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### Topic

#### Fourth impressions

I think that when at a signpost, one can hover over each location to see its contents (i.e. the information shown on the loading screen), and thus make partially-informed decisions, as well as allow for lots of trial-and-error type exploration.
I've found that the vast majority of my time in-game is spent trying to get materials to make food and drink to replenish my mood and energy. This is excellent for the first part of the game, while still learning to play and mess around, but I hope it's not like this the entire time!
Although it took a while, I've grown to like the very self-driven pace, and the laid-back, community-centered efforts.
My complaint about all the places being the same still stands; although many are different from each other graphically, it doesn't change anything about the way one interacts with the environment. The places (to me) which are the most fun are the ones which are structured differently, whether it be through hills, or rock-climbing to get places, or some of the Ix levels. Finding a way to make graphically different environments really feel different would be great, for instance: making mushrooms and treetops in Uralia be bouncy. I've found Sonic games differentiate areas really well by giving them unique attributes, in addition to having different graphics.

Posted 23 months ago by RobotGymnast | Permalink

### Replies

- I think the main information that is needed is where the vendors are. It annoys me greatly to go through 15 areas to find one vendor that's on the opposite path of where I had started my search. This is especially a problem when you can go through 3-4 areas in a row with the same vendor type.
  Posted 23 months ago by Johnny | Permalink
- They've actually added vendor positions to the map, and you can also see which shrine that's there.
  I totally agree about the streets being the same, and the Sonic-comparison is really great! The developers should definitely sit down and play some Sonic to get inspiration.
  Posted 23 months ago by Osquar | Permalink
- I hadn't noticed. What are their icons?
  Posted 23 months ago by Johnny | Permalink
- If you open the map (by clicking the magnifying glass), you'll find symbols below each street. The one that sort of looks like a well symbolises a shrine, and a vendor is represented with a currant-symbol. If you hover over these icons you'll see a popup describing what sort of vendor it is or which god the shrine is dedicated to.
  Posted 23 months ago by Osquar | Permalink
- Ah, I hadn't hovered any of them.
  Posted 23 months ago by Johnny | Permalink
- I actually recently discovered the vendor information! It actually almost disappoints me. I kind of liked the feel of having to explore for yourself and get a feel for the world, even though it does make it a little less frustrating.
  Posted 23 months ago by RobotGymnast | Permalink
- In my opinion what's displayed on the map should be partially based on exploration. The vendors and shrine should be displayed on the map once you've visited the street. The trees, patches and animal count should be listed, maybe under street info, but should display the number seen when it was last visited.
  Posted 23 months ago by Freeman | Permalink
- I've noticed minor UI problems. Some street signs are hidden by trees, and some get cut off. This is especially problematic with mutli-allocated street signs.
  Posted 23 months ago by Gaga | Permalink
- On one street there was a sign that was for the street itself. I reported it and it was fixed that day.
  Posted 23 months ago by Johnny | Permalink
- I would like to know what is available in the place where I am going before I decide to go. I like that it tells me while it's loading, but I'd like to know before so I'm not wasting my time. Maybe an info box can pop up when I hover the mouse over the street sign.
  Posted 23 months ago by dp | Permalink
- ^ This would be pretty cool to have a choice of wether or not you want to see that info. Like instead of just taking you to that street, bring up another dialogue with a choice to either just, "go," or to get a little bit more information before you go. The only reason I would say thats not a great idea, is because it might discourage exploration a little bit.
  Posted 23 months ago by Leviathan | Permalink
- Adding to Gaga's post... I've also seen the signs that are hard to click on if they're behind trees and I've had difficulty clicking on a sign to go somewhere if people are standing right under it or next to it. I try clicking on the sign but I get the box to interact with a person standing close to the sign.
  Posted 23 months ago by PittyPat is sad | Permalink