Post by absimiliard on May 24, 2011 6:18:47 GMT -5
I've noticed the same thing on a few occasions. I believe it's a bug, based on it self correcting after I got out of the game and went back in. I might have done a close and open on the saved game as well, as I have five I'm currently working with.
it seemed to me, that after I left the starting map grid and came back I was unable to enter into buildings that had previously been available for entry, the only thing I could get to work was the data terminal.
I have somewhat fat fingers... and where before this I generally was trying to tap on the doors to select entry into a building but then began to thik that I merely had to tap on the building itself to tell the game I wished to go in.
this generally seemed to be true.
when I left and came back I was unable to enter into any buildings, I was getting frustrated, I noticed in game time was early morning so I thought, that tricky devil cory, did he build business hours into the game?
so I paced around for several hourse avoiding encounters as needed and when 0800 came around still not entry, so I posted my previous post.
then shortly after I posted I managed to re enter buildings, I think I may have backed out of the game and let it sit awhile.
Sorry about the very late start on this thread. I got my first taste of CK yesterday. (I didn't realize that I used a more "obscure" email address for this forum - I don't normally trust signing up with one I use a lot because of spam). Anyway, I digress. Suffice as to say, I apologize for taking so long to get onto the important job of beta testing
Testing on a HTC Desire HD running stock Android 2.3.
Feedback/questions so far:
Everything worked a treat. I had no FC's, or issues with any of the UI elements. Everything ran smoothly, in each layer of zoom. Great job getting such a new product to be so stable! Admittedly, after hopping out of the game (without quitting), things did slow down a little, but I think it was just other stuff including a long-standing STRPG game running in the background that is causing this. I'll reboot the phone and see if that improves things.
UI: It was interesting going to a landscape UI for me - I have spent about 99% of my Android life playing in portrait mode. In saying that, it's actually really nice, and you've utilized the real-estate of the screen pretty efficiently.
UI: The controls themselves are a little close together, meaning it is sometimes like I have to use my little pinky finger to tap in just the right spot or I would do something stoopid. I like the ST RPG game because the buttons for each action are nicely sized and have good separation from eachother. Even then, I know of times I have hit the wrong button, but then that was ME being stoopid not simply button-error.
Combat: Combat seems a bit random (as you would expect). There doesn't seem to be any intuitive way to flee the action (I tried retreating using the ole movement action, but obviously my stubby little legs couldn't run fast enough to evade the encounter.
Combat: The movement option in the combat is different to in general gameplay. I understand the range of movement per turn (standard for this type of play), but it would be nice to select the destination square and have your character automatically move there, rather than the need to select a square one at a time.
Combat: You should be able to move shorter than your max range AND have a chance to fire a weapon. Sure your firing action would have a reduction in accuracy, but it is unrealistic to have to make a choice of movement (however small) or attack.
Combat: What are the numbers associated with the three different types of defensive movements?
Combat: I've noticed that sometimes you get 3 attack moves in a turn, and other times you just get a single action. is there a reason for this?
Combat: I've hit the "Aim" button in combat and it finished the turn. It would be good to actually be able to squeeze a shot off in the turn you are aiming Perhaps though, it provides a bonus to the next turn (assuming you do an attack movement).
Combat: After battle, it would be helpful for there to be the bodies of the opponents, or if not, just a "spoils" screen where you can get their weapons and/or inventory. The reward of "Karma" doesn't seem enough for me. Note though I haven't advanced far in the game so don't know how Karma helps).
Map: The map locations section of the UI is great, but it would be good if highlighting a location on the map locations created a waypoint marker on the main map interface.
Main UI Map: Kinda nice having two levels of zoom, but since it is a new interface, would it be better to take the time to support pinch-zooming up front? Having a toggle between "zoom out" and "zoom in" seems a bit limiting since the interface is brand-spanking new
Main UI Map: Movement to buildings - I think that selecting the building rather than just the "door" square should be sufficient for indicating you want to go to that building. Clicking anywhere on a building except that iddy biddy door square results in a "blocked" toast.
UI: I've seen on some game emulators, they have provided in the bottom left or bottom right of the UI, a 4-directional arrow is overlaid to control movement. An example of this is in the Atari 2600 emulator:
"Quests" log: Would be good if the diary/log interface included where you needed to go, especially when you first start the game and have no idea what you are doing. Your log should be easy to access and have something like: "I've finally arrived and need to go to x to follow up on a lead about my brother"
NPC interaction: I noticed when I had a chat to the inn keeper that if you select the second option before the first, the interface assumes you had already had a chat with the inn keeper about your brother. Therefore the dialog seems to be out of context.
I still haven't figured out how to get a mission yet, and have already built up quite a bit of heat without knowing what the hell i am doing. I'll provide further feedback as I figure things out.
[/li][li] Combat: I've noticed that sometimes you get 3 attack moves in a turn, and other times you just get a single action. is there a reason for this?[/quote]
I think I've figured this part out.
You get a certain number of Action Points per round, your opponents get likewise.
A round starts at the highest number of Action Points any participant, on either side, has. The person with the most action points goes on an initiative count equal to their number of points. They then subtract from their action points the number of points for whatever they do. (for example: Shoot 3 AP)
Initiative then counts down.
The person shooting then goes again at the initiative count of their starting AP minus the cost of the action they took. If someone goes higher in initiative than that then they do so, Repeat.
Darien has an initiative of 7. He is facing a thug at Initiative 4.
At Inititive 7 aims, for one AP
At initiative 6 (7 - the 1 for aiming) Darien shoots the thug, using three AP. He does damage.
At initiative 4 the thug goes, he shoots Darien, at a cost of 3 AP. Darien races to take cover, spending 3 AP. The thug now goes next at 1 and Darien goes at 0. The thug shoots again, dropping himself negative. And Darien does nothing since the turn ends at 0.
It's a system I've seen in other table top RPGs. I actually kind of like it. (I think it's Feng Shui's system at it's core)
Took me a while to figure it out though.
"It is entirely seemly for a young knight killed in battle to lie mangled by bullets and teeth. In her death all things appear fair." - Homer (paraphrased)