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lastSKYsamurai

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Everything posted by lastSKYsamurai

  1. I suppose this should go into the Bug forums. Might get better coverage if you pop your info over in there instead. http://www.doublefine.com/forums/viewforum/76/ Good pickups though : D
  2. For me, because I don't see any reason why I can't attack first then move, it becomes a little frustraighting. Again we are in beta, so I'd be expecting any sort of tutorial or early mandatory battle to explain the reasons behind the mechanics of the game. If it is the way it is, just because. That's a little insulting. If the designers set it up that way because of some deeper game balance mechanics, well that's fine, however it needs to be explained to us because I feel like I'm out of the loop, & not understanding why I can't do certain things I feel that I should/could do is, ultimately I suppose. Bad game design. My opinions are my own however, maybe others don't find it so baffling. Anyone else have a take on the no Moving after Attacking mechanic?
  3. ooh, from the Rim of the Chalice. That's a good Idea. Nice. That could convey the Chalice is the actual one talking a lot better. Noted. | | | | | V
  4. Oh my gosh guys. What if. The Massive Chalice Isn't actually "The" Massive Chalice. & that there's another more massive-er Chalice out there, somewhere in the world. Like it's so big, you wouldn't notice it up close. Only from a vast Distance away. & that Chalice is actually dormant, covered in moss, earth & trees & is currently in a long slumber. & that the current talking Chalice that we know & love, what it's doing is charging up its power over the games 300 period, so it has enough energy to Zap the Massive, MASSIVE Chalice, awake. Like it's a Massive Chalice Relic from when Massive Chalices roamed the Massive World. (I've only ever made it about 90 years in, so I don't know what happens at the end) But then at the end of the game when the slumbering Chalice finally awakes, it rises from the earth & reshapes the land like some pot smoking Deity. Then the Citizens of the land FREAK OUT, cos there's this giant fking crazy Chalice roaming the land, fking going to town on the landscape. So everyone's trying to get answers from the, not so Massive Chalice, but it's like, having a total meltdown of its own because of what it's unleashed. After 300 years of preparation & planing to awaken "Its" God back to life, It's decided to lay down the law on the landscape instead of cleansing the land of the Cadence. So now Everyone's fked. Then against all odds, you as the Immortal Player confront the Chalice, & speak to it though Chals-speak at which point the Massive fking Chalice notices your cries & with all your Might, Knowledge & Wisdom, makes it see its miss-guided, whatever the hell it thought it was doing, bloody destruction to the land. & That lesser Massive Chalice was suppose to bring it back from slumber to cleanse the land of the Cadence, not roam the land ripping it a new one because it didn't like being woken up. At which point the Massive MASSIVE Chalice realizes its mistake & vows to set things straight & cleanse the land of the Cadence. So now the Really Massive Chalice sets off across the mountains where it soon reaches the Sea, It then proceeds to dunk its Chalice in the Ocean & scoop up Millions of metric tuns of Ocean Water & slowly lumbers back to the Kingdom. At which point, to the Horror of yourself & every single citizen of the Kingdom, watches in absolute terror as the MASSIVE Fking Chalice unleashes an endless torrent of Sea water across the land, drowning everyone in its path, annihilating the Cadence once & for all & salting the lands for life. Nothing will grow again, the Kingdom becomes a barren wasteland where no dare venture. ........The MASSIVE fking Chalice, it's out there, somewhere, roaming the lands, looking for Cadence to extinguish. It doesn't know, In its mind, there are still Cadence to wash away, lands to cleanse. & the only thing that can stop him is., Yup, you guessed it. The Original Massive Chalice. BAM! I just blew your Mind!.....
  5. I totally haven't noticed that it gives you information about what you fight. Has it always done that? Does it say the level of difficulty of the fight? I'm on around year 200 and i've never noticed this It's there, in the Pre-battle breakdown. Personally, I've always taken the stance that Regens that have a keep are worth keeping Cadence free as much ass possible, only so they don't influence random events so much. That's not very good strategically though I suppose, but it's how I've been looking at it. I guess I need to look at it much deeper then I have been doing so far. For the long haul!
  6. Well definitely shoot a second shot regardless of if the first one hit it's target or not. But make it so the second shot can miss & that it does slightly less damage for sure. That's what I think anyway.
  7. I didn't know about the Tab feature in battle, that's cool & going to be real handy : D But I totally agree about the pre-battle setup. Wish I could just use the arrow keys, or Tab to quickly switch between Characters. That'd also be a nifty Feature. I hope they Implement it.
  8. I second this! Sure it's another, not so much game selling feature to work on, but, if it's been considered before Internally, & all the elements are readily available to implement it, I say do it! : D I'd love some back-story & Info about the Cadence. Oh God, what if It's the Sagewrights who are actually gathering all the Information & you enter their Archives to "scroll" ;D through the Information. Maybe a few clashing opinions about historical or enemy elements from the Standards to liven things up a bit between the two "schools/Factions?... Enter the Archives! That'd be really cool.
  9. I hear you man. the execution is, a little hard to follow. The Intro sequence feels like it needs a little tweaking to better get across the setup. After multiple playthroughs I'm still not a hundred percent on sure where I stand in the grand scheme of things. I'm basically a King who can live for centuries? But I'm enjoying the rest of the game so far pretty much, if they address it, nice, if not, I'm not going to mark them down for it. As long as the combats fun!
  10. Is it just me or does the Camera control feel a lot smoother & flow-y since the Patch update, I know nothing was mentioned in the notes but, unless the game's running smoother because of the re-sized textures, I think the camera roll has been tweaked slightly. Anyone else notice this? I'm likening it! : D
  11. I'm thinking a lot of this will be fleshed out for Final release. I'm pretty sure there's going to be a Tutorial Included, How deep, I'm not sure, but that will cover many aspects of the game for new players. Of-cause, without the feedback you are giving, some things might slip through the designers cracks & be taken for granted. Here's to an amazing game when It's done though! As for you Question, I'm about to jump into a new game, this is something I hadn't noticed myself but & intrigued to check out & see for myself.
  12. Just wondering, I haven't had any characters live past 68, Does anyone live past say 70? Has anyone had a character live beyond that age bracket? maybe something researchable that lets a Character live to 130 or something. that'd be kinda cool.
  13. Way way back in one of the first few Team Streams Brad Mentioned a few times how he was trying to have a unique feel for the impending corruption devouring the land around world map. & I think his points were also overlapping with in-game fog of war, to a degree. More to the point, that as far as the areas surrounding the world map were concerned, that he didn't want the player to have a defined edge to where the Cadence corruption was forming from, he was trying to achieve something different. Now the details are a bit blurry in my head, but that's what I seem to remember were Brads goal in regards to that. & I'm curious to hear if Brads still of the same mind regarding this with his earlier thoughts. Was the design direction close to what he had envisioned, or have thoughts changed? Why am I asking this? I'll probably have the whole community against me here, but I'm just not that (visually) into the feel of the corruption surrounding the world map. From a design point I "personally" question it. I'm asking myself if they got it right? I can't seem to feel the impending doom that this oily smokey slick is trying to convey, because I can't see the scope of the land around it. I'm really murdering my explanation here, but, how do i describe... There's a lack of familiarity, In my mind, that helps me connect with the land as a living breathing ecosystem. No grass, no trees, there's nothing pulling me in. Wondering if others have similar views or actually find the feel fitting & perhaps a refreshing change, design wise. I have my gripes. Though I'm not thinking any less of the game because of it. Just wondering if it fits well into design of the game overall. I know design changes, & please don't think that this is just a "What looks Better" post, but these earlier design concepts really did help sell me on the game, Visually as "concepts" they looked appealing in my eyes as places I wanted to visit, spend some time in & craft a story with. & also another design sketch that came up recently. Let me know what you guys think. Brads a great guy, & I really dig him as a designer, I really respect you man! Hope I don't come off as some kind of ungrateful jerk. I sometimes just have passionate opinions that's all : D
  14. It's got to be the art style for me. & the battle-field design. It's so gorgeous! I wish I could just roam around the forests & explore things more often. & the Birch Trees area are so lovely! They did a great job on the art style yes. I'm wondering if there's a Debug mode we can enter to freely control the Camera to take some closer angled screenshots. Well done Team MC!
  15. Interesting. I didn't know about Hybrids. Another thing to look forward to! : D
  16. Wanted to make everything easier to read but only had 10 Characters left so I couldn't Format in Bold & colored text. Sorry guys!
  17. A new day, a new chance to Finally get my thoughts & Impressions up. & Hi guys! I don't pop on the Forums much, In front of me are a couple of pages of notes I've been taking since the beta went live, so I'd like to run through them as I'd like to provide my personal feedback. - Now actually missing a few as the latest Patch has addressed a couple the Issues I had jotted down. : ) 11 hours played, on & off, only had a few short playthroughs. 1 ∙ So right off the bat, as the intro is playing, the two Chalice entities are talking & the Dude Chalice is like, "Patience" & then Fem Chalice goes on to say, "Patience?..." & It's the way She says it which is really weird for me. If you take notice, She says it in a really weird manner. Anyone else notice this? It's been bugging the heck out of me! : P 2 ∙ Was anyone else wondering how to Appoint a Standard or Sagewright before the Actual St/Sage Buildings were built/completed? I'm wondering If there's enough Info for First Time players to realize that you have to build the appropriate building first before you can appoint one. My notes say it needs to be explained better off the bat; so when you're told you can Promote a Character to a St/Sage that you have to first build the Appropriate structure to do so, in the description. ( I think the Male Chalice talks to you about Appointing St/Sages) - That or I'm just stupid. 3 ∙ I do like the way the camera zooms into the buildings you click on, that rocky handheld look is awesome! 4 ∙ When a Territory is under attack, & specifically when two or more Outer-regions are being attacked, you are prompted to choose one to defend, however the regions bonuses are hidden at this point & It's a lot harder to choose one to fight for when you don't know what bonuses you might be loosing on either one. Be cool to have this info available when we have to make our decision. 5 ∙ Now I'm sure this will get proper coverage in the final release & Tutorial, but I was totally lost with how the movement grid worked at the start, I was really fighting it with my own conceptions on how it was suppose to be working in the game. That is, the Orange & White movement/attack grid. - All I can assume is that it will be properly explained in the Final release. 6 ∙ If I ever have to attack an enemy that's outside the orange movement grid, I only have the option of attacking that enemy head on, even if I could move my character behind an enemy that turn, If I do, I loose my chance to attack that turn. & There's no explanation for why the game has this rule. Please let me move where I wan't on the white Grid & attack that same turn. It all comes down to Strategic placement. I've run into the problem where, the White Square that I, "had" to move to to attack an enemy, with my first Unit, is also the same Square my next Unit can only move to to attack, due to his movement distance. This could have been avoided if I could have moved my first Unit to the left or behind an enemy, but in the games current state, would have lost the option to attack, for no apparent reason. 7 ∙ On that, I'd really like to be-able to hold down the "Shift Key" or some such when moving, to place path markers for my Character to walk along. Again strategic placement. The way the game makes these dissensions for you is, In my mind, not good game design. ∙ On that note however! It's always bothered me the amount of time it takes to engage in battle in some of these Turn based RPGs. Click to move, click to confirm, click to choose attack, then what type, click to select enemy, click to confirm, click to choose standing direction, click to confirm. I HAVE NOTHING BUT PRAISE FOR MASSIVE CHALICE'S "Right Click" & YOU ARE DONE. OMG! LOVE IT! Thanks whole hearty for that feature! 8 ∙ look sometimes I fk up, I mean to click on an Enemy to attack it & instead click the empty square next to it. Turn over, no attack. I don't think I should be punished for this. Please, let us undo a "Movement Phase" If it only means a Character walked a few paces & nothing else, let us undo it if it was by mistake. I'm not asking that you let us undo attacks or anything, simply that everyone screws up a movement phase now & again, that shouldn't be a crime. : ) 9 ∙ In the latest Patch, Bulwarks have been nerft'ed, thank god, but how about trying to Fight them with a whole party of Alchemists, when Alchemists are all you have. that line up shot they attack you with is fking brutal when it hits two or more Characters at once. I'd like to see something where if your whole party is all of the same Job type, a Special Whole Party skill is available, something to even the odds of these death battles. - Just a thought. 10 ∙ In the Character menu, you can scroll down you list of Characters to see them all. On the right inside individual Character boxes, I sometimes see the word, "Active" in it's own little box, I'm not entirely sure what that's referring to. If you could, please at a description for if I ever hover my courser over it. 11 ∙ Also on that note. I'd really like to be-able to use the arrow keys to flick through the list of characters, it feels weird that I can't & have to either, click the Character box below the one I'm looking at or close the active panel & then choose the next/another one to look at the other Characters. 12 ∙ Sorting Options. When Viewing by Age, Experience ect. I'd like to be able to double click the Sort panel & flip the order of View, eg. Double clicking Age lets you sort by, Young to Old, & Old to Young. 13 ∙ Still on the Character menu. It may not look it in the screenshot, however I'm sometimes overwhelmed with Characters, & find it hard to keep an eye on everyone. I'd like a way to sort my eggs from the basket. & was hoping for a way to "Pin" flags or some sort of markers next to Characters I have reserved in my mind for specific uses, without having to remember all their names. For example. say I've got one dude who's stats Skills & personality's are all terrible, there's no way I'd want to marry him into a bloodline later on, so it would be cool If I could Identify him as such. Or if someone looks like a good candidate for a Sagewright & I don't wan't accidentally choose him for the next battle before my next Sagewright Guild is built, I'd like to flag him as such for quick identifying later on. 14 ∙ I'm really hanging for a more detailed world map. some nice Pine Trees & three dimensional Grass would be nice. A bit of mist & general landmarks wouldn't hurt would it? 15 ∙ now this one's a little more tricky. & I might be missing something here but here goes. As far as I've noticed, you can spot an Enemy, but them not you, correct? Could we have a visual marker above the Enemies head for that? If I have two Units & a Cadence Unit has only spotted one of them, the forward Unit lets say, can I have a graphic (Fog or something) appear over the Enemy Cadence head when I have my back Unit selected that Cadence hasn't spotted yet? that would clean up some strategic elements a bit for sure. 16 . Turn Skipping. There isn't one. I wish I could double click the square I'm on be-able to skip my go. 17 . Also, "& not otherwise," the placement of the "skip over your turn till all other characters have moved" arrow buttons on the left hand side, I feel need to be slightly bigger & placed under the character somewhere, not to the left of the screen. I find myself always hunting for this when I have to use it. 18 . Could there be a slider included in the settings that lets me alter the camera roll when roaming the map. It feels sluggish & rubber-bandy in my mind! just some more camera control options would be nice if it's easily done.
  18. agreed, there's too much overstepping! It's painfully noticeable for me.
  19. Ha All I have are Alchemists. so Fights against Bulwarks are seriously painful, not fun at all. Why I'm trolling the forums, I need a break from the game...
  20. Ah bummer. Not the great Idea I'd thought it seems. Oh well, a guy can dream. Looking forward to the finished Product nonetheless!
  21. As briefly brought up in the last Teamstream #20. The Idea of printing 3D Models of your Characters is Intriguing & plain Awesome. Being able to get the Character Model Data for, lets say an old Hero who's Fought their last Fight Post Game really sets-up an extra sense of Honour & Achievement. Maybe with the added touch of Printing (Ink&Paper;) out some sort of Certificate/"Scroll" with all the Characters stats & info broken down on it to go along with there "Final Form" as a Hero. If Massive Chalice ends up being a game where you've really invested a lot into a Character/s & feel a close connection with them. It would be nice to be able to take that sense of Achievement out of the game. & show it off to the real world. This is actually something I always thought would be a no brainer for games like WOW. Where you've invested 4,5,6 years maybe, on a small group of Characters, it would have been nice to have had something out of game to remember it on, if/when you stopped playing. Though Originally It was Figurines from moulds before personal 3D printing came along. So maybe with the way Massive Chalice is set up, you won't actually get to a stage where you might have made a huge connecting with individual Characters that much. Though Everyone is Different, & if you've come final game up against the final battle. Maybe there will be something there you want to take back. Something Post game you want to remember that Journey By. Lastly, the Character designs themselves are just so freaking perfect for 3D Printing. I'm not a Wizz or anything. but I'm sure there's a way to take the Character data, Post game & convert it to a file type/s that's 3D printer friendly. Let me know what you guys think ok! _ _ _ _ _ _ _ _ _ _ _ _ _ EDIT: & as if the Gods were calling themselves, just found an old article from 2007 about a dude 3D printing WoW Models. So that's cool! http://wow.joystiq.com/2007/12/12/wow-insider-interviews-ed-fries-founder-of-figureprints/
  22. Ya the Cave looks cool! Still Tim, if you get this, this will be my final Plea. Please add an Open "Tip Jar" on the site for the REDS Project & based on the month to month funds accumulated, let us know how the Money will potentially be used on the project. Even if it only means, another week of code tweaking or smoother animations. Do this for as long as you deem practical for the Project, I'm sure everyone will like this as a little bonus to extend their support if they wish to do so. I like buying swag just as much as the next guy/gal, but in this case, half that cash goes back into the manufacturing & it's still no guarantee that the money you do receive will go to the Kickstarter game itself. Much love to everyone at Double Fine, a fan, : )
  23. Well I like the Idea, I'm not against the idea at all. Though "IF" the videos were to go public, do what the Rooster Teeth guys do & let the backers have exclusive access a week before it's released to everyone else.
  24. Nicely said Dsc, You couldn't have a more valid point. Though you have to think at some stage that, if DF did decide to let us contribute more, there would have to come a point where further funding may have to stop for production efficiency & control. Say they received a further 80 thousand in funding from fans, that 80 thousand might trickle in over a three or four month period. If extending the project somewhat revolved around this sort of funding that wouldn't make production very efficient or practical. Now I'm absolutely for the Idea of additional fan funding, heck, look at the thread starter haha - though if it were to happen, it would have to be soon & controlled to a point; that something like, over the next three or four months period, all additional fan funding would be accepted for further production of the game, that extra production might have to fall in a particular area of the game, for practicality reasons; as even waiting for more then a month to see what funding comes in, would I assume, clash with the current production schedule, whatever that schedule may be at the moment. While this is just thought & speculation from me, I'm pretty confident in my reasoning. Though I hope Tim or someone from the team could shed some light on this if anything should eventuate on the topic. Regards, a faithful Fan.
  25. My thoughts exactly. Well said. If Anything it the latest episode just got me more amped up! Viva La' REDS!
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