@Kordanor - and it goes without saying that people that correct so much have to write the next review…
I am more comfortable to do my Reviews in German, like the one about
Divinity:OS or the one about
Wasteland 2
I don’t think I am as eloquent in English, which (among other reasons) is why you won’t get a Review from me here (or at least not representing RPGWatch).
However I also find it important to mention it when some Information is just not correct. Especially if the article is a “official” featured review.
About the typos and so on…yeah might have been a more discrete way to send it via pm, I can see that.
maybe they should add a button that highlights all interactable items.
The Devs already mentioned that they won't implement it. They call it part of the fun to find little secrets. Well, I guess they have a point. If you can just highlight everything and see secret passages they arent secret anymore. If you excluded them people would be less tempted to find them probably.
However this ties into one thing I actually do not like about the game: The Herb situation.
In Gaulen is the only Character with the knowledge of Herbs skill. Depenent on how high the skill is you get a random number of herbs for each pick. Which is always 1 in the beginning, and multiple if maxed out.
These Herbs can then be made into stuff which boosts your attributes permanently.
So in order to max your characters you should run past all the herbs in the beginning and collect them once Gaulen has the skill on 30.
This feels like a bad mechanic and without an option to highlight all the herbs you left out backtracking becomes even more painful.
Can't disagree more about what Aubrielle mentions about the interface. I actually think it's extremely well done. To me it looks good and it feels good. The only problem is that it doesn't show the player everything he needs to know (though it shows a lot of things). Knowing what your classes will be able to learn is essential. At least in the first 15 levels or so when you get lots of new skills each level. There were also a couple of other small things like no value for the effect of speed.
A player with the name of "Mike" put together a nice list of stuff which players want to get improved in the UI:
http://steamcommunity.com/app/296570/discussions/0/35220315825139093/#p5
This also contains Map notes btw.
And as mentioned before, the Developers are quite good in listening in what players say (if it fits into their concept).
But I can undersand what a bad interface can feel like. I had this with a game called Heroes of Steel, which has probably the most horrible interface I have ever seen. This (and the horrible sound loops) are also the reason I never really played it yet.
But to me the Xulima Interface is pretty good, though not perfect of course. But to me it actually "feels" better than the Interface of Wasteland 2 or Divinity OS. Tastes are different I guess. But maybe Aubrielle/you can give a concrete example in which the interface doesn't work for her/you.