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GameDevGoro

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Posts posted by GameDevGoro

  1. This is what you get when developers are pretty much forced to "make something new" because they can't really afford it not selling, I may be wrong, but I guess it's NOT some hardcore fan in the main seat who's really hoping to give Deus Ex a new face no matter what the cost (even if it doesn't sell).

     

    I'm not against the evolution and development of existing game series but when it starts to take away from what originally made the game good, then it's an absolute no go as far as I'm concerned.

     

    So the series so far includes one genius game (which would be the first Deus Ex), one less genius (the second one, blergh) and now this, I can't even describe it... Really, I can't :P But it doesn't look too promising, at least not promising enough to fill the enormous shoes of the first game.

     

    I think I might have more fun playing this (IF I do so) than playing the second game. (Even though I secretly found the second game to be tolerable, disregarding the shitty graphics, poor voice acting and rest of the yahoo that made it kinda suck.)

     

    As for Thief 4.... May god have mercy on us all....

    Mess up Thief 4, it would be the equivalent to stepping on what makes me a man.

     

    Also forgot to agree with:

    The "press X to do this" is just insulting on top of that. I don't need a reminder what button to press.

     

    What ever happened to learning the controls? Are they gearing the game towards people with ridiculously short short-term memory?

  2. Actually, I got around this very quickly, because I was kinda pissed off that MW had a skill for everything. In that regard I considered OB a step forward.

     

    Exactly. I was just pointing out that it was one of the things that caught people's attention and sorta made their initial thoughts of Oblivion sour hearing all sorts of rumors and stuff about how things were changed to be of a smaller quantity than in the previous games.

     

    In fact, if you look back at all the games, they have all been improvements from each game. Just as it should be with games and game-sequels.

     

    So I can almost be bold enough to say that Skyrim's going to be good. Just like that. It's of course presumptuous to claim that, for obvious reasons, but to judge from the steps from each TES game to the other, it's going to be good. :)

     

     

    Just sayin'...

  3. I think it's going to be awesome. Can't know for sure obviously, but you've gotta look to the past TES games to kinda gauge how this is going to go down.

    Every TES game since Daggerfall (Can't speak for Arena, since I never actually played it) has had major things changing for the next game, and this always pisses people off. Like I remember people got their panties in a bunch when they heard that Morrowind's whopping 2000+ characters (or what it was, don't really remember) was downscaled a bunch for Oblivion which had like half or something.

    And people also got pissed off because of some changes made in areas of the gameplay, which I just think are improvements, and don't forget the sudden drop of certain items, such as spears from Morrowind that doesn't exist in Oblivion.

     

    So my point is, when you read that they have changed stuff from Oblivion you immediately think: "Oh no. It's dumbed down! IT'S DUMBED DOOOWN!!! FML!!!"

    And this reaction isn't going to change, but think of them as a way for Bethesda to actually Develop the game further, not to willfully make it worse.

    Now if it was strictly for console gameplay, I'd be a little more alarmed at the outcome and damage done to the gameplay to accommodate the "console tards" (:P).

     

    In short, I think it's going to be just fine.

    Sure, it will have its pros and its cons just like every TES game, but real fans accept that and have fun with it... *I think*

    I do, and I'm a fan and I deal with it.

     

    Also they might've messed up Fallout3 just slightly and pissed off a lot of Fallout players with the decisions made, but in hindsight Fallout3 was kinda a good game, not the same as Fallout1 and 2, but still a decent game.

    Point is, they have ABSOLUTELY no real chance of screwing up a TES game, it's their sole IP. They can't make it bad really. It's original no matter what they do with it.

     

    Change isn't the enemy.

     

    Internal nerd-steam = Released. xD

  4. ... the human composer creates a set of elements that work well together (stabs, textures, tension builders etc) and the algorithm layers them based on game context.

     

    Yeah this is most likely what it'll be, haha. xD

     

    I think it could be cool and add more like.. feel and atmosphere to it. But I personally don't really pay attention to background score or ambient sounds that much, it sorta blends in with the experience.

    It could be awesome. Unless it becomes one of those things you can actually learn to foresee when and how the background score will change. In that case it would start being distracting.

  5.  

    I think it's a little cumbersome for all the involved contributors to keep acknowledging each other when saying thanks.

     

    It might be easier to speak in the "Royal We".

    Example: "We are glad that you enjoyed our such and such." ;)

    (Just a suggestion.)

     

    Or just do what Fidcal and Sotha do for The Alchemist: "If you are paying attention to the thread, then you get the glory :laugh: "

     

    Well yeah, that's all true. I'll keep this in mind.

     

    But it's mostly just that when I see that someone posted on this thread I get the whole "Ooh, good to hear what <insert person> has to say about it!".

    And when it turns out it's feedback on the story or such I either explain it or feel obliged to thank that person for the feedback.

    So I guess I soak up the "glory" when I come down on the thread like a hammer when I see someone's post on it :blush:.

     

    That's my excuse anyhow. I'm not in to make anyone look like they're less involved because I reply most of the time. :(

  6. @fllood

    Thanks for playing it, man. :)

     

    Here's something for you:

     

     

    The idea about the whole lockdown situation is that it doesn't really affect the player at all. The lockdown is simply one of those "Stay inside, commoners. There's danger in the streets!"-type lockdowns. The player is free to come and go as he pleases, since he doesn't bother with ordinary routes to begin with. ;)

     

     

     

     

    Just a gentle reminder re all the work that Fidcal and myself put into to get the map upto scratch. Fids fixed a lot of the internal stuff that was broken and myself the architecture that was atmosphere broken.

     

    -_-

    Yes. Totally. 100% percent!

    Without you guys, Fidcal and you, Bikerdude, this FM probably wouldn't have seen the light of day. So I owe you guys one, that's for damn sure. :)So everyone should be extremely thankful for the work Fidcal and Bikerdude put into fixing this mission! *woo!*

    I know I am. :)

    ...I just did the groundwork (and not too good a groundwork at that :o).

     

    EDIT* Whoah, lowenz! You hit me during my writing of the post.

    How did you do that!? xD

  7. I enjoyed this mission a lot, and was also reminded of Life of the Party. My only complaint is story-related:

     

     

    For the "find evidence of M's presence in the area" objective: First off, it's not clear if you're finding evidence to convince yourself (the player character), or if you're finding evidence that you will leave for the guard captain along with the tip off, or if you're going to add to the tip by writing in the evidence you found. In that case, I guess the tip note should leave off the part about the bar hideout until you actually find it, then that would be scrawled in.

     

    Second, it wasn't clear why the objective completed when I went into M's hideout above the bar and frobbed a ring. Was that supposed to be his signet ring or something? It seemed to be normal loot in the inventory. I don't remember that place being explicitly mentioned as his hideout in the other readables, there were just references to "locking up the bar."

     

    It might have been better if the other readables explicitly pointed to the hideout above the bar, and then you found some correspondence or something in that hideout, and that was the damning evidence. As-is, it's just a random ring that serves as evidence, and the player-character doesn't even know for sure whose hideout that is. Also, why did that room have the "haunted" lights going on? Vengeful spirits of all the people killed in the scheme? :)

     

     

    Thanks for playing it, Ishtvan! :)

     

     

     

    Regarding the Murchad thing and the tip for guard captain rowan.

     

    The idea was that your friend, who game you the tip, tells you to look for Murchad or evidence of his presence.

    He doesn't know for sure that Murchad is even residing anywhere near the town, but he gives you the letter just in case you find evidence that he actually has a hideout in town which effectively makes the letter important to the guard captain. :)

    So you can go on with tipping him off so the guards can deal with him themselves.

     

    So I can't really give the player too much information where Murchad's hideout is, as it isn't exactly known to anyone. But I can try to make something point to that place in particular as important, otherwise, as you said, it's just a room with random loot that happens to be important. :P

     

    And I'm pretty sure I named the ring in question to something like "Murchad's Ring". Or maybe I didn't, I'll check into it. xD

     

    As for the haunted lights, Yeah dunno what's going on there but I think I'll replace it. :huh:

     

    Hope that answered something, the story isn't exactly well thought-out. :blush:

     

     

  8. OK got it. I'll check into that too then. Lol. :laugh:

    Dang... Anyway.

    And no I'm not kidding anyone, I really did type it all in notepad without any real way of knowing what was right. I mean, I used the same syntax and stuff I saw in other people's FMs.:unsure: And when that didn't give any real errors in the older version of Lockdown I kinda just went with it.

     

    But good to know, maybe now xdata editing won't be such a chore. :P

  9. OK. I've noticed some funky stuff with the mission that I don't really know what to make of.

     

    Some of the xData messages are oddly misplaced (Like the message to Guard Captain Rowan that's instead displaying the briefing text), and the messages in game on the papers and books and what-not don't show up anymore (I saw someone else mention this a while ago... I think.)

     

    Is this a mission related bug? Game related bug? Or what is it? :huh:

     

    This one. :)

  10. OK. I've noticed some funky stuff with the mission that I don't really know what to make of.

     

    Some of the xData messages are oddly misplaced (Like the message to Guard Captain Rowan that's instead displaying the briefing text), and the messages in game on the papers and books and what-not don't show up anymore (I saw someone else mention this a while ago... I think.)

     

    Is this a mission related bug? Game related bug? Or what is it? :huh:

  11. @Sotha

     

    Thanks for playing through it again, really. :)

     

    Now here's some dirty secrets.

     

     

     

    About the Rowand's tip the player starts with: it felt really weird to leave that to the captain. A letter which tells about how the player is going to go amateur and steal things. That felt illogical. A more logical would have been an actual tip with something like "Captain, the bandits are at this location + evidence. Regards, your secret admirer."

     

    This, Sotha, is a mistake, I'm not sure on who's part though, as it appeared after the 1.03 update. I might've done something in the XData files that messed with future version's messages or something.

     

    But the real message was this:

     

    Who I am is not any of your concern, what I know, however, is very much your forte.

    It seems that I have acquired information about the bandits in this town. And I know exactly what should be done.

    It also seems that there is a man named Murchad and that he has every finger on his dirty paw in the bandit business.

    He lives near the streets leading down to the docks.

    Take him down and the bandits should naturally disband. This is their one true weakness.

    The voice without a face bids you adieu.

     

    And THAT is what you're really supposed to leave Rowan. :laugh: Actually. I might make an official question of this right in this thread, it might be a bug of sorts, or a result of my stupidity, either way really. ;)

     

    And I agree with you on the doors thing, I was very split when I was making those doors as to how they would differ from frobable doors, but I guess I ended up making them just like that. :huh:

     

    And that whole tipping objective has had A LOT of problems, and as it is now it's barely comprehensible as is, and for that I'm slightly regretful. It's a nice objective idea, but it didn't play out that well, haha.

     

    Anyhow, thank you for playing it again! :laugh:

     

     

     

  12. Well, I for one think the mission layout was the most brilliant thing about your FM. So don't let any comments discourage you to build this complex levels in the future. :)

     

    Why thank you. :)

    And no, I don't get discouraged easily. It's just that I probably have to plan out future missions "flow" some, as I find great fun in missions that have a story, but you can sort of choose to put the story aside and go for some rambunctious exploring just like that.

    But for people who play the mission and play it for the story's sake (maybe the first run-through or something) they can, and it should be rather easy to get clues as to what you should do.

     

    But it should (and will) definitely require the player to still think about stuff. I'm not trying to spoon-feed anyone with a cookie-cutter story. ;)

  13. Oh man, this is insanely great! :D

     

    Thanks for finishing it, Fidcal and Bikerdude, you guys are awesome! :) (I didn't forget anyone, right? :o)

     

    Going to check it out right about now. ;)

     

    I hope GDG gifts us with a second installment sometime!

    Oh I will, that much I've decided already, the only question is when though.

     

    Oh also thanks to everyone who tested it! :)

     

    Edit* I just had a chance to play it briefly and check out the difference and I must say, I am gobsmacked! :o

    It has sooo much more feel to it now than it did when I worked on it so thanks again and fantastic work, everyone! :D

  14. Hey, Bikerdude.

     

    Yeah sure, that's cool. :)

    I just hope I didn't make it too big of a mess, with the vis-portal stuff and all. I tried my best to cram as much of that action in as possible, even though the map is fairly cramped because of the general atmosphere I was going for.

    So if it is a mess: I'm sorry. :(

    If it's not that big of a mess: Awesome. :D

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