Jump to content

noahgibbs

Members
  • Content Count

    56
  • Joined

  • Last visited

Everything posted by noahgibbs

  1. Things like "accurate alternate history" which are kind of enjoyable but clearly don't add much to the bottom line are often "for exposure". As long as they're up-front about that, I wouldn't call it exploitive. They're not getting paid significant extra money for getting this right, but it would be kind of fun if they could. They're giving a chance for fans to improve the product in a way fans appreciate but probably won't pay extra for. I'm gonna call this the right kind of feature for which to offer exposure, not cash.
  2. On the weapon: fair enough. If you're aware that it's doing that, I'm content. It's a touch annoying at times, but I don't need to report minor annoyances you're already aware of as bugs ;-) Don't think I have any extra details -- I discovered this while looting from wastrel corpses on the build that was current when I made this post. I didn't do anything special -- just search the corpse, see the contents, hit 'tab'. It happened a few times so I stopped trying after that. I'll see if I can repro again.
  3. V-meat's a little weird as well. The butcher clearly gets his meat from elsewhere and cans the V-meat in-shop. He has sides of beef and stuff, presumably un-Joyed. But doesn't V-meat take a pretty extensive canning setup? He's all set to chop and mix if he wants to, but I have no idea how the canning happens. You can do basic canning with a sink and a pot, but V-meat looks like Spam-style industrial canning, not something a guy does with his sink and a big canning pot.
  4. I can't pick up a weapon straight to the weapon slot any more - so with a cricket bat, I had to clear a 2x3 area of inventory to even pick it up :-) When hitting tab from picking up items (to see inventory, sort what to pick up) the items I'm trying to pick up aren't shown. Have to just pick up everything and drop what I didn't want.
  5. I'm getting fairly frequent stops with the latest version (didn't try last week's version, worked fine with the version before). It's not nearly as bad as what he's describing, but probably every 30 seconds or so I get a half-second pause while everything comes to a halt. Mostly annoying in combat, of course :-) I'm the guy using a MacBook Pro and Boot Camp.
  6. With the little hints about how World War 2 went for Wellington Wells, you get the impression that this city, spread across little islands, should be right on the coast. With no obvious farming and no clear place for it to be, perhaps the mushrooms are wild, but things like meat and apples *must* come from elsewhere. It would help my immersion if some kind of docks were shown in the distance or alluded to, or there was otherwise some nod to *where* the food came from. Wellington Wells has clearly been in this run-down-but-not-quite-desperate shape at least since 1945 (around 20 years!), so they're clearly not just running on whatever hasn't rotted from World War 2. Or farms, or whatever. Docks seem like the obvious way to make food happen to me, but you guys are the actual developers :-) It's not that the farm or docks need to be a big part of the gameplay -- they could only appear in the distance, or even just be alluded to somehow without showing them. But it also helps sell the idea that the Wellies pushing the Wastrels out is part of what makes them so desperate -- you'd expect the food to arrive first in Hamlyn and only occasional scraps and looted bits to make it to the Garden District. This also gives a lot of room to show that, plot-wise, if you want ;-) But food is a big deal. And while "downers steal from Wellies, Wastrels have almost nothing" is good moment-to-moment, it really begs the question, "where does the food come from, and how did people stay alive for the past 20 years?"
  7. Ah, sorry! Somehow I got confused about that. Thanks!
  8. I pledged at the "Shadow" tier, so I get a copy of Contrast. Yay! I activated my Steam key! Oh, wait, it assumes I want Windows. Hrm. I have Boot Camp, but I'd love a copy for Mac. Is that doable?
  9. The trolley part is "I don't remember how I got home."
  10. That's interesting -- the Guy Fawkes reference is well known, and I could see Wastrels as "down with the government" types. It's not like they're treated very well. But Nov 5th in WW2, then, is when Eisenhower arrived. The Americans. That's interesting because I don't think I've seen any other references to Americans in WW2 in We Happy Few. It's not clear if they were even involved. So if it's a reference to that, there's more story coming about it.
  11. I'm *way* more okay with "the Bobbies are gonna get even nastier" now that I know it's not actually required to kill any in order to finish the game. When I thought I needed to kill Bobbies until I got the keycard, I was *really* not looking forward to it.
  12. Yeah. So much of the Wastrel dialog was just heartbreaking after I found this scene and realized what they were talking about. There are really nice, really subtle touches hinting at this all over -- the empty playgrounds in Hamlyn, Jack reading the Pied Piper story, a lot of the chalk drawings...
  13. The exclamation marks are basically special events. Red ones are (as a rule) fighting special events, where somebody is likely to try to hurt you. Though it's We Happy Few, so you can get hurt in the nonviolent ones as well, as a rule. They don't generally require specific activation, though some of them have events/combats that are triggered by something -- take tea off the Wastrel Tea Party table, open the chest on the rubble pile, etc.
  14. Apparently heavier drinkers than I talk about "taking the drunk trolley" (or beer scooter) -- not sure how I got home and I can't remember last night, I must have taken the drunk trolley. I have been referring to "take enough joy to escape my current location" as the joy trolley for awhile. Compulsion folks: I suggest that it would make a fine thing for Wellies (Bobbies, perhaps?) to mention in flavor dialog as well :-)
  15. A few other places I've gotten stuck: under the tree next to the final maintenance hatch (can crouch and get out from under it, can't walk out) and in several places at the bottom of hill-roads -- where there's a seam at the bottom of the hill between the hill-road and the bottom-road. I've only once gotten stuck-stuck on it and had to take the joy overdose trolley. But I've been stuck-ish and had to jump out a number of times.
  16. That same Waste event also spawns in the final (?) area with all the big scenery buildings.
  17. Yay! Sadly, I don't think mine will handle medium well even windowed, but I'm having an easier time with the better frame rate :-)
  18. Oof. I'm gonna have to find some cheap ways to handle them. Rocks and bangers just don't do much damage.
  19. I'm the guy using a MacBook Pro and boot camp -- so anything I write may be related to that :-) I'm noticing significantly better fps in windowed than full-screen mode. Some of it is that the window is smaller than the full screen, presumably. This seems like more speedup than that, but it's hard to be sure. Also, I set the resolution options in Steam that the performance guide said to, but that didn't seem to turn down the resolution in full-screen. May be related to Retina, may not. Unrelatedly: whew, bobbies are vicious. I keep getting myself pretty well set up, getting a bobby alone in the Garden District, and getting whacked dead. I don't think that's a game bug, I think I'm just not amazing at combat :-)
  20. Nope, the next time it worked really well. Not 100% perfectly, but hover worked consistently and I could click on things -- it worked like a game with a low frame rate, not like a game with hardware troubles. Touchscreen and external mouse worked the same as each other, both when it worked and when it didn't. I'll let you know if I see the weird mouse problems again, and/or when I've restarted often enough to know if there's a pattern. I played for a few deaths last night including one nice long session, but I only booted the game twice. Once the mouse worked badly, once well. Speaking of which - I haven't had any crashes with 6.2 yet. Score!
  21. @camille, @guillaume, in 6.2, this is much better - but still broken. Wherever I leave the mouse cursor in the menus, there's at least a 3/4 chance that it still doesn't think it's anywhere. But the other 1/4 or so of the time, I get hover effects, briefly! And object descriptions! So your "fix this" thought was clearly in the right direction, just not quite there. So far no luck clicking on anything. I can't tell if that's minute mouse movements "unsettling" it off a position it recognizes or something else. 6.2 is, in general, *much* more playable on my Mac laptop w/ bootcamp. Higher frame rate, more responsive, I can actually hit people in combat. This cursor thing has clearly gotten better as well... Just not *so* much better I can put on a suit when I find one :-) Getting much closer! Thanks!
  22. Thanks! Glad to help. I'm a programmer too. I totally understand the pre-alpha being buggy on hardware you haven't tested :-) This is one of those things the Kickstarter bought time for! In general, I understand -- the game will mature over time rather than being instantly perfect. Four or five versions from now will be significantly better, and the Mac native version (I forget, late 2016?) will be better yet.
  23. In windowed mode it seems to work fine. I can click on menu items normally and I see hover effects. Another bug report: if I use the keyboard to navigate the menu to "resolution" and then hit "return" on that, the whole game crashes. Works fine if I mouse over it and change resolution that way, though. I can only use the console command "fullscreen" from within the game, not the opening menus. Not sure if that's a bug or not.
  24. No, they don't react when hovered. It acts as though the mouse cursor is somewhere far away. Not sure where exactly -- I see a normal white arrow cursor where I'd expect it -- the menu just reacts as though that's not where the cursor is. I've never seen a hover effect, so I don't think it's treating the cursor as being anywhere onscreen, even when I move it around a lot to see. The offset between the menu's idea of the cursor and the actual cursor seems to be quite large.
×
×
  • Create New...

Important Information

By using this site you agree to the use of cookies for analytics, personalized content and ads. Privacy Policy