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InfiniteWarrior

InfiniteWarrior

9 hours ago, Adam the Waster said:

I got a few as well 


Those aren't QoL but gameplay suggestions. ;) Zenpo's aren't exactly QoL suggestions with the exception of no. 2, either, but accessibility related and would help those with visual impairments significantly. TFP might want to pay special attention to Zenpo's. (There's still no epileptic warning/disclaimer on the splash screen, either. There are blinking and flashing lights in the game. Not a lot, but I've seen a few that might induce an epileptic seizure.)

"QoL" suggestions, e.g. crafting from containers, are likely to receive a hard pass from TFP in the base game. Survival games generally don't include them. I get the distinct impression developers of survival games think making your real life miserable = challenge. ;) Ergo, the only function added to containers in Subnautica was moving items back and forth between them and player inventory. (You can't actually interact with items while in a container menu in Subnautica, e.g. eat something you've highlighted while in the container menu.) TFP have the upper hand on most when it comes to QoL features in their survival game. At least, there are generally five actions that be performed on an item in the inventory menu, for example, thank God. (And TFP.)

InfiniteWarrior

InfiniteWarrior

9 hours ago, Adam the Waster said:

I got a few as well 


Those aren't QoL but gameplay suggestions. ;) Zenpo's aren't exactly QoL suggestions with the exception of no. 2, either, but accessibility related and would help those with visual impairments significantly. TFP might want to pay special attention to Zenpo's. (There's still no epileptic warning/disclaimer on the splash screen, either. There are blinking and flashing lights in the game. Not a lot, but I've seen a few that might induce an epileptic seizure.)

"QoL" suggestions, e.g. crafting from containers, are likely to receive a hard pass from TFP in the base game. "Survival" games generally don't include them. I get the distinct impression developers of survival games think making your real life miserable = "challenge". ;) Ergo, the only function added to containers in Subnautica was moving items back and forth between them and player inventory. (You can't actually interact with items while in a container menu in Subnautica, e.g. eat something you've highlighted while in the container menu.) TFP have the upper hand on most when it comes to QoL features in their survival game. At least, there are generally five actions that be performed on an item in the inventory menu, for example, thank God. (And TFP.)

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