Doctor Sbaitso
SO, TELL ME ABOUT YOUR PROBLEMS.
- Joined
- Oct 22, 2013
- Messages
- 3,351
Center-of-the-universitis can be chronic. Enjoy.
University, yeah that's it.
I don't have a univerSity degree.
It's all good Aenra, go in peace.
English, probably not your first language
Holy shit imagine being this deluded. I laugh at people like you.
Explain.
No, really. I want to hear this.
You seriously believe in "taking their time to have no crunch time". Like you said yourself they're all old people with families. Their time is worth more and unlike those 20yo kids they won't agree to survive on instant noodles + powder juice to reduce development costs.
but the fact that the team seems unwilling to level with their fanbase is a problem. They clearly don't have a schedule, or a concrete vision of the game, at least until very recently. Like a lot of things in life, it's what you say and what you do that matter - and it seems this team isn't interested in giving their fans a realistic status update. Hopefully that'll change.
That's gamer privilege rearing its ugly head again.
I also like Infinitron jumping in and saying they're taking so long because they've been at it longer than the "standard" Kickstarter development time, as if that's something sacred that holds meaning. That's gamer privilege rearing its ugly head again.
That's gamer privilege rearing its ugly head again.
Are you for real?
Yeah, Early Access needs an extensive proof-of-literacy test before participation is even allowed. If a user can't grasp a simple development stance i.e; SINGLE PLAYER - they shouldn't be allowed to access an Alpha build, let alone critique it.They doubled down on their demands for multiplayer Subnautica. Instead of listening and understanding, they went Full Retard. And they're not stopping.
Chris Siegel said:Gear is something we are just digging into. The only thing I can say is we are not going the route of '+1 sword of'. It just doesn't seem to fit the interactive/improv style we are striving towards. I want to make all items 'useful' and bring gameplay to the surface. So swords that freeze, burn things, and other interesting effects are much more likely. There will of course be other kinds of loot too, but I want all of it to tie right back into the gameplay in some way.
Stats- We are not the biggest fan of numbers in games. That said, expect to at least see health and mana/whatever we will call the blue bar. There is still no hard call on if we have SIWDCCH (Str/Int/Wis/Dex/Con/Cha) but I'm really not sure we need it at all.
Dialog/decision making with NPCs is our next bear to tackle. There is a couple of ideas on how we want to go about that.
Sounds like normal 'agile' software development to me (Kanban, maybe Scrum?)Bug tracking with post-it notes, niiiiiice
Frankly, these guys are not very good at PR. Which was already apparent during the Kickstarter.[/QUOTE]The real question is why they thought posting pictures of their kanban board (or whatever) would be beneficial...
These weapons better not have shit durability then. I sure as hell don't want this to mirror something like Drakan: Order of the Flame.https://www.othersideentertainment.com/forum/index.php?topic=1379.msg21929#msg21929
Chris Siegel said:Gear is something we are just digging into. The only thing I can say is we are not going the route of '+1 sword of'. It just doesn't seem to fit the interactive/improv style we are striving towards. I want to make all items 'useful' and bring gameplay to the surface. So swords that freeze, burn things, and other interesting effects are much more likely. There will of course be other kinds of loot too, but I want all of it to tie right back into the gameplay in some way.
Stats- We are not the biggest fan of numbers in games. That said, expect to at least see health and mana/whatever we will call the blue bar. There is still no hard call on if we have SIWDCCH (Str/Int/Wis/Dex/Con/Cha) but I'm really not sure we need it at all.
Dialog/decision making with NPCs is our next bear to tackle. There is a couple of ideas on how we want to go about that.
Chris Siegel said:You guys scare me sometimes.
It sometimes seems right when I start digging into something, you start a thread.
Right now with Armor I'm going simple- light, med, heavy with modifiers depending on who made it or what it's made out of. As for damageable and repairable, or just damageable and better find another piece, or neither I'm still thinking about. I kind of want to go the disposable item survival route, and only named cool things can last for a good amount of time.
One of the things I see happen in RPG's is people horde and don't actually use what they find. You end up with the wheel barrel of items weapons and armor at the end and really what did that get you?
If you are in your nice chain mail, but it is partially damaged, you are going to start paying attention to where that next set of armor is coming from. Anyway, still thinking about it.
As for magical items, as I've talked about before I'm trying to stay away from modifers whenever possible. I want the cool to be visceral and useful not just '+1 Short sword'. The object needs to have an effect that is useful and is another 'tool' in the toolbox.
To give you an example that I'm totally making up
Helmet of the Batman
This helmet that half covers the player's head and is adorned with two little bat ears on top. When the player puts the helmet on he this ‘sees’ like a bat up to 30-40 feet. The effect lasts for 5 minutes total per 'day'. (To really make this ‘cool’ would be to visualize according to sound volume of objects. The louder they are the more crisp they show up in the vision.)
Better than +1 helmet right? The general rule is it needs to be useful or at least amusing.
Yeah I think -- at least as of this morning -- non named magic weapons would have the same degrade as non-magic items. The only thing I want to treat differently is the named things with a history.
how about degrade slower...