I started DF about a month or two ago. It was quite overwhelming to get past the learning curve, but I decided that I would take that as a challenge. I watched all of Captain Duck's video tutorials and relied heavily on the wiki. In all, I spent about 20 hours reading up before my first embark. Watching the video tutorials was actually quite entertaining, so this wasn't so bad.
I think most of my initial frustrations with DF were with the UI. There are so many things that are strewn about without any order to them.
Biggest one: losing my cursor position. Every time I reset and perform a new action, my cursor recenters. This is especially frustrating when I want to switch between k, v, t, and q modes on the same object.
For that matter, why can't k, v, t and q be combined in some way? Perhaps k could be the default, with the v, t, and q being "tabbed" modes you switch between like how gen inv pref and wnd are when viewing a dwarf, without requiring you to space back (leave screen) and re-position your cursor to the same object.
The information shown at the top of the k panel should be shown for the current tile while doing designations.
How exactly is the Stocks portion of the Status window organized? It's not alphabetical or any pattern that I can discern. I notice some related things seem lumped together, but as a newbie, I find it takes a lot of time to find things.
It's very frustrating setting up dwarf preferences and labors. Maybe I'm missing something, but I find it enormously frustrating to go down the unit list one-by-one and "zoom cre" to go to each dwarf, set their labor, then space back only to find that it doesn't bring me back to the unit list, like it does with viewcre. Instead, I have to re-open the unit list and then page/arrow down to the next dwarf (hopefully I remember the name of the last one I was configuring to know the next one to arrow down to).
When there is too much stuff blinking, I often can't find my X cursor. Perhaps the cursor should have a unique tile that easily distinguishes it from the stairs, bins, etc.
I am unable to prioritize jobs. There are critical times when this is extremely frustrating.
Please make a way to configure which types of stone are important enough to justify pausing and recentering my view when they are discovered. I find it nearly impossible to do anything while doing exploration mining.
And here are some lesser issues:
Can we make some way to condense stone that doesn't seem hackish like the 1-tile garbage zone? Perhaps we could build pallets that act like bins (but only for stone) so that we can stack stone on them to save perhaps 10x space in stone stockpiles.
It's very unrealistic that I can carve out huge rooms without any consequences (e.g., some risk of cave-in, especially in sandy soil). This makes the game kind of boring in that I have no reason to make individual stockpile rooms. I might as well just lump everything into one super-sized stockpile room and set up workshops scattered about in the middle of it.
It's very frustrating that I can't designate a bed (or other furniture) to be built in a certain tile whenever a bed becomes available. When I move to a new house, I can designate that I will place my bed somewhere without having to currently own a bed.
Please let there be a way to have more than one line of announcements (optimally, let us configure the number of lines that can be used for announcements) on the main screen. Sometimes things just go by so fast I feel like I have to constantly keep hitting a to catch everything since there is constantly [MORE].
I have no idea what most of the symbols mean on the embark map. I don't even see a reference on the wiki.
I wish that each object in the game could get its own graphical tile in the same way that there is an option to give creatures their own graphical tileset. There are too many characters that have multiple uses and newbies don't have enough experience to determine what something is from context.