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afrat240

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  1. I have had a busy couple of months, and while I've still been keeping up with the weekly updates and new build notes, I haven't had a chance to really play the game since the last 2 updates. I finally had some time over the weekend and got a good 5-6 hours of play in, and WOW is the game greatly improved!! The good: -The new lighting and ambiance is amazing! I really love the noticeable difference in each time of day. The graphics also seem a lot smoother to me from what I remember. -The loading time for starting a new game was cut in about half. Only 15-30 seconds compared to a minute or more from before. -I really enjoyed the new gameplay elements with night and combat. At first I was getting frustrated that I kept dying so easily, but quickly realized I had to change the way I played and started having a lot more fun playing the game than I use to. I started getting really immersed in the game because I actually had to put a lot of thought into how to proceed and make my next move. Combat being harder, in a good way, made me more reluctant to set people off where before I didn't really care too much (also noticed it felt smoother and more realistic). I got nervous getting stuck in the village when night time hit, having to find a place to sneak out of the sight of bobbies or find a house to duck into. Really good stuff -The new map is an obvious improvement; I really like that it now shows lootable houses and it also helped me gather a sense of direction without having the check the map every 30 seconds. -I really like the new layout of the village and the new alleyways. It all makes the town feel more put together and less random. I also didn't run into any house clipping blocking the stairs and all that. I also liked that the houses are more in the center, and you can kind of cruise the outside to get into houses undetected and sneak around bobbies at night. -The new joy system is also a great improvement . I always did have a problem with the way it was before; the benefit of taking joy never seemed to really outweigh the cost. But now there is a lot more incentive since you can choose and control how long and at what cost you take it for. The new scenery changes and Arthur's jolly stroll are also entertaining -Obviously I can't name every little change that helped improved the game, but I will just say that overall the game feels much deeper and more alive. With there not being that much to actually "do" in the game in it's current state, I still found myself having fun for hours and played much longer than I had before. I was also much more eager to load up a new save after each time I died. I really love the direction the game is going, and at this rate I feel confident the final product won't let me down! The bad: -I don't know if this is just me, or if it's something you are already aware of, but I wasn't able to load a previously saved file. The specifics: I had updated my game with the most recent build on Friday the 11th, then opened up the game and started a new save, I played for a few hours and saved/quit. Yesterday the 13th, I opened the game up again and tried to load my previous save from Friday, but after maybe 10 seconds of loading, the game crashed. I opened the game and tried loading the save again a second time, and it crashed again the exact same way. It wasn't an issue of trying to load a save from a previous build of the game, the save was from after my game was up to date. I sent the crash report for both times and just loaded a new game. I haven't tried to load a save since then, so I don't know if it was just my computer, just that specific save file, or if it's a universal issue. -One specific house seems to have the "invisible object" issue in the same spot. It is the house in the garden that has 2 floors plus the attic. The second floor has a room with 2 beds, usually 1 or 2 wastrels, and always has a locker. You get to the attic by climbing the low dresser sitting on its side, and up in the attic is a wastrel and a fire pit (we all know the house, right? lol). I am unable to walk over to where the fire pit is due to some invisible obstruction blocking the path. I was able to get around it by climbing up the other side of the floor, but even then I was only able to walk up to the fire pit and still couldn't get around it to get into the corner where there are some pickable objects on the floor. This happened 3 different times in the same "type" of house, over multiple save games, so it seems to be a consistent issue for that specific house. -This is more of a personal opinion than a problem with the game; I do like the new sleeping system, and I actually think the balance of it is fairly on point. I like that you aren't necessarily forced to sleep once you start getting tired, but failure to do so will make continuing on more and more difficult the longer you don't. My only gripe, though minor, is with hunger/thirst/illness decay. I understand that your needs will decay while you sleep, but it did happen to me more than once that I died because of it. I don't necessarily have a problem with the fact that you could die if you don't pay attention to these things, but I think it's that you can't always tell how long you can sleep and still be ok. Maybe you could implement a way for the "sleep time setter thingy" to indicate that sleeping X amount of time would kill you. For example, having the icon for hunger blink in red next to the number of hours, if that number of hours of sleep would cause you to die of hunger, and the same for thirst or illness. That way, if you would be able to squeeze in an hour or 2 of sleep before you would die, you could still do so and not have to just guess if you'd be ok or not. I did find myself in the situation where I really really needed to sleep, but my hunger meter was almost empty. I didn't have any food on hand and getting some would have been too great a task for how little stamina I had. My health bar was all the way full so I figured I'd be ok to sleep for a couple hours (can't recall how long I set exactly), so I chanced it and died. I can see reasons why you wouldn't want to implement something like this, but figured it was worth suggesting. -Minor issues: ground levels between grass and sidewalks, or grass and house entrances being off in certain places, so you had to jump to get past. Ran into a few NPCs that were bugged out, going in circles in place and/or not sure where to find me even when I was right in front of them That's "all" I have for now lol, sorry if this was long-winded but I was trying to be specific! Like I said before I had a lot of fun playing the game over the weekend and honestly look forward to playing again when I have time. I got a decent amount of play time in and didn't even make it around to all of the districts, let alone experience a lot of the new stuff I've read has been put in. I couldn't believe how different the game felt after only a 2-3 month hiatus, and I agreed with just about every change/adjustment that's been put in. Can't wait to see what's next!
  2. I personally found the new level of run-away difficulty to be pretty spot on, or at least more in line with how it should be. It was too easy before, but I definitely noticed the increase in persistence. The first time I went into the game since the new update, I was running away from a few wastrels and was shocked when I turned around to see them still chasing me, when before they would have been long gone. I agree that if you make it too difficult, you could create a never-ending chase where, continually running aggros every new NPC you come across, and you can never actually get away since new NPCs are around every corner. This is mostly true in the village, and I think running away in the garden district -should- be easier since it's mostly a big open space, and wastrels would be more inclined to let it go/give up, in terms of the story.
  3. 1) I only know this because I had started a discussion about the suspicion icon, and one of the devs cleared it up for me. The icon currently represents your "potential" suspicion, i.e. what level of suspicion your current state could arouse should you come into view of an NPC. Before that though, I had assumed it indicated when you were currently being "looked at" by an NPC, and the current level of NPC suspicion, which got confusing when I realized it was being triggered even when NPCs were nowhere around. Some additional feedback on this; I understand that the change in background music is what indicates the level of NPC suspicion. I hadn't realized this until it was pointed out to me by a dev, and once it was pointed out I realized it to be true and it made sense. However, I think I hadn't realized it to begin with because I don't really pay attention to the music while immersed in the game, and the sudden switch in music isn't very obvious. My personal take: I think both the music and the suspicion icon should serve as current NPC suspicion level, i.e. the level which NPC's are actually suspicious of you in that moment. Learning what could and/or won't arouse suspicion should be something the player has to learn themselves. That is the fun of the beginning stages of the game, learning through trial and error what is and isn't acceptable behavior. Also, for me personally, most of what causes suspicion is pretty obvious from the get-go (picking locks, jimmying windows), and the rest (running, taking items from dressers in the presence of wastrels) are pretty quickly learned and understood. Once you do learn unacceptable behavior, the suspicion icon in its current state is pretty moot. 2) I think the new canteen/water bottle system is a huge improvement. I think having 1 container for water is much more streamlined and practical. As someone commented on the forum before, since the large and small water bottles were the same size inventory-wise, it made the small ones practically useless once you found a few large ones. Also, it just makes sense to have canteens for water and glass bottles for bangers.
  4. Well that sounds pretty cool! Anxiously awaiting the new update, I have my fingers crossed it'll be out today lol
  5. Hmm, I'm confused about what the "garden maps" will be in the village district. Are they just regular areas around town that the wellies hangout, or are they more separate somehow? I only ask since they were called maps, which makes them sound more like their own thing. I guess I'll find out when they are added in the coming patch, but I was just curious
  6. So I don't know the intention for the suspicion icon mechanics for the final game, but in the current version it seems the suspicion icon goes red/yellow whenever you are doing something that would trigger suspicion, regardless of whether there is an NPC around to see it. I find this to be a little distracting, as there have been a few times where I go to pick a lock, etc. see the red icon, and immediately stop to look around for what wellie has spotted me, only to see that I'm still alone and start picking again. I think I would like it better if the suspicion icon only went off when there is an NPC actually being agro-ed. I could see the argument that this could lessen the difficulty of the game in that, when the coast is clear you would know it, and the moment it's not you would immediately be able to tell. However, I personally see the icon as a warning for when you are being looked at questioningly by an NPC, and the red/yellow indicating the level, obviously. I don't like that it is currently an indicator of the "potential" suspicion, and would argue that having it that way actually decreases the difficulty, as it removes the initial learning curve for suspicious activity. Early in the game, a player should have to learn along with the character what is/isn't acceptable behavior, and learn this through trial and error, that's the fun of it! But when the icon shows your behavior is suspicious right off the bat, you don't get that "Oh crap...guess I can't do that after all" experience, if that makes any sense? Also, once you've played for a short while, you pretty easily gather what is/isn't suspicious behavior, so the icon triggering suspicion no matter the circumstance is a little pointless, as the player already knows what they are doing could cause suspicion. I honestly love this game already, and the fact that I've gotten hours and hours of fun from it and it's only at the pre-alpha level makes me so excited for what's to come. I also really appreciate how you guys are involving the community during development and am really impressed with the level of response from the team. Great work, guys!
  7. I had the same issue with the no agro drop, I'm glad you mentioned this because I was thinking I was doing something wrong without knowing what it was. I don't know how long I'd been playing for, but it was well over an hour, closer to 2 hours. My assumption about Wellies getting stuck in front of doors is that it's kind of on purpose (not when they are running away, but like how when you come in through the back, and you can sneak up on the Wellie just standing in front of the door). I think it is so, when you open the door to a room, you are surprised with a Wellie right there waiting for you when you wouldn't expect it (though now that it happens so often, I always have my weapon out ready to strike when opening doors in houses). Maybe that mechanic is confusing the Wellies during the running away scenario? Also agree the dodging needs some more tuning. They sometimes are "too" ready to dodge in that it will completely break their current animation in order to dodge, i.e. will be in the middle of lunging forward to attack, but mid-through will awkwardly jerk back to dodge. It just kind of breaks the fluidity of their movements.
  8. I have an ASUS ROG gaming laptop and it works great on High settings. I'm at work so I can't remember all the exact specs, but I believe it's a quad core i7, 2.6 gHz, NIVIDA GTX 980 graphics card. I also bought a 500GB SSD that I still haven't gotten around to switching out with the stock HD, so I'm sure it'll run even smoother once I do that. It's a good laptop and I don't have any problems running the games I play. My biggest and only real complaint is the material it's made of shows every single fingerprint, but it's not that big of a deal lol
  9. Oh ok! MikeOxbig's comment made me think the changes would be in-game already. Thanks for the clarification!
  10. Have the updates Vince talks about gone live? When I opened steam it didn't appear my game ever updated. I just played for a few hours and it doesn't seem like any of the new gameplay (large bottles were still in my game, canteens now being fill-able, wellies doing more than just wandering around, etc.) is in there. I even reinstalled the game and no luck. Any suggestions?
  11. I have to agree about the joy, the length of time before you crash is much too short considering your hunger/thirst take a pretty massive hit. Personally this was (nit picking-ly) a little immersion breaking since in game-time it lasts for, I don't know, 10 minutes? People would have to CONSTANTLY be taking joy. I know that is kind of the point, but every 10 minutes with that insane crash in between? That's just a tad over the top to imagine lol. I would also like to see the meter go down gradually, rather than just crashing all at once, allowing you to keep taking joy to make it last a little longer. Maybe the consequence could be that the longer you maintain your joy high, the more of a hit your hunger/thirst takes. And also maybe you could only "re-up" a limited amount of times.
  12. Thank you so much! I don't think I'd ever have figured that out on my own lol. From my understanding, since they switched the BackerKit your preorder needs to be locked down manually by a staff member. From what I've read on here they do it once a day or so, so hopefully you should have it by tomorrow!
  13. I ordered the Pre-alpha tier for $60, received my confirmation email, and got my code to redeem on steam. I'm really excited to check the game out, but I can't find WHF on steam to redeem my code/actually download it. Is it just me or am I completely missing something here?
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