RolStoppable said: I like how enemies that can launch your characters into the air are now less likely to throw them off a cliff. Now it's only a slight backwards movement before the character falls straight down like a stone. Related: Pushing enemies off a cliff makes their treasure chest spawn on the cliff, so items don't get lost that way anymore. The affinity chart displays who you can trade which items with, so fetch quests and colony 6 item hunts are a lot more manageable now. Item requirements for colony 6 can be viewed within the mission menu, so that's also helpful. The red dot feature is also handy. A reminder when you've unlocked new skills or talents. Item storage has been boosted for equipment types from 300 (I think) to 450. Loot item types have no max number displayed, so I hope that space is unlimited now. It was really annoying in the original when you had to drop or sell items, and then later on it turned out that you actually still needed some of the common item drops. The only thing that really bothers me up till now is the awkward timing for the B button presses. You are supposed to press too early in order to hit it perfectly. Got my heropon, but raising friendship between Melia and Sharla has priority for now. |
Badging is the gaming industry's term for the red dot.
And yeah, it is a super convenient UI improvement. Especially for a game like this which has so many moving parts.
Questing is heavily improved now too, you can get the quest and immediately work on it. In the past it felt like you collected a bunch of quests... 80, 90, however many, and the best you could do is just hope you came across the stuff and the vast majority of the time completing a quest felt like it just happened randomly while exploring around.
I describe myself as a little dose of toxic masculinity.