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MrScoot

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  1. I have had the same issue. This quest and the Apple Holm hatch seem to be the bigger game breaking bugs, however the same can happen rarely on some encounters; and yes using console does not work in fact it CTD my game when attempting to use travel, ghost, or fly commands. In short just don't try to debug while encountering a game breaking bug, does not go well.
  2. Hi everyone, MrScoot here. It has been quite a long time since I have posted on this forum which frankly, considering the recent update, I think it's time I spoke once again on my thoughts on the game. Now yes, I have taken a large hiatus from the game in general, periodically checking in whenever a new update dropped to see what has changed and what was new; this of course pales in comparison to this current update. Now, I have some things to say about the "Technocolour" update, and they aren't exactly bad things but, simply a list and an observation of things that I have noticed as I play through my next few runs. To begin, I want to state that, along with many other people, I have encountered a number of game breaking bugs. Frankly, I had to verify these as I tend to enjoy using the developer console for stress testing purposes and the like. These game breaking bugs are utterly horrible and have totally caused my saves to simply turn into what would be a "moot point" in the grand scheme of things. So far, I'm am scouring to find more but some of the ones I have noticed and of course others have as well are: -Apple Holm Shelter hatch causing infinite loading loop -Jubilator quest (lord is my memory that bad to forget the quest title?) -(Upon the jubilator crashing, your character is forever frozen in place, this happened in both clean and developer runs, travel commands crash the game) -As well as a number of other encounters and quests that tend to cause the same issue above -Another notable find is that skipping quest steps that you otherwise know how to complete tends to bug the quest entirely (not entirely sure yet) -The "Fly" and "God" commands can be a good quest to break or bug your game -(Frankly I find the use of these commands to fall under a casual "Birdwatcher" run for those that simply want pure fun) -Canteens also have quite a fun habit of being....well not there or otherwise impossible to fill -Maybe it's just me but, that "Save" option in the pause menu has a funny way of minimizing my window (may just be me ) -I haven't confirmed it to a tee yet (or maybe I'm going mad), but it seems weight values can act up when moving and equipping items Now, this is by no means a complete list of things, just a reference for those who may either try these quests or attempt to use developer console for more cheater-esque purposes. I have been playing this game since it was first announced and dropped. I have been through since the beginning. From a standard opening underground area where you could easily stock up and joy water and batons and before you knew it "Day 83" was already here to the countless new assets and underground scenery and bug fixes being added. This game has held such a special place in my heart and to the developers, I have the utmost respect towards them for tackling such a game, delivering frequently, and hearing our cries. I am no stranger to bugs and even game-breaking bugs (after all that's part of the fun for me); looking forward to this official date knowing that I have been along for the ride since the beginning is a feeling I have never felt for another game, and frankly may never feel again. Again, thank you Compulsion for listening and ot the community as well, and remember, always take your Joy.
  3. More updates, I have pointed out a lot of the wonderful improvements/fixes but, now this will focus a lot more on my own nitpicky observations on things/suggestions I feel can help contribute to the game. Nitpicks: -Hamlyn (Main town) has a lot of variety but I would like to see more businesses than just houses and two shops -Back alleys and the like are refreshing to have, but let's get some interesting things in them -Walls, Wall up the main town. We aren't in the city yet but, this is a dystopia, we don't want to see those filthy downers. -House of Curious Behaviors is very curious, I would love to see more -Some clipping with assets still occur, this is possibly due to just the world generation -Field area leading to "end game" zone has a lot of potential, add in a safehouse. -Regarding my fast travel idea, you included sewers, let's use those sewers as a means to travel between safe houses -Possibility of destroying spankers as option? -Fighting an army of Bobbies at night is fun but spoils potential to sneak at times -Rubber duck bombs would be the cornerstone of combat... -You've thrown in many side oddities to explore (i.e. Cult of Jack, Cult of Yam, Eldritch Cultists in Mansion) expand on that. -With the above mentioned, you pave the way to add a dose of supernatural to the game, you have good balance with it. -Still cannot pick up some quest items as they bug out (even on reload) I will continue my posts on Pros and Cons sometime next week. Almost 40 hours logged in and I stream regularly. I love this game, my suggestions are my own and whatever you guys do in the end, I will be happy regardless. However, if you do consider or decide one of these ideas I suggested, let me know I'd be honored to hear. You guys are clever and are on the way to giving us the rest of this already amazing experience.
  4. Hey everyone, I am back, and with a bit more of a bonus to this review. To begin, as I have been playing, We Happy Few has shed much light on topics and thoughts I would have never considered, much less thought of. WHF is a game about taking pills to show this false sense of happiness to others in order to survive and get by. We see this all too much in the real world; A world where being sad, upset, or even angry is simply not an option. We are given pills at times, upon which some of us possibly do not even need it. We live in a society of happiness and WHF's world is a mirror showing us the utter hilarity and absurdity of what a world like that does to its people and culture. The stigma of taking drugs to feel better is every where, you can even see NPC's and Bobbies asking or even stating how much better it is to be on Joy. Conclusion on this small observation, WE Happy Few is not just a game with a fresh twist but, a parallel to our own world and our thoughts on the use of drugs. Here are my Pros and Cons for the day- Pros: -Improvement in AI -Items are abundant and placement seem to be a bit more appropriate -CTD (Crash To Desktop) issue seems to have been fixed Cons: -Some quests still bugged -Why not stack Polarity Devices and Power Cells? -Some collision detection issues -AI scripts can be off or not occur at all at times More to come still. Thank you for your time.
  5. Yet another update to the previous ones, I will spare you the copy/paste nonsense and get straight to the new ones Pros: -Medicinal and weapon/consumable crafted item come in stacks (some of them at least) -FPS issues have improved -Diversity of new and current assets maintain the illusion of a much larger map -Checkpoints being randomized (location wise) keep things fun -More "grenades" instead of just the two spike and berserk bombs -Bobbies are a much bigger threat now, encouraging stealthier gameplay -Faraday has seen a HUGE improvement! -I'm not sure if this is just me but, it seems shops now have better prices -Crafting requirements for many items has been improved Cons(+Nitpicky): -May be due to my generated world but, where are the Worker's Overalls? -Some assets still float (i.e. Telephone booths, Bobby Poppers, Tesla Coils) -Faraday is still a bit buggy (dialogue and quest wise) -Still some FPS issues, may just be because I run a full AMD system. Is it hot in here? -Checkpoints/bridges are still a bit buggy themselves (not horrible though) -Would love an option to redo encounters rather than just fail them -Would love a dedicated save/load system than just the auto-save mechanic (albeit current save mechanic is just fine, just my opinion) -More pieces of lore scattered about -Ability to go into more government (like checkpoints) buildings and explore while sneaking or abandoned (although I'm sure this will be in 1.0) I have more Pros and Cons but, I will add on to this as I continue playing. 25 hours, 5 playthroughs, and counting and still will continue to play. Good job Compulsion Games. You guys are artisans.
  6. There are still many unfinished and unpolished quests in the game. These are some good observational points you make. From my experience with game design (or from what I've seen, now note I am no expert at all), these things are usually addressed in "bullet points". I'm sure their current objective is plowing out the new assets and having us test these new areas/improvements. The issues you state, could possibly just be an error in the code/generation of the world. Compulsion listens, and it shall be done
  7. I'm the team is well at work to get this update out. I'm sure you know, the reason they run these "betas/previews" on PC is because it is easier and much quicker to get feedback which in turn can allow the team to better improve the game for consoles. Hope that helps to ease the mind a bit.
  8. This actually just started to happen. Ever since last night, it seems that as soon as I reloaded my save and, just short of moving around, the game CTDs (Crashes To Desktop). I'm sure this may be on my end, but if other are having this issue as well while running the update preview, please post here.
  9. Still playing the game and, of course, still loving it. Here is a small update to my previous post. Pros: -New items/weapons (I think? I may have just never seem 'em) are a refresher -More Red (Elite) Bobbies -More encounters/events -Compass and map markers/tracking is great! -New inventory items -Seems like items now have a respawn timer (this is awesome, requires more testing though to make sure) -Needs and Joy are not as dire anymore and are more balanced -Combat seems a lot smoother -New assets and layouts are wonderfully crafted -Joy is more plentiful outside of Hamlyn (possibly just due to my generated map) -Crafting categories for items are way more organized now! -Recipes galore! -Random world generation still keeps things fresh! -Throwing rubber ducks! Cons: -Bugs! (Duh) -Assets disappearing, like some of the new houses -Doors not having any collision detection -Pickups for anything becoming glitched and thus cannot be picked up or interacted with, thus requiring a reload -Assets being out of place at times -Bobby baton and shock baton being a little too powerful (I can take out scores of people with one, even bobbies) -Random crashes (Haven't nailed the exact cause yet) (From here these Cons are my own personal nitpicky cons) Nitpicky Cons: -Constable keycards can be rare (although I somewhat find this to be good) -What ever happened to Officer keycards? (I felt it added an extra layer of depth) - Bobby Popper side quest; still provides no information about what we learned lore wise besides getting components and a "That's how they do it!" -I want old ladies to fight me too, rather than boo me in disappointment... -A possible increase in inventory, quickslot, and secondary slot expansion packs as I have not come across any in my current run. (Yet still keep them rare) -Some downer detectors on checkpoints not being powered at all, thus defeating the purpose of the shortcut through the checkpoint itself. -Larger safe inventory, or even finding or crafting expansions for the safe -Fast travel to each found safehouse (albeit, this can break the flow and immersion of the game, so maybe not) -Being able to go inside the building after the workzone during "Blood in the Streets" (I'm sure this'll be in the 1.0 version though) -Bring back shaded highlight while wearing a gas mask, just seems to help more to identify when you are wearing one -Disguises would be cool. Being able to put on one of those masks and wearing the Bobby helmet would be cool -With the above mentioned, possibly a hat and shoe slot in clothing (make it a bit more in depth) I have more Pros and Cons but, I will add on to this as I continue playing. 25 hours, 5 playthroughs, and counting and still will continue to play. Good job Compulsion Games. You guys are artisans.
  10. Great update, I have been loving my current world generation and will look forward to my next one and soon, the completed story! I have posted a decent, yet informative to say the least, review in your feedback section. Keep up the good work guys, great game and thank you.
  11. Currently, I am truly loving this little preview that the game has. I'll make this short and sweet and get to the pros and cons. Pros: -New items/weapons (I think? I may have just never seem 'em) are a refresher -More Red (Elite) Bobbies -More encounters/events -Compass and map markers/tracking is great! -New inventory items -Seems like items now have a respawn timer (this is awesome, requires more testing though to make sure) -Needs and Joy are not as dire anymore and are more balanced -Combat seems a lot smoother -New assets and layouts are wonderfully crafted -Joy is more plentiful outside of Hamlyn (possibly just due to my generated map) -Throwing rubber ducks! Cons: -Bugs! (Duh) -Assets disappearing, like some of the new houses -Doors not having any collision detection -Pickups for anything becoming glitched and thus cannot be picked up or interacted with, thus requiring a reload -Assets being out of place at times -Bobby baton and shock baton being a little too powerful (I can take out scores of people with one, even bobbies) -Crafting is items are way more organized now! (From here these Cons are my own personal nitpicky cons) Nitpicky Cons: -Constable keycards can be rare (although I somewhat find this to be good) -What ever happened to Officer keycards? (I felt it added an extra layer of depth) - Bobby Popper side quest; still provides no information about what we learned lore wise besides getting components and a "That's how they do it!" -I want old ladies to fight me too than boo me in disappointment... -A possible increase in inventory, quickslot, and secondary slot expansion packs as I have not come across any in my current run. (Yet still keep them rare) -Some downer detectors on checkpoints not being powered at all, thus defeated the purpose of the shortcut past the checkpoint itself. -Larger safe inventory, or even finding or crafting expansions for the safe -Fast travel to each found safehouse (albeit, this can break the flow and immersion of the game, so maybe not) -Being able to go inside the building after the workzone during "Blood in the Streets" (I'm sure this'll be in the 1.0 version though) -Bring back shaded highlight while wearing a gas mask, just seems to help more to identify when you are wearing one -Disguises would be cool. Being able to put on one of those masks and wearing the Bobby helmet would be cool -With the above mentioned, possibly a hat and shoe slot in clothing (make it a bit more in depth) I have more Pros and Cons but, I will add on to this as I continue playing. 25 hours, 5 playthroughs, and counting and still will continue to play. Good job Compulsion Games. You guys are artisans.
  12. Let's hear the strangest and most random stories, no I don't mean buggy things or quests. Let's hear the things you would assume are a bug later on but just happened so smoothly that it made you think "Huh, what?" I was in the "Shady Night Club" (You know which one) I decided to scour it and gather up supplies only to make it to Madame's office. I made sure I was stealthy, I made sure my shoes were used, I made sure I was on extensive and dangerous amounts of Joy. Alas, I killed Madame for her precious key to open the safe. Upon looting her desk and looking out the window to see the height of the jump I turned around like a sane person. I came face to face with all the patrons of the club in their rubbery exotic suits, glaring at me like I was some disgusting intruder. But how? I thought. I was so stealthy! They gave me no chance to walk out...needless to say that jump from the window looked really good just about now. (Yes I made the jump, only for several Bobbies to whistle in and chase me back to my safehouse.)
  13. As all of you may know, We Happy Few has released not too long along in its Alpha stage; for all of us to enjoy and of course provide feedback to improve it. I've waited on creating this small review as I wanted to get in as many points as possible for any feedback I may have. Please note that any of the points I will make are of my own opinion, and I am sure someone else has already noticed and pointed them out. Let's begin. Story To kick this one off, I loved the intro. Immediately you are thrown into this strange yet familiar setting where the player character lives in this retro-futuristic dystopian world where taking a little pill known as Joy to make the inhabitants happy is the norm. This is beautiful and I love this premise. Yes, the cliche has been used before but the way WHF does it, with its art style and the gorgeous color palette make it a unique tale that can stand on its own. We move along a bit through the intro where the our protagonist starts to contemplate whether Joy is even a beneficial thing to society or not, upon bursting open a poor rat, we soon realize that Arthur is quite keen on opposing this sick future trend. So, now our protagonist wakes up in what seems to be an underground maintenance tunnel, with no idea what to do, but escape. Pros: -Beginning of story is ambiguous but fleshed out -Ambiguity in beginning leaves open for many opportunities -Beginning and during game shows social effects of Joy Cons: -I feel that although Arthur's story may conclude upon full release, Joy may never be explained fully -It hurts to wait for 1.0 Gameplay Oh boy, here's the fun part. I can honestly say I really love the direction that Compulsion is going with the gameplay. You will mostly find yourself running around nabbing items and materials to craft healing balms and clothing appropriate for the area you are in, although it almost hardly has a major impact once you become more familiar with the current game's mechanics. I'm not sure where Compulsion is heading with the gameplay (although the recent update has confirmed many goodies for us). What I do know is that I have several suggestions, remember these are my own opinion and you can feel free to improve, correct, or debate with me on these: Bobbies (Cops)- I love these guys, but they have a certain perma-death to them unlike citizens. In one particular area, you are supposed to power a downer detection and get through a gate way, which of course, is guarded by 3 Bobbies. I was already at around Day 40 when I did this and note, that these Bobbies are in Blue (we'll call them Blue Bobbies). These Blue Bobbies at this point for me were a cake walk to take on, once they were dispatched, they never respawned. This is where I have a problem, as the in game text describes, shops are heavily guarded by what I will call Red Bobbies. Now being in Day 53 I was able to take on the Red Bobbies, however they packed quite a bigger punch (will have to test more). If this is the case then I would propose a spawn system where any particular checkpoint that is guarded would only be fortified by Red Bobbies more and more as the player dispatches them. The same happens for street patrols, the more Blues you take out, the more Reds patrol the streets. That's another thing actually, street patrols. I have found myself fighting a lone Blue Bobby only for him to blow his little whistle and no one comes to his aid (dystopian tax dollars at work). A good thing would be to spawn 1 to 3 other Bobbies to come to his aid, this seems to be a dictatorship or authoritarian society, cops should be every where; not just at night either (I understand there is a curfew, but come on). Bugs- I just love bugs. Invisible doors, bugged items, cannot finish some quests, items generally not spawning. That kind of stuff, but bugs are bugs, and those will be fixed in time. I'm sure we are all aware of the number of bugs in the game and frankly, saving and quitting to main menu and reloading is usually the best fix. Joy, Food, Thirst- To shorten this, what many have said before. The food and the drinks are very limited and need a respawn timer. Being at Day 53, I'm finding myself eating rotten food and then popping a Neximide pill to stave off the food poisoning. Joy in the current main town (Hamlyn, I believe) is very plentiful, so plentiful in fact, that I have overdosed on Joy several times. This is good, because the game does warn against this, I love the fact that you can be TOO happy. Current Thoughts- I love this game, I want more of it. I will continue to play and stream this game, I have beaten it several times now and, as I have said, I am currently on Day 53 in game with 14 hours logged. I have gotten the current mechanics down to a tee and have practically beaten all possible side quests and exhausted and scavenged all houses of possible loot. I would love to see improvements to materials and crafting. The act of using the drill to nab mechanical parts is risky and enjoyable. I would love more lore and interactions with other NPCs, the "Shady Club" as I like to call it, was amazing to go through. Shops need to get robbed. As in, I would love for shops to sell more than just one of each item, the fact that there is a Red Bobby there and a door leading behind the counter (only to find that it is jammed, oh joy) leaves for many desperate people to resort to eating rotten food rather risking it all and robbing the shop. All-in-all, I will continue to play as the game gets updated, and once it does, I will post an updated review. Can't wait to throw rubber ducks at people.
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