Thanks for your feedback. A few points in response:
This should help with the "What am I supposed to do next?" - http://christophermpark.blogspot.com/2011/09/valley-without-wind-getting-started.html
Thanks, I did read that before starting, and I read through all of the green stone tooltips before setting out proper. I'm pretty much your archetypal "explorer" type when it comes to my gaming habits, so I think my issue wasn't that I had no idea where to go next, it's that I had too many options vying for my attention and no way of knowing how to prioritize them yet. That will of course come with time and experience. If I had to make a suggestion, it would be to include some sort of optional tutorial quest, a concrete reason to get you out into the world. Even as something as simple as a fetch quest would do the job.
We've updated the crafting interface a good bit recently. It may not be complete, but its a big improvement. My question for you is, what specifically could we do to make it better?
When I brought this up in another thread, Chris seemed to think I was implying I thought a talent tree structure would be better, which is not the case. The problem I see is twofold:
1) If I want to know all of what I can make, I have to click down through each initial ingredient, which gets tedious very quickly. Directly comparing spells (say, their damage output) almost requires having a pencil and paper handy.
2) Having to "learn" a recipe seems like an arbitrary restriction when I can see all recipes currently available at my civ level. I'm not saying the player shouldn't have to learn the recipe, I'm saying the UI makes the distinction all too clear. It doesn't quite make sense. It begs the player ask themselves, "Why can't I make that spell when I can see the ingredients right there?" Some way to toggle between recipes I can currently make and recipes I could eventually learn at my current civ level have would go a long way.
I'm not sure I have a specific solution, but I think working away from an ingredient-centric UI and moving toward a known recipe-centric UI is a potential solution. Organize craftable recipes in some way so if I want, say, a ranged spell, I can click that type of spell, see I have a few options available, read the tooltips, decide on fireball, click it, and know exactly what ingredients it requires and how close I am to being able to make it.
Spells definitely need some balancing, but I think the plan is to add more in first so that they can balance more at once.
Well, it's not so much a balance thing as it is a matter of confusing visual elements. But I see your point in any case.
Monster Spawners/regular enemies. There is a lot of discussion about those. There are some changes coming to the monster spawners soon that may also help with frustration about the enemies.
Yeah, I've been reading the discussions around the forum and on RPS. I'm not sure removing spawners altogether is the right solution (and you guys seem against doing that anyway), but I think the crux of the issue is that the game is pushing the player toward exploring the world while the enemies feel like pure hindrance instead of a rewarding challenge. Removing spawners or making enemy placement more static might potentially make the game more boring, I understand that side of the argument. But why would I want to return to an area I've explored anyway unless I want to experience my own impact on the world? Don't I WANT to create a world that is free of annoying enemies? Don't I always have the option of exploring a new area with new enemies anyway? What is the harm in letting the player have a lasting impact on the number and/or frequency of enemy spawns in a region they've already explored?
Glad you like the exploring. I do too. We hope to make it even MORE varied as time goes on. Definitely not less.
As someone who's seen the element of exploration almost completely fall out of vogue in modern games, thanks.