon Knight developers will take a gander and maybe even seriously consider one or more of these ideas. I love the game and I know most everyone here does as well but in my opinion it can be more enjoyable by making a few (hopefully) simple changes/additions.
Just a note, I've been a fan of Too Human since it's unfortunate critique at E3. I've always thought Dyack had a great idea and I'm happy to say I'm impressed and think the game is excellent considering the history and this being the first installment. It can only get better from here.
I would be interested to know what everyone here thinks about my ideas and if anyone would like to add to this list, I'd like to hear what you have to say as well. But please be professional and give realistic additions/changes. Try to include realistic technical and gameplay ideas and shy away from artistic and fundamental changes/additions.