by michal.lewtak on Mon Aug 15, 2011 11:14 pm
In my oppinion having to fish for items in the random easy/normal dunegons, only have a few available to choose as preparations, and not having all building preparations available at once when you unlock them, instead having to choose 2/3/4, are all irritating design choices. I don't mind the extra work needed to start a dungeon with specific items and preparations, but what bothers me is that I don't see the hidden stuff. I may have chosen the allowed number of preparations per building and filled my locker with items I consider best for most situations, but I'll never see the other choices at once when starting a new dungeon. I may not remember that having item X in my locker and preparation Y available to choose, is the best option for the current mission, and it's unsettling. We should be able to see and choose from all the preparations we unlocked, without allocating limited space for them.
As for items, a shopping system is good and bad. Good because you see them all and can buy them instantly, but bad because you can buy it and convert it instantly, which feels cheap. So I'm okay with having to fish the desired item in easy dungeons, but I want to be able to see a database of all existing items (at least those that I currently discovered by myself in shops, or as boss/quest rewards), and I want to be certain that the next easy dungeon run is guaranteed to have that item to buy or grab.
TL;DR, and also a good compromise between limited locker space and item shop:
How about this: there's a kingdom shop, but you can access it and buy whatever you want after completing Venture Cave or Den of Danger once. For each dungeon completion, you earn a special token (with a cap on 5 or something like that) and using that token you're allowed to buy one item in the kingdom shop (and you still have to pay for it with money, of course).
That would make it more fun and user-friendly, in my oppinion.