hanako wrote:The calendar marks the month (yes, there are 13), the day of the month, and the phase of the moon. At one point some of that information was going to matter, but it got dropped from plans, so it's mostly just decoration now.
Ah, okay. Yeah, I should have figured out the Roman numerals were jumping by 7.
hanako wrote:
I agree that a week display would be useful, I'm just not sure where to put it. I could remove the day-of-the-month calculation since it's not useful for anything and put a week stamp there instead?
I think that would be a good place for it, yes. Just put "Week 1" etc. were the days were, since the Week is very important for the player, but the day of the month is not. Labeling the number in the center "Week" will also make it more obvious to players.
hanako wrote:
Drastic Action doesn't become an option until well into the game. It's not likely that you'll be able to get into the treasury when she first suggests it to you, so it gives you some time to try and figure it out. Only after time has passed and you still haven't done it does your mentor come back and suggest trying it the other way. It's just coincidence that the scheduled reappearance happened after you took a Presence class.
Okay. That wasn't obvious. The player is told "Try and get in, and if you fail, come back to see me." The player can try and fail the next week. In the player's mind all conditions have been met at that point, so they expect the Duchess to be available again the next week.
I understand the time delay for balance reasons, so the player can't just grab the crystal with no skills in Week 4, but I don't think the Duchess should even mention "Drastic Action" until it is actually an option. It would be less confusing that way.
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Finally, I'm still having trouble understanding what skill penalties and bonuses are being caused by what moods (or events). Would it be possible to have the ability to mouse-over or click on the penalties or bonuses and be told what is affecting them?
For example, -3.00 penalty could display "Caused By: Yielding Mood. Event." etc.
I think the game needs a little more transparency in that area. It took me a long time to realize that certain game actions (and not just moods) where affecting my skill bonuses and penalties. And even after playing the game a lot, it is still difficult to correlate which combination of moods is affecting which skill.