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Post by slayernz on Nov 13, 2013 0:06:20 GMT -5
When you go through the p1 stages of the game there are lots, ...almost too much, but since it also serves as your entry into the game it's okay. However the absence of any camps before the deep caverns is rough to unfair. Three should at least be one in every second level if not every level.
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Post by fallen on Nov 13, 2013 0:12:28 GMT -5
Its extra unfair that the gypsies are not in town to sell you more potions.
Thanks for the feedback on campsite placement, its a critical piece of balancing.
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Post by slayernz on Nov 13, 2013 0:14:10 GMT -5
Even with the gypsies you'd have to trudge through multiple levels to restock. Cool that you'll look at camps :-)
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Post by John Robinson on Nov 13, 2013 0:26:20 GMT -5
When you go through the p1 stages of the game there are lots, ...almost too much, but since it also serves as your entry into the game it's okay. However the absence of any camps before the deep caverns is rough to unfair. Three should at least be one in every second level if not every level. 100% with you on that. If I have to climb those stairs to town one more time! We will need to develop an HOS twelve step program for recovery. On a serious note. As an Alpha tester this could end up being a real deal breaker for first time purchasers. My co tester, who goes way beyond my endurance level. Last night, at the final battle on level four said. "I just don't know if I want to finish, going up these stairs, rinse repeat is getting boring." With all the great games you guys have made, and how well you take care of us. It is really hard to say anything but praise. Today I was thinking if you really care about Andrew, and Cory. The best thing I can do is pretend I'm not a long time huge fan. But to pretend this is the first time I ever bought a Trese Brothers game. For a first time buyer I hope they have the same blown away experience I have had with Star Traders, that put it in my top 10 games of all time.
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Post by beuns on Nov 13, 2013 0:27:10 GMT -5
Maybe an easier way to go back to town (an ancient passage that need to be re-opened for example) would be a solution.
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Post by fallen on Nov 13, 2013 0:27:45 GMT -5
Thanks, we will definitely be working on the camp-town ratio in the main story line!
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Post by fallen on Nov 13, 2013 0:30:26 GMT -5
Maybe an easier way to go back to town (an ancient passage that need to be re-opened for example) would be a solution. Definitely looking at interesting map designs that will enable that (opening short cuts as you go) and "wrap up" moments after big victories (done with the final boss in a dungeon and finished looting, you go home immediately in a cut scene).
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Post by beuns on Nov 13, 2013 0:32:47 GMT -5
That would be really helpful !
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Post by evmaker on Nov 13, 2013 16:17:51 GMT -5
Maybe an easier way to go back to town (an ancient passage that need to be re-opened for example) would be a solution. Definitely looking at interesting map designs that will enable that (opening short cuts as you go) and "wrap up" moments after big victories (done with the final boss in a dungeon and finished looting, you go home immediately in a cut scene). As a semi-completionist myself, I feel like an exit of sorts would be a much nicer option then an immediate teleport away. It would be fairly taxing if trying to get all areas explored and looted and keep wandering into a final battle for an area, and beating it then getting teleported back, just to need to go all the way back to finish exploring/looting before coming back up again the long way. A good example of this for those that have played it is neverwinter nights, in different places you'll have a quest to get an object, when you recover that object you get a conversation (cutscene ish) choice to go back and turn it in or not too. If you choose not to you can finish exploring/looting but getting all the way out is generally a long afair, where if you go with the choice your back but then have to go back in if you want to explore/loot the rest of the area, so it's kind of a lose/lose scenario unless you happened to have everything explored/looted before finding the object in question. If there was an exit that opened, then you could finish exploring/looting and easily exit at your own pace, rather then being automatically sent away, or if done like neverwinter, needing to make your way all the way out yourself if you declined the auto-transport.
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Post by johndramey on Nov 13, 2013 17:21:26 GMT -5
Maybe an easier way to go back to town (an ancient passage that need to be re-opened for example) would be a solution. This is a really great idea, and can easily be seen in the recent Elder Scrolls game, Skyrim. If you compare Skyrim and Oblivion their level design and overall game pacing is very similar, but Skyrim added these little shortcuts that open up from the end of a dungeon to the beginning of a dungeon. It's really small, and almost always some door or equally obvious gate that you see but can't interact with until reaching the final area. If you guys are considering this option (and I really think you should) maybe consider booting up Skyrim and running through some of their random caves and the like. They did a very good job of designing dungeons and minimizing backtracking. Of course, they had the luxury of a Z axis and you guys don't, but maybe the level design can give you some ideas.
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Post by Cory Trese on Nov 13, 2013 18:17:27 GMT -5
I've looked at Skyrim enough to have just about every map trick they used memorized.
Keep in mind the alpha maps are explicitly designed to test specific mechanics, not show off map design.
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Post by fallen on Nov 13, 2013 19:48:40 GMT -5
evmaker - yes, it would always be a choice in this kind of convenience case.
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Post by johndramey on Nov 15, 2013 21:43:19 GMT -5
I've looked at Skyrim enough to have just about every map trick they used memorized. Keep in mind the alpha maps are explicitly designed to test specific mechanics, not show off map design. Awesome! A map question, if I may. I figured the maps we are testing on currently aren't really the main maps that newer players will run into, but I'm getting the feeling that the void will be a part of the main campaign. Are we currently testing an area that will be in the game, or is this just an "alpha" dungeon and won't be reused? Either way, the map is quite good and doesn't have any big issues in my mind. I like it quite a lot. Just curious
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Post by fallen on Nov 15, 2013 23:19:09 GMT -5
johndramey - if Granthorn and the Void do end up in the game, they will show up later in the story (Episode 3), ... so, much later.
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Post by rabidbite on Nov 19, 2013 14:02:40 GMT -5
Just want to add my support to evmaker and his idea. I think its good.
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