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geekdragon

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About geekdragon

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  1. I likes me a good villain, and was glad at least that there was an attempt to explain the motivations of Marek and the Thrush. It's difficult to manage the infodump that caused, and I think that was handled better than I expected. My personal feeling was that the themes introduced by the eugenics subplot were a bit strange -- but this game has so many eccentric ingredients, I'm hardly going to dwell on that. We get a taste of the people and politics "beyond the plague dam". We dock there, stay on the ships, and very quickly find our adventure complete. It's like we were never really meant to go there. (Or, quite reasonably, the scope of the game prevented it.) Marek is perhaps TOO well acted, and his introduction made him as interesting to players as he must have seemed to Shay. Despite being willing to bide his time for years, and play dress-up to advance his agenda, and having deep connections with the Thrushmaster, he turns out to be a fairly "disposable" villain.
  2. Interesting. My response to that puzzle was something like: "Really? After making me *work* for all the configurations so far, you're just giving me this one? It can't be that simple. And... yes it is. Huh."
  3. Indeed, it is unfortunate that trying to play through each character separately may get you stuck, and may not be the best for getting the most out of the story. In my case, I was a little disappointed when I played through the Shay/snake encounter before I'd seen the adorable Mr. Huggy photo. I didn't solve the puzzle by logic -- I was just curious what would happen. The photo definitely sets expectations more clearly.
  4. I've had friends who are basically "music blind", and when this puzzle came up I immediately knew it would stump a few people. Seems kind of funny to me in retrospect, with the obvious attention to other accessibility concerns. That said, I felt kind of rockstar when I recalled the tune and visualized the chart additions on the fly.
  5. Not surprising though, since the complete isolation between the character parts was a common complaint about act 1. It was pretty straightforward though -- IIRC, one act 2 puzzle for each character required crossover knowledge, plus the co-op finale.
  6. It had been a while, and I played again specifically to prime for act 2, so I hit most of the dialogue. It took about 3 hours. The only thing that caught me up was completely zoning out over where to grab the ceremonial knife in Merriloft.
  7. Odd. I'm sure I did this on my SECOND try, and didn't encounter anything unusual.
  8. First, hooray for finally finishing after three staggered evenings of play, and no hints. On the down side, it seems I'm one of the few that got really stubborn about the knot puzzle. I thought FOR SURE that a particular chain of knots and actions were the key. I spent 45 minutes trying to make a chart of the knot permutations and which options lead to other knots -- purposely trying new options each time to fill out the chart, and taking way too long to realize the results were random. I was also late the the party where the finding where first wiring clue was hidden, and started looking for random clues in the ship architecture. My wiring notes ended up on an old mail-order pet supply invoice.
  9. In retrospect, it does seem especially apt.
  10. I agree with everything said above, however: I've reported an unfortunate bug (as of version 6e) where former raiders can return to "raider" behavior after loading a saved game. At first I thought it was a random event ("not everyone can change"), but it seems like it was unintended.
  11. It can matter if you have separate pubs, and there are supply problems at the ones not blessed with the "favorite" fridge.
  12. There's the matter of space suit and airlock traffic -- practically speaking, you don't want potentially large groups of panicking people fighting to use the airlock. I've also been of the opinion (in a separate thread) that the *number* of spacesuits should be finite, which could complicate the issue. (Suppose you're trying to get a builder out to fix a breach, and all the spacesuits are tied up.) Honestly, I'd rather they shoot for a long-term goal of including proper escape pods for this purpose, since space suits are a short-term option at best. (Though useful for making overrated blockbuster movies).
  13. C'mon. If you're going to come up with an explanation like THAT, at least assume that the locker is just a space suit version of the food replicator.
  14. I realize that airlock behavior is already a big enough source of frustration for many, but it's bugged me almost from the beginning that space suits and lockers aren't accounted for in the current simulation. Consider this: - A space suit locker is required for a working airlock. It appears to hold one space suit. - More than one locker can be built. This would seem sensible, as many suits might be needed. - In the current build, a tiny airlock with one locker is a popular choice. There is little reason to make it any larger. I'd like to see the suits removed from and returned to the lockers. A very busy airlock may need a dozen lockers or more. A citizen may be forced to use a different airlock if all suits are in use. One logistical question I've considered is what would happen if someone returns a suit where all lockers are already full. Perhaps they would be required to carry it to a different airlock, or spacewalk to one, or they could be some kind of space suit inventory management by janitors in a future build. All in all, I think that this would be an interesting aspect to the simulation, where airlock traffic patterns could have consequences. Base layout, airlock size, and the location of multiple airlocks would become more important.
  15. I don't really see the point of using these to replace airlocks, but the concept might be neat if the base ever needed a sort of quick-access short-term escape pod.
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