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Everything posted by lucigen

  1. Well its been way too long since I've done this, and I'm still pretty out of the loop but some things I ran into (not literally) - I think if you do the ghost of the girl with the car quest, and walk her over before you get a shovel you can't dig once you get your shovel - you can steal character upgrades while folsk are looking at you without drawing NPC aggro - my Yam encounter twice spawned with no enemies, and the voice over still played which was rather surreal - if you hit vomiting ralph by accident during the fight and go to talk to him, his quest line seems to be replaced w ith something salty - I was watching a fight and after it dispersed someone sat directly in my body feelshollowman Feels good to play again, a lot of massive improvements from last time, I'll do a better test next time!
  2. Oh yea, i can't read @fromthewoods. Honestly I think it makes sense for you to get a bit stronger, I mean you went from being drugged up and eating rancid meat to eating jerky and carrots and YAMS, and you aren't on drugs. I think it makes sense for you to be a little more powerful but I do think the game is a bit too easy right now. I think you need the books and gadgets to make you feel stronger, but maybe they can use hooks in the story to have points where the world around you also gets stronger. There are probably opportunities for effective "de-leveling" without making the player feel useless. Good thought though, might be worth bringing up to @Naila and the team
  3. @Kala_Chess I'll work on this and post it up this week to help out. That's a great idea
  4. For the record this man is called "The Doctor" and we should all be terrified of him. He's been in a couple of the trailers and he's in the prologue of the game as well
  5. Everyone here got it, but I'd like to emphasize just to the community that there are multiple ways of playing this game, you don't have to just kill them all. @Shibou has a great idea, you can try sneaking (which I've done successfully), you can create other distractions... be creative!
  6. Agree, they are aware of this though, and so I'd expect some improved coordination particularly between the journal and the map (and thereby your direction) in the next patch or 2.
  7. I recommend fighting them with a tear gas grenade. It disables them from attacking and allows easy charged headshots, as well as doing damage. Definitely don't fight them straight up though, that'll go real bad
  8. @Babbleplay - yea I think it is pretty different, but I think it makes sense narratively. Arthus is just a guy who redacts articles, and the course of the game isn't very long from an in-world standpoint. You are only playing the game for a couple days in the game world, so I don't think it would make a lot of sense for him to "level up" @fromthewoods honestly, imo if you are playing the game well, you should be GAINING effective strength from a journal/item/knowledge standpoint. Usually when I play I get more and more aggressive as I have more tools to fight/disengage, as opposed to getting weaker. Takes some practice, but its very possible to do
  9. First I just want to say this game has come miles in terms of how dense it feels. Great job guys, the world is starting to really feel alive, particularly the garden district which has step changed from mere annoyance to very interesting. So after about 5 hours of play a couple specific things and a couple general things: - Strange House: being forced to stealth and open doors seems like an odd decision. The first time i tried it I lockpicked a door and immediately got spotted and lost. The second time I did the same door and then peeked around the corner with the same result. Without any other stealth mechanics in the game, I find this situation frustrating (like stealth lean or keyhole) as it feels random whether someone is lookig at the door I open, and then insta lose - Yam: I like this one, but people need to be a little more alert, i choked out people on the way up the path and then choked people around the back of the circle without anyone noticing, leaving me with an easy 3v1. Also the wood door doesn't open for me but I can walk thorugh it - Valve: I'm having a brain fart but the guy who wanted the valve so I could talk to the scientist lady ate my valve without progressing the quest - Scavenging Device: is this actually in the game because I could NOT find it. I don't want to know where, just if it's actually in there. - polarizing devices would be great if they stacked General - I had a lot of trouble with the map in this build. Things I expected to see on the map weren't there, and vice versa. I also had a hard time coordinating between my journal and the map - this may be related, but I found myself feeling like I ran into dead ends. I couldnt see the door for the body rubber club despite being their at night in my rubber (didn't have weapon, didn't see how I could find it), couldnt find scav device recipe, blood in streets ended in metal door... Granted I didnt take the time to do everything in the wastrel area, but it was frustrating to not feel like there was any way to trace back to what I needed to go back to to figure out what I needed to do. I reserve the right to retract this comment as I play more - I like the swarm effect of the people, but I had a pretty easy time fighting bobbies. Took out the 3 red guys in cuttys with just a baton and smoke nade, while cutty shopkeep watched onwards (i was hoping to get him to open his door). I expected the red guys to be brutal but they were like 2-3 charged shots to the head, which is easy while they are coughing. Maybe cough bombs just OP - I like the addition of currency, but I think figuring out what you can sell in your inventory for != 0 gold is still difficult Maybe in that screen like a green outline for things that are sell-able? I'll add in more comments as I find them, but overall it "feels" a lot better than it ever has. Oh and give whoever did the light effects a raise, I love the shafts of light pouring through the trees as the sun rises and sets. Actually just give them the salary of whoever put in the plague. I figured out how to solve that after I died the first time. RIP lol
  10. Ill jump in here because after E3 I have many thoughts on this. I'm also psyched on Uncharted, although I'm forcing myself to play through the first 3 before I get my copy of #4, so far I'm on 2.... (I played 2 a long time ago, finsihed 1 for the first time and have never played 3). Buuuut NO MAN'S SKY! That game looks epic! And livelock, because apparently Canadian devs are best devs Also to a lesser extend Battlefield One. I played BF2142 and BC2 in clans competitively, but got tired of all the new fancy things around Bf3. Looking for a return to normalcy. Also Destiny2, whenever its announced, which will hopefully fix all the competitive PvP problems (and frankly many of the PvE problems) of everyone's favorite Destiny. Horizon is way out in the future, but it looks cool, also to just rattle off a couple more outlast 2, superhot, dishonored 2, inside... I'm going to be poor before the end of the year lol
  11. Hey guys, so I had a lot of fun putting up my recent WHF video, and given that the game will come out in just a few weeks, I was thinking I'd put up a couple other videos. I thought a cool option would be getting some people from the community together on a voice chat, and talking about the plot. Focusing first on what we know, and then some of the speculation we/others in the community have had. I think it would be best if we kept it short, but if you have a good mic setup and are interested in recording something we me let me know. I'm really hoping to find interest and a reasonable time for at least @otherbuttons to join in
  12. I've never actually played Contrast yet, and I've been running out of ideas on my weekly WHF stream. Hmmm maybe Ill give it a shot this week and see how it goes. Speedrunning it might be fun though, GDQ is very inspiring
  13. Hey guys, I usually stream but I decided to start building a youtube channel that will, at least at first, be largely dedicated to We Happy Few (maybe some other Indie games... I want to play livelock so much!) Anyway I put up my first video which is just a kind of silly montage of some of the more goofy fun things you can do in the game right now. I would appreciate any and all feedback! Thanks <3
  14. So I know we've had this one for a while, but after playing it off stream a bit, I discovered some things that I'd like to point out! - Molotov Cocktails have heavy artifacting on my build on the original explosion. I'm running maxed settings with a GTX 970 - You can jump up onto the roof of several buildings in the wastrel area. If this is intended, may want to adjust collision detection with the art model - I believe if you land on the head of someone it negates fall damage. This may not be worth fixing but it would be fun if you could knock them over when landing on them - Inventory swapping around is better, I'm not sure its working on the 6 cube weapons though - I think personally that when you throw a grenade of any kind, it always goes higher than I expect (when not locked on to anyone) - Berserk grenades seem to be somewhat unreliable in terms of who gets aggro'd. It seems to be me most of the time - Occasionally some very odd behavior of the bobbies at night, where they run straight by me to stare at the ground, usually under one of the uncle jack screens for some reason. Haven't figured out exactly what is going on there Cheers guys
  15. I'm a month late on seeing this but I'm going to respond anyway. But first, LOL Bobettess with skirts careful they might trip while they go full Linebacker mode on your face! Anyway, I talked to @Marc about this at PAX East, and I think we agreed that at this point it doesn't make sense to add. I would say if hiding is still used and in the game right before release, they know they need to make an animation for crawling under and a 2nd for if it gets cancelled, but right now there's so much other stuff to work on it just doesn't make sense to fix. That being said, the king of the hill mode where you stand on the circular beds and can fight anyone because they won't jump up... that's maybe more of a problem!
  16. I got the Stunt Rider Soldier 76 skin randomly, and the Artic Zarya skin. That woodbot skin on bastion is ridiculous dude
  17. I'm with Karo 100%, everyone there was awesome, and I had a blast. I'll be talking about the experience and the build on Thursday for anyone who's interested in hearing about their PAX build since you didn't all get to go. IT WAS SO DIFFERENT! Sadly I think I still didn't meet EVERYONE on the team, but those I did made it an unforgettable experience.
  18. My present to the WHF team at PAX this year, it's all watercolor except the sig
  19. Oh crap I didn't know about this thread! I've been streaming every thursday at 7pm EST at twitch.tv/lucigen, and I'm getting pretty good at abusing the mechanics that I think are unbalanced just in case any of the devs stop by and notice. Be up again tomorrow! and then next week I'm going to try to think of something special and stream Wednesday because thursday I'll be en-route to Boston to hang out with these guys
  20. I think that the inside of the multitool area is super dark to force you to craft a torch (also a vast majority of the components are on the ground in front of you at the window entrance, furthering suggesting the crafting). I noticed the torch doesn't illuminate other areas of the map well however, and so I agree on that one. What's your twitch channel? I'm twitch.tv/lucigen and I've streamed this game a lot but I'd like to support others who are doing the same!
  21. Whew, alright a couple other things after today - bobbies don't aggro on wastrels anymore? - I kind of think being able to vault the walls makes the game too easy. I like how they could force you to be really careful at night - I somehow got ahead of the fuse journal. Careful! Especially when fuses disappear from inventory when you plug them in - i like the new crafting thing, but I'm having a ton of trouble managing my inventory. Especially with suits taking 6 spaces, and the frustration of crafting materials not taking up the spaces the materials previously occupied. When I dont know what items are good for what i carry more than I need in hopes of finding recipes which doesn't feel like the intent. - hiding under a bed should probably not be instant (the number of times i quick dive under is silly). Also would recommend longer timers on entering home base and drinking the flower pots. Flower pots can be consumed while stamina recharges for ez getaways with refilling hp - can still avoid dmg from baddies by standing on beds - I think nightime having like... some amount fewer bobbies would increase nighttime usability while still forcing you to take risks - it doesnt feel to me like there is a meaningful amount of time that gets spent in the garden district. Not sure if this will be fixed with narrative, but it would be nice to feel like there's more reason to stay there - a number of times i was just walking down the street and somehow pulled aggro. I have no idea why - I really like the move slow and ive decided the sleeping to restore stamina is a great addition - bobbies have +90 resistance to rolling pins - weird kinda thing where you can craft things while sitting/hiding under bed, but you can't use? Was that intentional? overall it feels really good. I love the graphic improvements since 2 months ago, and there really feels like ALOT of stuff in the world. I like how descriptions are somewhat vague, and I especially like that if you have all the items for a recipe, it'll auto discover (for a game thats probably intended to be played multiple times thats a great anti-frustration tool. But I think the new massive number of items has caused some inventory management problems (i have no idea what is valuable) and I keep getting piles of things that seem to do nothing. That and some
  22. So I haven't finished or checked my notes for anything but I encountered one big bug the other day and wanted to let you guys know ASAP - Major: you can avoid bobbies by sitting on a bench > it was night time and they caught me, fearing for my life, albeit with a spot of curiosity I ran to a park bench and sat down. While they leered at me for many minutes (I went afk honestly) I was completely unharmed and by day they eventually let me stand up and continue about. This makes things rather easy, would recommend changing so you at least have to hide behind the newspaper
  23. Oh yea, I forgot to add this too, but the house with the mannequin in the bottom, the top floor seems to have an invisible wall between the hole in the floor and the wastrel that spawns there, not sure if anyone's mentioned that yet
  24. Thanks @marc, on the prompts thing, I was just thinking back to pax and I remember that there weren't any prompts in the game, but I think that was by design at that point. I can see how a game could use that to great effect, to add in a new sense of exploration, but it would frankly be extremely difficult, and probably not worth it. I was just wondering if that was a conscious decision I guess. I was thinking today about the story which I know you guys won't say anything about BUT. I had a cool idea, which involves using the current/past history of joy use of you as a character to influence the direction of the story. It would probably create a lot of branching, but it might be a cool idea to use to drive the direction of cutscenes and player interactions with story-centric characters. So much opportunity!
  25. After about 3 hours on the new patch, here's some thoughts, suggestions, etc! - Art is really fantastic now, more models and diversity are going a long way towards making the town look interesting! - Alleyways are also fantastic, overall the city builder is largely doing great, a couple glitches with floating wells though - I think with the alleyways, there are a lot of options for additional interactions. Right now they feel safe... lets destroy that! Very aggressive wastrels hiding in corners? Fake-bobbies? Blackmarket vendors offering things other than joy (chance between REALLY bad trip and free get off joy without crash might be cool) - I don't actually mind the sleeping aspect personally. You can continue on a lot but i found myself locking the door, sneak killing someone, and then jumping out the window to escape - Window escape prompt not always there when I expect it to be - wait a second, is there going to be a "mode" without any prompts? I think that was the original plan back last year, but I'd like a mode without it - NPCs tend to block doorways. I can't help but think of AC where running into people made you fall over but you atleast got through. Shoving not a feasible solution when there's 3 in the doorway. - Didn't fully try this, but can you still just stand on a big circle bed and kill everything? - meat shop stores no longer seem to have key... anywhere - i like the concept of building a flashlight to explore, however having to go into the pitch black top room to get the fuse doesn't make sense - the fuse room with the guy in front of the TV looks seriously epic with this high contrast lighting (which MIGHT be not far off ideal if the torch becomes a major mechanic) - metal bits are still the primary currency in this game, and its frustrating to have to go back to the garden district to get them, feels like work instead of fun (yes i know the trashcans but its not as reliable as a killing spree in the garden diestrict - if metal bits are the dollar bill, mechanical parts might be the 2 dollar bill, i can't find them anywhere! - can we have a way of stealthing the folks on the park bench? - right now being on joy makes people less upset with you, but it doesn't offer any POSITIVES. I know I had this discussion way back at PAX with you guys, but there's a huge untapped resource pool in terms of how villagers interact with you while on joy, and then having that all go down south as you crash. - joy music style is awesome, but would prefer something more upbeat to match arthur's estatic swagger - are the giant rifts between islands here to stay? or are those going to be calmed down at some point? - I've said it before and I'll say it again, using achievements for different styles of playthrough I think will dramatically increase or decrease the replayability factor (obviously not knowing any of your story) - bricks look like rocks - multitool looks like the infamous shopkeeper key that is no longer in the game apparently - cutty's 2 guys aren't brothers... what??? i thought they were brothers - can we put 2nd cutty guy on the 2nd floor? its pretty ez to derp past the first guy, onto the 2nd floor, fight and kill him, and then get the top guy. Or can just he come down running if his non-brother brother is in danger? Feels too easy - hard to tell when at risk of dying to thirst/hunger - had a St. Michael or someone sleeping while floating over thin air. Funny but probably not intentional - combat feels pretty good! - really like the new map, particularly showing houses you can go into is a big deal imo Overall it feels like it's really come together from a basics and world standpoint. It feels to me like it's time to really flush out of some those awesome mechanics that got me interested in the first place (unreliable joy, social reaction based on drug level, alleys). Great job and happy holidays! PS it's getting near ski season which means I may be up near Canada in the coming months. Still want to visit and buy you all a beer
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