I wanted to post this last night along with the release, but it was pretty late by the time I got everything set up for compiling on Eunsuk's computer so I didn't. After playing through the game several times in the past week I've identified a number of areas which need obvious improvement. I'd like to get your feedback on these, to see if I'm either going in the wrong direction or if I've missed anything.
1. Adventure Flow
The flow of the core story could use some work, especially the encounter-locating segments. At the moment the PC has to go fish (check rumors, wander randomly around the map) far too much. The worst offender is the FetchItem mission type, in which the PC has to find a rumor to discover who stole the item, then has to find another rumor to locate it. It would be much better if the initial hint sent the PC on a series of tasks, and they'd only need to go fish if a task is somehow failed (the confused raider doesn't believe the PC's story, the PC can't analyze a clue item, etc).
2. More starting conditions + better variety of components
At the moment, you'll almost always start the game either looking for a friend's watch or accompanying them to their first faction mission. Your initial mission will almost inevitably involve a villain who you'll hear about but not meet. I've slashed this one out because, while there's always room for more components, at least now there are several possible first missions.
3. Shuttle service needs scenery
It's tough to find the shuttle because they don't have anything there. For props I was thinking they could have doors against the back wall (scenery only, you can't use them), maybe stands with travel brochures, maybe a globe.
4. Tagged NPCs need to show up again
Often you'll meet a NPC in the core story, and whatever happens said NPC will never show up again. This is bad. Instead, I think it would be nice if NPCs would show up again later. There could be a new tag attached to the NPC indicating their future actions- if the PC screws someone over, they get a "return for payback" tag. Alternatively if the PC helps someone they could get a "return the favor" tag. This could maybe be accomplished just be looking at the NPC's Attitude; I'll have to think about it a bit more.
5. Episode GOAL needs debriefing, sometimes
When you complete a core story mission and return to the NPC who gave it to you, usually you just get a "Congratulations! Have some money" message. This isn't always appropriate, especially in the GatherInformation plots or if there was a big revelation during the mission. The MAIN component should be able to set a debriefing string depending on what happened. When the GOAL comes around, if the string is empty the regular victory message is printed as normal. If nonempty, the PC will first be debriefed, then the victory message comes up.
6. Cooks Need Sprites
Since they're CRAFT types they currently use the mechanic sprite. This is confusing. Cooks need a sprite of their own; also, maybe they should be changed to TRADE.
7. Remove email delay from episodes
In many core story episodes, you go to a new city and nothing can happen until a particular NPC emails you. The email should arrive immediately when you arrive in the city; waiting around for it is just dumb. Also, some episodes post a news message to find the mission-giver but their attached rumor doesn't seem to work- I need to find out what's up with that.
8. Documentation Update
The docs are badly out of date. I dread to think of how many players get frustrated because they can't figure out how to learn the Flirtation skill.
9. Opening Screen
GH2 needs an opening screen. That is all.
10. Mysticism Working
Currently it's a waste of a skill slot. Later on it will be used to buff your stats at shrines.