Several of these problems are well-known but others only now really left an impression upon me. So, thanks James, for a having a deeper look at ADOM!
Things I have picked up:
- It might be good to allow accessing the inventory when you choose talents. (It also might be good to randomly choose talents but that's another story - at least it looks like one of the more tedious parts besides raising skills).
- The starter dungeon keeps being the same for much too long. James rightfully complains about that being boring and I have to agree. Actually what James didn't know is that after 30 games the starter dungeon becomes randomized. But I have to admit that 30 is a stupidly large number, so I am going to change this to a much smaller number - like 3.
- It would be nice of ADOM to indicate that you currently wielding a two-handed weapon. For some weapons it is obvious but with e.g. a great axe it's not so obvious. So tell the player without forcing him to fiddle around with the game!
- He also was annoyed by the more prompt. I already take this seriously from the many responses by other Steam people - so there will be a good solution with the very first Steam release. So please give me your thoughts on this issue!
- He also got bored by tedious jackal battles and jackal summoners. We know this problem and I will introduce a completely new fix for that - hopefully already with the next release.
- James didn't like the static over world. Well, there is one solution (play ADOM II, although it also has the play area of ADOM as a static area as a nod to the games history - but the rest of the world is completely randomized). The world in ADOM is fixed because ADOM has a strong RPG focus and provides a background story that is tied to various (then often randomized) locations. Randomizing the map for the same story just would make the whole overarching quest more tedious as you basically you would have to find certain fixed locations in constantly changing places. ADOM II improves upon that by delivering a much larger picture. Sadly it's still very much in alpha development and kind of unfinished right now.
- We need a lot more animations during combat (bubbles with damage and stuff). Internally we already are discussing this and it's high on our to do list. Hopefully we can work out something soon.
So once again, James: Thanks for the review and insights provided. And welcome to the ADOM credits in the manual as I immediately implemented some of your suggestions! How's that for customer feedback :-) ?
somewhat afraid about the very first Steam release as we probably are going to frustrate people unnecessarily ;-) (and I'm only now frustrated because I learned so many new things from that one video which I never noticed before or which I didn't take seriously enough - it's somewhat shameful :-) ). More power to the community and the fresh blood! ;-)