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Comment History
Prezombie
Prezombie - - 13 comments @ XenoMiner

Got the game in the IR bundle, couldn't play it until the 2.1.41 version, but that works fine.

Really annoyed at the selection of resolutions. Where's the rest of the resolutions?! 1920x1200 monitors deserve love too.

Daisy says the inventory button is I, not E.

The Centriforge menu should use wasd not the arrow keys to browse (both would be fine though).

Pushing E should close AND open the inventory. Pushing R should bring up the centriforge menu without needing to go through the inventory, and preferably should automatically connect to a 4d centriforge if one is within PICK range.

Daisy says she will give you a processing core when she's talking about solar panels, but I don't see any but the one that 'survived the crash'. fix wording.

Having tutorial text block off everything until it's already gone is just bad game design. Daisy should play with the HUD and never take away control unless absolutely needed. Being able to see the current mission at all times would be great.

I'm with the others who say the crafting menu is awful. it's confusing to need to click on the highlighted item again to make the craft button light up. It's confusing to know which items are natural, and which are crafted, there desperately needs to be an encyclopedia of blocks and items you can refer to by selecting a block, or clicking a component in a recipe.

Good karma+3 votes
Prezombie
Prezombie - - 13 comments @ 2x0ng

The first two levels are always too easy, and once you understand how to play, are simply a waste of time.

I would say this game doesn't use permadeath well, it offers no emotional investment other than a level number, meaning it's just a constant ramping of difficulty until you crash and start over. A checkpoint system would make things much more entertaining, eg. if your top score is level x, you can start at level x-2.

Good karma+2 votes
Prezombie
Prezombie - - 13 comments @ The Spiral Groove Bundle

Personally, I'm indifferent on what platform you offer the games, as long as you offer as many ways as possible (eg. not giving a steam key if it's on steam).

What I really dislike is the new habit of holding back games the way every other bundle site does! I thought you guys were different, offering up a nice compact bundle at a reasonable price with quality games, rather than playing stupid marketing games.

The advantage Humble Bundle gets from holding back games is twofold. Firstly, it usually almost doubles the size of the bundle, adding several news-worthy games. Secondly, It encourages early buyers in that any added games are BTA for anyone who buys after, but buying early means you'll get the new games at no extra cost, regardless of your initial payment.

If you think you're getting the first advantage, you're deluding yourselves. If you think we're getting the second, you're downright mental.

When I buy something, I don't want to be gambling. Stop it with the dishonest timers adding more days, and holding back games that your customers have already paid for, it's really lousy behavior from you guys.

Good karma+3 votes
Prezombie
Prezombie - - 13 comments @ The Spiral Groove Bundle

Indie Royale associating with Desura? Indie Royale is run BY Desura. *facepalm*.

Plenty of Groupees bundled games have be desura keys as well, at least IR automatically adds them to your desura account with a single click, unlike the ****** key application system of Steam.

Good karma+7 votes
Prezombie
Prezombie - - 13 comments @ Diehard Dungeon

The room changing mechanic is too sensitive in my opinion, it's really annoying to lose all the loot from a room by getting too close to the door. A 'open/pass through' button would be worth it.

Good karma+2 votes
Prezombie
Prezombie - - 13 comments @ Zafehouse: Diaries

Suggestions: make the token on the photo more visible, completely opaque, maybe move to a bottom corner or next to the name to prevent it covering an eye.

More tokens! Each profession should have its own token, like a hex nut for a mechanic, the guitar pick for a musician, and so on.

The job assigning could be improved, showing the 'workability bubble' that is next to each name when assigning next to the job, so that I don't have to deselect and reapply one guy every hour to confirm that they're still going to work together well. Also, the bubble should be shown next to 'busy' names, just for completenesses sake. I would also prefer a lighter shade of grey for 'assigned elsewhere', keep the really dark for 'unable to do this job'.

There's no quick way to tell the star rating of an expidition, you need to drag, then assign a second through the menu on the right. I'd like an option to start and assign an expidition after selecting the destination on the map.

Good karma+2 votes
Prezombie
Prezombie - - 13 comments @ The Mighty Bundle

Any plans for a thy rewards * 35 thing?

Good karma+3 votes
Prezombie
Prezombie - - 13 comments @ NEO Scavenger

I loaded the beta in chrome, chose the second resolution option, fullscreen, stretch, and filter, and pushing new game makes it a black screen. Even after refreshing the page. Could this be related to how clicking new game in the desura version pops me out of fullscreen?

Good karma+1 vote
Prezombie
Prezombie - - 13 comments @ NEO Scavenger

In higher resolutions, the stack number's font size should be increased.

Transparent parts of an item aren't clickable, mostly this isn't an issue, but can be annoying on a few items, like the shopping cart.

When switching items by placing one and grabbing the single item in its place, it behaves oddly, keeping its current coordinates relative to the cursor. With a really long item, you can seperate the cursor from the held item by so far it can't be seen on the window. If it properly snapped to cursor, it would be nicer.

Good karma+1 vote
Prezombie
Prezombie - - 13 comments @ NEO Scavenger

One feature that would really streamline scavenging would be a context menu item to empty the container onto the ground (and if you make the 'pack all items into top left' a context menu, add there empty all containers if any non. Spacepacking demands emptying pill bottles and pockets of spare clothes, and if you find a bunch of them, it can take quite a while.

Crafting a container can destroy contents, eg. using a full can for a noise trap, or tearing up clothes.

When packing stuff into the top left, it should remove all the items, and then place them down starting with the largest item first, the current method is quite inefficient.

Bottles are 1x4, and contain a 2x3 item. cans are 2x3, and can only contain a 2x2 item. This feels... dumb. I put my soup in bottles! how about making cans 2x2 and contain a 2x3, standardizing all liquids to the same size and compactedness?

As someone paranoid about drinking unpure water, it's kind of annoying having to drag to hand to check the water. If there's only 1 item, how about have the "contents: 1 item" instead simply state the item. Or make the clean water's icon significantly different. Or both!

Good karma+1 vote
Prezombie
Prezombie - - 13 comments @ NEO Scavenger

start with eagle eye or medic, use them to find the box or multitool, and then click crafting. the item vanishes, and the event dialogue won't go away no matter how many times I click Confirm.

Good karma+2 votes
Prezombie
Prezombie - - 13 comments @ NEO Scavenger

I'm not sure of any fixed way to do it, it mainly happens when I'm applying a stack to a wound, or taking a rag off my body.

The crashes are just closes without warning.

Is middle click an option for use?

Yes, spacebar does help, but the entire system really feels like a hacky way to do it. Same with the scavenging or event options. The closest thing I've managed is macroing doubleclick spacebar to a side button on the mouse, but its not perfect.

And all physical build does have some some disadvantages in the long run, but once I have a cleaver every fight is easy to win or scare away. With that out of the way, scavenging in cities or the market gives more than enough food (if a rather unhealthy diet of blinkies, crackers, and ketchup) to keep me alive, and also as strong, I can carry a nice buffer of food, water, pills, and bandages. Without the strong trait, I get burdened before I fill a backpack, with it, I have a backpack in my offhand and can fill them both without getting burdened. Nearly all my characters who live the first day die at the claws of a dogman. A spare turn is enough to gather and even purify enough water for days, but I've found a nonphysical character simply can't waste mass on carrying water, and far more likely to end up getting thirsty.

Good karma+2 votes
Prezombie
Prezombie - - 13 comments @ NEO Scavenger

The new version is nice, but I'm seeing a lot of major bugs. when moving around rags dirty or clean, they sometimes stick to the cursor and can't be placed anywhere. There's no autosave, and the many crashes have destroyed really nice characters (a shopping cart and a completed rifle gone...)

ctrl click could use items, there's no fast way to eat a lot.

battles take far to long, in terms of clicking. It would make more sense to have a button for each action rather than needing to click thrice for each turn.

As for charbuilding, there's way too much incentive to pick just physical traits, tough, strong, and two of [athletic|melee|eagleeye]. I think they should be split into body and mind traits, so an early character will always have at least some special talents. 2 body, 1 mind, and a free slot to start.

Good karma+2 votes