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octo

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Everything posted by octo

  1. like the title says, I originally posted this on the WHF sub buuuuuuut it occurred to me that this would be the more appropriate place for this. sorry if anyone ends up seeing it twice. just wanted to share some first impressions after ~10 hours playing with the life in technicolor update Quests • As always, the encounters were fantastic and I am really enjoying the larger scale of the encounters we’ve seen over the last few updates • I died of thirst a couple times in “The Big Stink” underground encounter because I didn’t think it would be such a lengthy encounter and I didn’t bring enough canteens. A tooltip to the effect of “I might be stuck under there for a long time…” or something like that would have been appreciated • I have mixed feelings about the ability to turn down the butcher’s quest permanently. I had invested about 10 hours into playing through the update (lost one save to a crashing bug) and FINALLY got to this quest, accidently turned it down, and was unable to reaccept it. So I actually haven’t played this one yet! I’ve heard it’s fantastic and I’m sure it will be worth the wait, but I was really salty for a little bit there. It would be nice if you could take the butcher up on his offer at a later date or something • The “HAWORTH LAB TOP SECRET- redacted until 1.0” thing was the most a game has ever teased me in my entire life • Overall, all the quests seem a lot more stable and less buggy than before. In the previous build of the game, there were several quests that if I didn’t do an exact, specific way, it would ruin the quest forever and I haven’t encountered that yet (expect for the butcher’s quest, which is obviously intentional) • The cub reporter quest is my new favorite quest in gam • I don’t get a dick the naughty duck for completing the “everybody must get stoned” quest anymore, and that makes me sad • Speaking of “everybody must get stoned”, nobody comes to fight me once the guy rings the bell anymore, which I think is a bug? • where the fuck is the rubber ducky in the campfire quest?! The inventory stuff • Weight-based is much easier to manage. In my entire play through, the only time I ever ran into a inventory issue was when I accidently picked up 15 lead pipes from the underground quest • The way that the inventory is sorted is awkward to me. I love all the tabs (like a clothes tab, weapon tap, etc.) but a bunch of shit seems to be sorted in the health inventory section when it isn’t health related. It’s annoying when I really need a band-aid and am sorting through screws and metal bits and shit • I dislike that I can’t change the healing item in the top quickslot. It seems to always equip the lowest quality healing item. My old strategy was to have the most powerful healing item in a quickslot so I could heal to 100% in an emergency but the game doesn’t let me do that anymore unless I don’t have any shitty healing items in my inventory at all • Although inventory expansion kits don’t feel as necessary anymore, they’re still really hard to find. I know of a couple that I can snag every time I play but for new players this might be kind of discouraging The UI • The new hallucinagic mushroom visuals are fantastic • I really, really don’t like the new way quests are organized in the “secondary quests” part of the journal. Before, all the uncompleted quests are on top, and completed quests were moved to the bottom. Now, it lists the quests by location, and I end up scrolling through a bunch of random quests ive already completed to try and find the one I just got 30 seconds ago, which is annoying • The in-game tips REALLY left me with the impression that taking joy in the garden district is a good way to reduce downer suspicion, which did not turn out to be the case. as a final note, while this build is easily the best build I've played of WHF so far, it seems to be the most unstable. I rarely crashed before this and now I lost one save to some bug where it crashes every five minutes without fail, and my other save works but crashes pretty consistently about once per hour. I've heard that a hot fix is coming for this so hopefully that fixes the problem ill play more as soon as the hot fix comes out and will share more thoughts then. I would love to hear anyone elses thoughts
  2. i am almost positive you can't craft neximide, you just have to find it in game. if your desperate you could use the dev counsel to generate some edited to add: even using the unlockallreciepe cheat doesn't unlock a neximide craftable so I don't think its something you can craft
  3. i've played a ton of different saves on the newest update and 40-50% of maidenholm streets are always empty (no quests/shops/lootable houses). it makes navigating it kind of a pain, particularly when you're exploring it for the first time trying to find things.
  4. @zhuzha i believe that the joy update was going to address AI as well
  5. Final comment: thank you for including my engagement story in the weekly update totally made me smile
  6. Also random question: does anyone know if the doctors will be making an appearance before launch? Love me some doctors
  7. as much as i am dying in anticipation for the next update, i'm all for quality over quantity. thanks for sharing your plans and reasoning with us, it's cool to know whats going on
  8. I stream on twitch Tuesdays and Thursdays on twitch from 8pm-12am Ct. I also love watching others play so if anyone else streams this regularly if you share your info i will tune in!
  9. I think the year in the date is just a typo, as that date in 2016 is when early access released pubically. As far as a timeline goes, it looks like now we're looking at late 2017/early 2018 for a full release. There's some more details along with an explanation regarding the delay in this post here: http://compulsiongames.com/en/news/118/weekly-journal-we-happy-few-roadmap-xbox-one-update-and-movie-adaptation-news
  10. thats really intersting! i can't find any comments specifically addressing dressing like a solider but they have mentioned a upcoming quest regarding arthur and a dying old solider so maybe its related to that? i also found a constable uniform using the dev counsel. description reads "look like a constable, but not up close", so that was kind of interesting...i know devs said that the next update will focus on conformity so maybe these will play a role in that?
  11. boooooo. so close. THERE WERE SO MANY WELLIES THERE AT THE END HOLY SHIT
  12. The fact that the body sucker is named "the jubilator" is fucking hilarious. Is there a reverse function to spit rotton, mushed up bodies back out at people?
  13. i kind of agree with thejoyfuldowner. i do think a weight-based system could be good, and i'm all for not having to play inventory Tetris, but i like having to make choices now...do i hold on to a rare item i don't use often just because i probably won't find it again and i might need it for something someday? or do i ditch it for boring but practical metal bits because i need to make more lock picks and clever trap tools? These choices add a lot of meaning and weight to the game for me personally. i also don't know how i feel about the changes to quick slots. although i think the spawning of inventory/quickslot/holster expanders could use some adjusting,i love the satisfaction of finding them in game, and having to decide what items to utilize in them. i know this isn't a inventory management or crafting game at it's core so i'm all for making changes but i hope this doesn't make the decisions you have to make while looting and such irreverent
  14. i'm not sure if the images are showing up correctly, but here is a link to an imgur post with them: http://imgur.com/a/xX4dE i would be happy to send over the save info but unfortunately i already deleted that save file...would it still be helpful?
  15. a lot of the buildings in maidenholm's wall textures aren't showing up. this causes buildings to be mostly see-through with just random signs and windows appearing. this is only happening in maidenholm, the garden district and hamlyn are fine. i hope this makes sense, i can upload some screenshots later if that helps
  16. for the first one, i don't think theres another way you can get the key but if to proceed with the quest you could ghost mode through the door and unlock it once you're inside for the second one...sorry, why can't you get in the house? little confused by that one. it shouldn't matter if people are dead; you should be able to jimmy bar the wind open if its locked (i also killed everyone in that house and proceeded with no problems)
  17. hmm that sounds like a bug couple ideas for you to try and progress -you could "ghost mode" into the shop and try to interact with the guy that way -theres a pipe valve in the very first shelter under one of the desks in the room with the mechanical table thing -theres usually a pipe in one of the toilets on that first island that you find margery's diary on
  18. I was interested to see that "mysterious chests" was still being worked on. I haven't seen that encounter for quite some time so I thought it might have been taken out of the game! Excited to see all the upcoming changes!
  19. I did read (I think on the kickstarter page?) that all the characters stories were interconnected, so I think the whole "miss thigh highs = sally" theory makes a lot of sense! I don't know if I'm as convinced about the phone booth messages, but that would be a fun twist if you end up being correct!
  20. AKA: more of my thoughts than anyone ever asked for or wanted What inspired this post was the video that compulsion posted the other day about the whole process of creating encounters. I love the vast majority of the encounters currently in game, and since we are presumably going to be seeing a lot more of them, I thought they might be interested in some thoughts what I love about them, and what ones I would change. TLDR; I like quests that provide personality and humanity to the wellies and wastrels. SORRY FOR THE LONG POST! I WOULD LOVE TO HEAR EVERYONE ELSES THOUGHTS! Awkward Courtship, If You Give a Pig a Pancake, Duck Soup, Everybody Must Get Stoned, Wild Picnic, Biological Hazard, & First Marriage I enjoy all these quest. I think it’s a good introduction to the world and is an excellent way of showcasing some of the extremes of the Wastrel population. I think, for the most part, the loot rewards make sense (much more so with this current update) I appreciated these quests more on subsequent play-through because they did such a good job of highlighting the differences between the Wellie and Wastrel population. Duck Soup is one of my favorite quests on the first island. The lore in “If You Give a Pig a Pancake” is incredible and if we don’t get to meet Dr. Verloc at some point I am going to be sad. Mine Mine All Mine: I think the logic of this quest makes a lot more sense now than it did pre-update. The biggest issue I have currently is I have no desire to play stealthy. It’s relatively easy to kill or take down everybody in the quest, and this is HUGELY beneficial because it gives me tons of high-quality weapons that I otherwise wouldn’t find until I hit Hamlyn. Since there is nothing positive shown about this group of Wastrels, I don’t feel guilty about doing this. They’re just a bunch of assholes hoarding all the goodies. Maybe some lore or a cut scene showing them in a more positive light or adding some personality to them would change this. Crazy Legs: I didn’t care about this one at all until the cut scene was added. I always feel like shit after Eric calls Arthur out for changing, and Arthur says “what have I become?” I genuinely felt conflicted about completing this a few times, because the recipe was super useful but I didn’t want to attack Eric. Excellent job on this one. The Treehouse Quest Line: Johnny Bolton is hilarious. Love him and his dolls. I defiantly got the sense that there was some truth behind his madness. I really hope this quest line goes further in future updates/1.0. Hallucinogenic Salad: I love the introduction with shit flying out of the windows and someone jumping to their death andthe “nonsensical” ramblings of the drugies that actually adds a lot to the story. The one thing I would change is that, by the time I get to this quest I usually have more mushrooms than I could use and have unlocked the hallucinogen formula long ago. The quest would be more meaningful to me personally if there was a bigger benefit to exploring the house, such as the mushrooms being rarer in the outside world, or the quest being the only way to get the formula. Sweets: I feel like I’m missing something with this one. I do appreciate the setting and was interested in the idea of Wastrels auctioning off their stuff but that was never addressed outside the signs in the house, and I couldn’t make anything useful with the sugar. Flower Picking: This is the most disappointing quest in game for me. I was SUPER intrigued by the setup with the wastrels dancing with shovels and shrubbery hats, and I loved the trippy music, and that if you talked to any of the people dancing they gave you some weird-ass dialogue about how YOU made them feel better that I haven’t heard anywhere else in game. But then the only objective was to pick flowers, and the people kept dancing and nothing else happened. Based off the notes in the quest journal, it seems like this is quest is supposed to educate the player about harvestables? But by Lud’s Holm you have harvested everything a million times. I guess I would fix this by moving this to the first island to be an educational quest about harvesting, or add some sort of story to the set up. I Yam What I Yam: By far my favorite quest on the second island. Atmosphere is intriguing as hell. It provided just enough detail about the yam worshipers so I felt satisfied but still intrigued when the quest ended. The “blessing” the yam gets you and the phytosteorid formula are solid rewards. I wish I could do something special with the holy yam. Feels Like Rain, Tits Up Downer, House of Curious Behaviors, Madame’s Magic Wand, Popped Popper, & Public Works: These quests are an awesome intro to Wellington Wells. The changes made to House of Curious Behaviors were perfect, and I love that quest for being both interesting and giving me choice in how to handle it (do I get an invitation? Do I climb in the vents?) with both options being plausible and rewarding in their own way. Really, all of these quests showcase the delusion of the Wellies really well and it’s a stark contrast to the quests in the garden districts where the people seem like they’re doing what they do to survive or cope. OD Wellie (I think the name on that one is wrong): Love this quest. This should appear in every play through. Seeing her go from Wellie to Downer, and have her friends and family instantly turn on her, was fucking sad and really eye opening. Based on in-game lore, I kind of figured that’s what happene but SEEING it made me hate the Wellies. But then all the other quests showed how completely delusional they were so that made it harder to hate them because they don’t know any better. Ugh. This quest changed the way I look at Wellies (for better AND worse) and it’s really well done. Super Meat Boy & The Butcher Quest Line: holy shit the implications of the last part of this quest...add more! The whole ‘Possibly Henious Package’ segment blew my mind. THERE’S NO WAY THE WELLIES ARE DOING WHAT I THINK THEY’RE DOING...right? They probably are. God damn this quest was good. I noticed some hints in the weekly updates that there’s more coming for Cutty’s story which makes me scared and delighted at the same time. Also, fuck the plough boys. Mother’s Little Helper: this is one of my favorite quests from the new update. The atmosphere and tone in that house is gruesome and terrifying and perfect. I would love more of this quest or more quests similar to it, but that’s just me being greedy. Moon Juice Leach, The Things We Buried, & Speakers Corner: Maybe these quests are still in their development cycle, but it feels like something is missing from all of them. Is the whole dealing contraband moteline thing important (because it’s interesting! I want to come with the bobbies when they pay pawn shop guy a visit!) or is it just banter between the bobbies? The treasure quest feels like 99% complete to me; what threw me off the most was the reward at the end because it made no sense considering the dialogue between Arthur and Annie earlier. Perhaps a lore entry, or a child’s toy (like one of those random dolls you find in the hoarder house)? Church of Simon Says & Sympathy For The Devil: I’ve had some bugs with these two, but when they work, they are great. The challenge of getting into Nick’s house is awesome. More stuff like that! I also appreciated that you took gave Arthur a reason for wanting to get involved in the Simon Says game. I don’t have any meaningful feedback for these two but I defiantly have fun with them. I love that they are different than a lot of the other quests in game and really enjoyed what they added to the story. Thanks for reading Would love to here others opinions
  21. the next time i have a question, i shall turn to the holy yam. because it's flesh is sweetness and softness. it is our future, and our past.
  22. I can't eat the holy yam, it feels wrong! can i craft something with it, like a supersteorid or somethings?
  23. ahh i love these updates lots of good stuff here! awesome that compulsion is already talking about their next updates after a huge one just released last week. i'm really excited for that butcher quest. i wonder if they're turning downers into victory meat >
  24. i'll keep an eye out for more neximide. i'm excited to learn the recipes for the new recipes and tools! would you mind giving me a hint as to what quests the expansion kits are hiding in? or is it random? Thanks for responding, you guys are awesome
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