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JDick

Compulsion Team
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Everything posted by JDick

  1. We feel that in the next update, with the changes to the length of day (going from 20 to 30 minutes) and the needs depletion rate, this won't feel like an issue anymore. Also as its been mentioned, it's too easy to exploit the menu to pause the game in times of need, in or out of combat. Think about it this way : *You're running for your life, deeply wounded with barely any food left. Yet you're being chased around the city, starving and scared of taking a wrong turn. You don't know if they're close anymore but for now you seem to have lost them...* If you open the menu and it pauses the game completely, this feeling of urgency vanishes. Even if there's no imminent threat, there should always be this "but what if?" feeling. What if you open your bag and you get hit on the head with a lead pipe while reaching for an apple? What if you're bleeding to death, but you're panicked and--where the heck is that damned bandage?? They are just examples. But those instances become irrelevant the second the game pauses to let you manage your stuff calmly. Anyway, as I've mentioned the new rates and the new day length are coming up in the next update. Hopefully it will feel better. After all, life goes on even when you play with your toys Sure there's an argument to be made for being in the shelter, but it still feels odd to to me that we'd have this "magical space" which makes you immune to time and hunger... I'm not sure how that helps the game in any way. This was my own opinion, feel free to keep the discussion going!
  2. You have been numerous to report this to us and we have listened! Day length will be upped to 30 minutes from 20, and the rates at which needs deplete will also be balanced. All in the next update. (among other things!) Check it out when it goes out. =)
  3. Thanks for the kind words. We're going to push changes to day length, depletion rate of needs and fixes to quest/map icons in the next update, among other things..! You should check it out. =)
  4. Hey cinemabaroque, I like how you're thinking. I'll go through real quick. - I absolutely agree for the mobs, I think that's one of the great selling points from our reveal trailer. - I think you're making a very fair point for the "organic quest system", we'll need to look into it. - Drugs are still a huge chunk of work that needs to be dealt with. In the end, we'll have a whole assortment of drugs that will have different effects and consequences. But your observations are not wrong, though everything may not be as it seems... - And again, you're right about the architecture. The artists are working super hard to make the city look as authentic as possible. What you've experienced in the first early access release are the foundations of our procedural system. Hopefully, Wellington Wells islands won't remain big squares! Keep giving us feedback if you get the time! We really appreciate it. Check out the update when it comes out later this week =)
  5. That's right, the player character usually interacts differently with Wastrels than with Wellies, for instance. That's why you'll get a lot of "loony" dialogue in the Garden District. The story in itself will be revealed at launch (1.0). In the meantime though, there's a lot of micro-stories scattered around the world, so you can still learn a lot if you're curious! The map markers is a known issue, thanks. Concerning the subtitles problem... that's a very good question, we certainly haven't tested with that big of a screen yet!
  6. Hahaha that's so weird, I loved it... dat scream!
  7. I tried getting back into GTA V this week end, I hadn't played much of the heists back when I first stopped... so that was nice, and I was pleased to see all the new world activities as well as the new bling! (I'm SUCH a customization nerd)
  8. Well, there are a couple of games I can think of, but because of the memories and the time I spent playing it (and grinding my characters to lvl99 in dinosaur forest), I have to go with Final Fantasy III (VI) on the SNES. Even before I owned it I used to play it co-op at my best friend's place. Actually, we also used to play 1 vs 1... how do you ask? We'd go to Narshe and get into a fight with Leaf Bunnies, each controlling 2 characters, then we'd just attack each other until one of our team was defeated. So much fun! Then later on in my early teens, out of nowhere, one of my eldest aunts came up to me while we were at the cemetary. She'd heard that I was into video games and she asked if I'd be interested in her copy of the game. I was blown away... not only that she played video games (to me, she was way old) but the fact that out of all the games, she gave me this one... And it was boxed, with the booklet, the guide and the map. I still own it to this day and despite its very good trade value, I don't think I'll ever part with it! Fun fact, the Final Fantasy series is also what helped me most in the process of learning english as my 2nd language! Oh and I couldn't talk about this game without at least mentioning the masterpiece that was Uematsu's soundtrack. Even in its original midi format, it's still one of my favorite OST today. A legit shout-out to a couple of other games that easily could have made it to the top spot : - Donkey Kong Country - the legend of Zelda : Ocarina of Time As a kid, this wonderful triad of games is what formed my gamer identity. I beat those so many times, I would probably still know them by heart 15-20 years later...
  9. Hi Danymaster20 ! Let me first say that we did consider it at different stages of the production. Since the very early days of We Happy Few, back when the animation team was much smaller (i.e. when it couldn't be called an animation "team" yet), we had decided not to have legs for the player character. As the team grew, it was among the ideas for stretch goals and such, that we had planned for the kickstarter. Sadly we had to make some decisions, often money & time related, and we decided not to have legs in first person for gameplay characters. I understand that this can possibly be problematic for immersion, but we try really hard to work around it as best as we can. Cheers!
  10. Who are these "Beatles" anyway, right?
  11. May I say that while I see there is a need for better, seamless orientation in WHF, a "mini-map" maybe isn't the right way to go. The way I see it, exploration and survival -in any virtual environment- is better experienced by your own awareness. As Marc said, looking at the mini-map to orient yourself breaks the immersion completely. When we say immersion, think about all the crap that's really going on in Wellington Wells, the things that went on for a long while and all the Joy that those people had to take. That feeling of always waking up in a new place, a city that you don't know anymore, cringed by paranoia. For me, the mini-map eliminates that. Don't you think that getting lost in a heart-beating chase is part of the fun? But it could also be a matter of taste, and I'm sure that not everyone shares my enthusiasm for minimalism. So we'll take your feedback really seriously, keep in mind though that the immersion is more than important in WHF. Nonetheless, thanks for your help and ideas guys!
  12. We should do a Rocket League party. I never played it but I've looked a it, it looks completely crazy, almost as fun as hockey!
  13. Interressting! I've had that quite a lot in my life, never thought it had a name, I thought they were just regular nerd dreams. I used to have "WoW" dreams and "CoD" dreams, they're the ones I remember most anyway! I think I had a dream of being a pirate once, back when I was playing Black Flag. Cool stuff!
  14. Keep it up guys, they are awesome screenshots and we love it!!
  15. Hi @SyAlmans, This is either a quickslot issue, or a combat/items conflict, in any way, looks like something new! We'll look into it, thank you!
  16. Hi @Storefront! I'm glad you're enjoying the game, I hope that these issues aren't ruining your experience! Some of your feedback are pretty serious issues... so thank you for sharing, I'll try to get someone to help you for the "save/load" bug that you encountered.
  17. Hi @Zenaxa, Yes, we noticed that there was something wrong with the streaming of Jack's show... that's what happens when you add new content We'll try to fix it quickly. As for the street echo, well it's only natural if you think about it; sound takes time to travel space. Either way we don't want it to be too unnerving, so we'll look into it. Thanks for your feedback!
  18. Hey @OathKeeperJ, Thanks for the feedback! We're aware of that visual issue and we're working to fix it in future versions.
  19. Hello @Hidude, I'll report this to the team but... you died So there's a very good chance that this is what this is. I'll say that it's good insight in what could end up being a problem, but on the other hand, you're not supposed to be able to re-load a game once you're dead so the world generation probably just went retard. I'll let someone who knows better about the specifics get into details
  20. @GC13 @Bloodsrain hey guys! First, let me say that we do want to design the game so that every mechanic can be viable by itself. However, as it's been pointed out, fighting your way through Wellington Wells right now might seem a bit unrealistic, not to say straight up impossible. But in the most recent update, there are hints as to where we're going with this. For instance, one mighty downer may choose to craft stronger weapons and a sturdier armored suit to take several Wellies at a time with ease. Another could decide to create an outfit that helps him move through the shadows and escape the city unnoticed. Hell, maybe you'll even want to gather an insane amount of Joy to help you blend in as a happy Wellie right up until the end! (Because that's obviously the only reasonable way to go at it, isn't it?) Or as @Bloodsrain mentioned, why not mixing it up? See how crafty you can be. =) So there you have it. What we want is to give you tools. You'll have to find those tools and understand them in order to tailor the game to your own play style. So to answer your question in short @GC13 : yes, combat can be a long term strategy, but not out of the box! Same goes for the other methods.
  21. @Bloodsrain, that's really cool what you wrote! It's not even crazy to think that something like this happened in Wellington Wells, hehe. It's very well thought of. Who knows, maybe Joshua Bennet could make it into the game! But hey, no promise there... who likes a downer anyway? I hope the idea takes off, I can't wait to read more stories like that!
  22. from the FAQ on the kickstarter page! "We plan on releasing on PC, Mac and Linux. We’ll launch on PC first, with a simultaneous Mac and Linux release as a stretch goal. We plan to come to consoles after launch, but we want to focus on the PC version for now. We’re likely to launch first on Early Access, on Steam. However, the more successful this campaign is, the longer we’ll be able to continue working with our pre-alpha players, and potentially not launch on Early Access at all."
  23. @AgentSmith It's not done yet, but thank you!
  24. We can say that at the moment the game is PC only, as we are focusing development on PC and cannot confirm otherwise. However, for those of you who saw the kickstarter live stream that @Josh hosted like a boss (except that moment), we are supporting controllers as well (we were playing on a Xone gamepad). That said, we would certainly like to release WHF on multiple systems. But that's still way down the road.
  25. Wow, nice art mate! Love all your drawings, but I just LOVE that last one. You really nailed the mix of emotions in her eyes =) random thought : Tangled gone wrong? Seriously, keep up the good work, pretty please!
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