Suggestions for improving the map interface; interaction precision issues; NPCs should assess the in-game time of day!; correctness of numbers; quick item switching; Whispers- the devourers; redundant icons, HUD; perfect hits; item comparisons in the shop

1. Map Interface Improvements

The map needs significant improvements!
First, add a zoom in/out slider to quickly change the scale. Also, add the ability to move the map using the mouse and include a scroll speed slider for fast/slow movement.
Right now, you can only move it with WASD, and it’s slow at medium zoom! It’s a pain to scroll with the mouse wheel; you don’t want to leave it at a fixed zoom because character icons disappear if you zoom out too much! The mouse wheel is completely awful!

1.1 I suggest making it so you can place a marker directly on a character’s icon so you understand which way you need to go. Although, currently, this is somewhat addressed by a marker near the character’s icon (not on it), and then the direction to the marker is shown on the side of the screen.

2. NPC Time Awareness and Lunar Phases

Does the concept of time not exist for NPCs? It’s past 9:00 PM in Sacrament, which is evening. Yet, when you approach Fillmore in this case, he might say “Good day.” He has several phrases, but you can encounter this one.
This is quite unfortunate, as the time of day is generally divided into at morning, day, evening, and night. Furthermore, the icon in the upper right of the screen confirms this time of day change with a moon shown during later hours.
And by the way, in addition to the moon, there are also moon phases. Check it out, if they are not in the game, they should be added. Perhaps maybe later, the influence of weather conditions and time of day could add even more meaning?

3. Precision Hit Rewards

I don’t like the reward mechanic for precise button presses when digging or chopping wood. For example, if you hit precisely half the time, the game no longer rewards you with extra resources. Plus, this isn’t present in fishing.
Solution: Add a 0.5 multiplier, so for instance, if you hit a tree 3 times, with 2 of them being perfect, you’d get 1.5 wood instead of just 1.
Otherwise, what’s currently in place turns into a circus. Are perfect hits just preparation and a subtle hint for players to embrace parrying in fights?:D:)

4. Whispers: A Black Hole, a Consumer of Existence! :smiley:

4.1 Why can’t I feed dogs/animals my own food, but I can feed Whispers items?

4.2 Whispers don’t accept more than 15 items at a time. Why isn’t this stated in the game? Also, why can you select items but not immediately deselect them and choose others when making an offering?

Additionally, why didn’t you make the item transfer to Whispers persistent? Currently, you have to prepare high-rarity items for the offering, because Whispers don’t care about 15 common items, and you can’t even feed them to then come back later.

5. Item Comparison in Shops

Why is there no item comparison when buying and selling? So I could compare my current sword with one in the shop, for example? Currently, comparison is only available when I go into my inventory.

6. Interaction Precision Issues

But the problem with interaction precision with characters and objects still exists! Don’t you want to fix this, or haven’t you had the time yet?

7. Item Switching: Mouse Wheel Issues

  1. The mouse wheel for item switching is a mess.

Rebinding Mouse Wheel Actions to other buttons/other selection of items.

7.1 Could you provide an option to remap the functions currently assigned to the mouse wheel (where the middle button is needed) to another mouse button or a different key? By default, the mouse wheel is used for zooming in/out on the map. It’s also used for selecting food and quick items—you press and hold a key (for me, Q and F), and then you have to scroll the mouse wheel to select the desired item.

This is incredibly inconvenient! The mouse wheel is evil; it simply doesn’t work well in this case, making it impossible to select items quickly. Please add the option to rebind the mouse wheel actions to side mouse buttons or any other regular keys, like X/C, for “next item” / “previous item.”

Single-Button Item Cycling

7.2 Please allow food and item switching with a single key press, without needing to hold a button down. This would enable quick cycling through items and prevent significant time waste during item selection.

8. Numerical Inconsistencies

The digit “1” is not precise. These aren’t Roman numerals, so you should either change the “3” for right-scrolling to the Roman numeral “III”, or change the “1” to a clear, understandable digit. Otherwise, it could be mistaken for a lowercase “L” or “I.” This creates discrepancies!

9. Character Name Overlap

The character’s name, in this case, “Gordon,” overlaps directly onto his texture when your character moves in different directions.
Is this really intended? The name should always appear slightly above his visible model. It’s like viewing a high-quality monitor from different angles—all views should display a beautiful picture!

10. Character Clipping

The character enters the texture.
At this point the character enters the texture near the fire. When he crouches, part of him disappears from view! :smiley:

11. Mysterious Chest Icon

For a long time, there was a chest icon in the bottom left of the screen. But after a while, it disappeared. What was this chest icon for? Did it mean quests were completed and ready to collect? Or that quests were available to pick up? Either way, this indicator was annoying, so if it’s still needed in the game, it should be moved to another part of the screen so it doesn’t obstruct the view! I’ve highlighted the icon with a red box; take a look. It haunted me in the game for 2.5 hours, and at the very beginning, there were two such icons, encroaching almost into the center of the screen.

12. Leftover Gifts and Future Co-op

Leftover gifts that didn’t fit into the inventory are actually a good feature. For instance, in future cooperative play, you could select items you want to give to another allied player. While this could be implemented through direct automatic transfer (though that likely doesn’t fit the game’s setting, as it’s not a modern age), leaving such “surprise bags” near yourself—or even better, near your ally - would be amazing!

Great suggestions.

I also want the ability to place markers on top of bounties. Currently you are forced to move slightly to the outside of the bounty circle for the magnetism to stop and allow you to place a map marker nearby but not on top.

Additionally, the game should tell you if you already have an item or resource, and how much of it in the UI.

It would even be wonderful if the UI told you exactly where you had said item, or at least it should tell you if you have any amount in housing storage or your inventory.