Bluebeard's tower

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Bluebeard's tower

Post by Lasombra on Mon Sep 22, 2014 6:10 am

Frankly, the basement has just terrible design, having to go through several loading screens and camera adjustments just to get to the area you want. I propose a universal door/device that would start a convo asking you for a destination. Or even just a room with several doors would work, too. Just please, not the endless rotating stairs, it's not fun at all.

Second suggestion is to have a text message on entering the appearance crafting areas with some sort of info, even if it's just "check the bench description for information on how to craft"; also have the golems duplicate it, in case someone had to look away or wasn't paying attention. Not everyone makes regular use of descriptions, so it was very frustrating to look for this on the website and everywhere in the game before finally getting an idea to try it.
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Re: Bluebeard's tower

Post by MannyJabrielle on Mon Sep 22, 2014 9:08 am

I totally agree on the multiple zonings.... ESPECIALLY since passing through the helmets/shields/cloak zones to get the the bottom level is VERY lagtastic.  Each of those rooms has dozens of NPCs in them, and my computer chokes up trying to load up the screen with them when all I really want to do is skip past that particular level.

For those mentioned levels too, I would suggest spreading out the NPCs so not every single one is on screen at the same moment.  Something like for each level, have it as a series of connected large round rooms (like the one bluebeard sits around in) with each round room having 5 to 10 NPC models each, and each round room spaced out so the NPCs in adjoining rooms are out of rendering distance.

And for the "small items".... shorten the hallways to each item crafting bench.  Or just have it as one larger room with all the benches and their golems next to them.
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Re: Bluebeard's tower

Post by RustyDios on Mon Sep 22, 2014 1:05 pm

I'm going to guess Bluebeards has an update since I last went it in?

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Re: Bluebeard's tower

Post by MannyJabrielle on Mon Sep 22, 2014 3:46 pm

I guess so?  there's several new sub-basements for altering item appearances
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Re: Bluebeard's tower

Post by RustyDios on Mon Sep 22, 2014 6:45 pm

Well I should be able to get some time this week(end) to log in and check it out... the last time I went there it was the same "old" setup.. a few new rooms for alchemy and another trade skill (can't remember exactly).. but the workshop for item appearance had the new crystals and the old boots... in the same old place it always was... through the door, down a flight of steps into the round room with Morty and Bluebeard... the library to the left, lab and workshops to the right down a few corridors.... ..

Maybe I missed a whole floor ??
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Re: Bluebeard's tower

Post by MannyJabrielle on Mon Sep 22, 2014 9:00 pm

That's the same setup now for the first level. To get to the lower levels, you'll find a door leading to stairs between the alchemy room and the room with the boots & crafting crystals.
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Re: Bluebeard's tower

Post by Ramana Jala on Tue Sep 23, 2014 9:28 am

I agree it would be better to have transitions leading off of a central room rather than having to go through loading each floor to get to the ones below it.  For slower machines, it's quite inefficient to have to load everything in every floor.
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