just press F2 and right click or F3 and right click for mats
Simple and useful, I like this idea.Could be possible that when I pickup an unequipabble item with my hero, that item go directly to the backpack instead of staying in the ground?
After you play for more than an hour you should figure out all what you can and can't equip. Its really not necessary and it becomes very easy to just press f2 to backpack the items you obviously can't use.
Not true, newcomers often don't pickup items because F2 thing is very unintuitive and there is no any help info that tells them about this feature.I think this feels unintuitive for new players
Why not combine informational error message with auto backpack pick up?getting the error message that you can not equip this item if you already have another in your inventory basicy serves as a "gameplay tutorial" for new players. They will see the error and automaticly know "ah, okay, this is how it works" and then usually ask how they can sell the item and get told about the backpack unit or F2.
If they just click an item and the item goes immediately to the backpack, then new players will think that the item just disappeared or even suspect a bug.
This will make Gaias more user-friendly.I think, again, we have a case of trying to fix issues that aren't broken.
Why not combine informational error message with auto backpack pick up?
'You are already wearing an item of this type, it placed in your Backpack (F2)'
'Your class can not use this item, it placed in your Backpack (F2)'.
So, you're saying when you get a quest reward and the item drops on the floor, it doesn't have the spinning weapon/armor model?In general this never bothered me, I guess that's because the first thing you're supposed to do in an RPG is become familiar with the user interface, make sure you understand what all the icons on the screen mean and what use they have. You can't expect everyone to think this way though, will it really be so hard to autoplace items to backpack?
Either way it doesn't matter that much, the player will eventually notice the backpack anyway.
The only real problem I've encountered is the quest item rewards. Sometimes the reward will drop straight to the floor and there will be no model or indicator that there is anything there unless you look for it deliberately. I'm guessing this is when you already have the item type equipped and there's no space in backpack. I've seen many players lose quest rewards this way.
In general this never bothered me, I guess that's because the first thing you're supposed to do in an RPG is become familiar with the user interface, make sure you understand what all the icons on the screen mean and what use they have. You can't expect everyone to think this way though, will it really be so hard to autoplace items to backpack?
Game isn't hard, at least for the old school gamers. It just takes some time to understand the interface, as SaikoDeMoN said.Game is hard dude.
According to my observations, players don't understand it quickly.Either way it doesn't matter that much, the player will eventually notice the backpack anyway.
It's not a bug, if you are full inventory, the item just drops on the floor and when its an item like accessory, you barely see it since its camouflaged with the floor.
Yeah, about that, I already stated my oppinion (I always go by "never surprise the user" principle of programming. Which is why items going directly to the bag is a no go for me. It's an a-okay behaviour for materials because by the time you notice the crafting mechanics and try them out, you already understood how the inventory works. Also, everyone can use every material, so the idea of prevent ninja-looting isn't particulary interesting here.On the topic of an introductory quest in the game, I think this would be a good addition. A sort of explanation of the functions would be fine. Changing core mechanics so the game becomes excessively simple (like items automatically being placed in the backpack when trying to pick them up) I think would be going too far though.
+1 to this idea. At this point player surely will not miss this quest giver.However I think the position of the wolves quest npc should be moved within sight range of the main road going from starting spawn area to Riversdale. This is for increasing the feeling of a free roam RPG: You come across this npc whether you want to or not, and you can choose to accept the quest or simply ignore and come back after going to Riversdale (not that this is a good idea, but for new players the choice will be good to have).
"Get over here!" and pudge hook if player leaves starting location without accepting quest.Also add floating text near Willy Winka (the starting npc) saying something along the lines of: "Hey you, come over here!".
It's not "fix", it's more like making first impression from the game brighter and "addictive" with analysis of new player behaviour and placing things in such order, that will keep player entertained and informed with good pace.At this point, are we still trying to fix the game or fix the players?