Whoops. I meant to come up with something before September ended but forgot. The silly thing is that I always have a lot to write about! However, they always end up as snippets on Twitter.
I probably mentioned it before, but one of the biggest deterrents in writing a blog post is that I feel the need to think up a theme or two and then write a few paragraphs based on that/those. Composing a blog post takes up a good part of the day too.
With Twitter, on the other hand, I can just toss up anything at the spur of the moment without worry that it has to be some sort of short prose. I like that sort of freedom.
Anyway, let’s talk about the pesky event lucky bag draw from Com2uS’ free-to-play mobile game, Tiny Farm, and how using it can get expensive.
Continue reading Tiny Farm: The Event Lucky Bag Draw
Edit on September 4th, 2014: Com2uS actually revised the inventory system an update or two ago so this post is no longer relevant. However, I’m keeping it here just to show folks that infinite scrolling is a really terrible design.
Phew. It’s been a while since I wrote up an entry on Tiny Farm. I’m still playing it because I love collecting the super cute animals. I just wish animal certificates weren’t so expensive. I’ve long exhausted the ability to buy them with gold. Have to rely on Bells now. 😦
Anyway, Tiny Farm received a massive overhaul a few weeks ago. Oddly, the ONLY revision the inventory UI received was reduced icon sizes so now each page has 2 lines of items instead of a single one. While that reduces the amount of scrolling one had to endure, it still means A LOT of scrolling for someone like me that has tons of things in storage. Sure, I can sell stuff like fences and rebuy them but why would I? Why should I have to? I’d rather save the money to spend on other things like the unnecessarily expensive lottery draw events.
I recorded the video on my iPad mini with Retina to show how idiotic the inventory design is. In it, you will see that I have to scroll forever to find the freakin’ Yellow Lotus Lantern that was automatically placed in inventory after claiming it from the gift area. I know I zoom past it in the initial scroll-by but it’s just to show that it doesn’t pop up at the end like what other sadistic developers may do with new things you get. At least that would make some sort of sense. This lantern showed up on page 7 or so.
The video was originally longer to show that every single item I have in the gift area is subject to the same random treatment but I decided just showing the lantern was enough.
So what can be done to improve the damnable design? Here are my suggestions:
- ALL new items/animals you get should appear at the BEGINNING of your inventory.
- Additional tabs on the side to sort between plants/trees, fences, and decorations just like in the freakin’ Store page.
- Some ability to manually input a search string to look for something.
I wonder if there’s something in the code that’ll make these additions extremely difficult to implement? There’s no reason such logical ideas haven’t found their way into the game yet. It’s been over TWO YEARS since Tiny Farm debuted. Inventories will only get larger over time. >:/
I might fire off a message to Com2uS about this. A few weeks ago, I complained about the simplicity of the Com2uS Hub to them such as the inability to easily locate one’s post and the lack of a search function (for keywords and users) so what’s another complaint? XD They can make pretty looking games but they sure can’t seem to create intuitive user interfaces. The Hub is SO backwater it’s not funny. The way it functions is like a message forum from a few decades ago. 9__9
I’m at the end of the Bodhum area (chapter 1?) and 2 things kind of tick me off about the game so far:
- The dialogue choices can be ridiculous. What sane person thinks up the questions that Serah does? I believe this is a result of stupid writing. At least they’re not as demented as the black and white choices from inFAMOUS. Thank God the sequel was much better for those. 😛
- The side mission/quest involving the medical kit. (Check YouTube for a walkthrough vid or IGN’s walkthrough/wiki guidefor a screen of its location). Why the fuck would you let the player obtain a quest where the item is not available until later? I know there are some games that do this as well but those typically tell you the vicinity of the item and by the time you get there/have access to it, you will find it.NOT SO WITH THE MEDICAL KIT.IIRC, you already passed the area when you went to the crash site the first time.However, the damnable medkit won’t appear until a bit later. 9_9
I suspect this won’t be the last time I will encounter this idiocy.