Tried the demo and heres my feedback

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Blxz
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Tue Sep 04, 2012 2:30 am

kotelo wrote:with (wild) RTS kind of camera control.
Ahaha, I love it! I don't think I have ever heard RTS controls described as 'Wild' before. It is a pity that you can't get used to these 'wild' controls though. I can suggest board games might be more tame for you?
kotelo wrote:Ok I give up, its not a game for me. Now I almost regret that voted it on Steam.
Thats not very nice.
kotelo wrote:This one actually turned out to be my mistake since my mouse was in corner of the screen (propably due to the disorientation that this game sometimes gives me) locking the camera roll on. So that one was my bad.
Yes, kinda stupid mistake. I wonder how many other problems you have that are being caused by something minor. Especially since you immediately discounted other people's advice such as cleaning your keyboard and mouse, testing on another computer or trying anything else. After-all, if something is broken it is far more fun to just come online and complain than to actually try and fix it.



EDIT: Also, for those who can't get the camera to follow your guy. Have you tried any of the traditional commands? A single 'right-click' on my character will make the camera centre on him and follow him as he moves. I can zoom in and freely rotate with the middle mouse button while he is walking or fighting and it doesn't break the lock. Play around with the controls. Or ask on the forums, most of us a pretty good natured and are happy to help.
p­ie

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Diruk
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Tue Sep 04, 2012 3:52 am

And play RTS games!
Derp Derp Derpa!

kotelo
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Tue Sep 04, 2012 12:52 pm

Blxz wrote:Ahaha, I love it! I don't think I have ever heard RTS controls described as 'Wild' before. It is a pity that you can't get used to these 'wild' controls though. I can suggest board games might be more tame for you?
You didn’t seem to get what I aiming with that “wild”. One might have, lets say, 130hp family car and it cannot be described as wild, but once you pick that same engine and put it on go-cart it sure becomes wild. This game -demands- kind of accurate controlling for your charter, especially when you are in towns going into buildings looking for stuff, usually this kind of games doesn’t use this kind of camera control that is used in RTS games (games like Fallout 1&2).
Blxz wrote:Yes, kinda stupid mistake. I wonder how many other problems you have that are being caused by something minor.
Very friendly community you got here..
Blxz wrote:Especially since you immediately discounted other people's advice such as cleaning your keyboard and mouse, testing on another computer or trying anything else. After-all, if something is broken it is far more fun to just come online and complain than to actually try and fix it.
If everything else I play on this computer works fine, I mean literally everything. Then wouldn’t it be a bit far-fetched to say that my comp is to blame for this beta stage games weird camera movement? Especially when somebody else (Elazul) also listed exactly the same problems that im having with this games camera movement? I mean come on..

gruber12
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Tue Sep 04, 2012 1:06 pm

as mentioned my biggest gripe with the camera is when it sometimes goes underground and seeing how this is a work in progress i think ill survive

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Diruk
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Tue Sep 04, 2012 3:42 pm

:roll:
Just middle mouse button up and that is all, there are mainstream games that have been finished that do that and have actual camera problems.
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Mattk50
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Tue Sep 04, 2012 5:56 pm

kotelo wrote:Very friendly community you got here..
If your definition of friendly is pandering to you nomatter what you post, maybe you should just go.

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Captain Deathbeard
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Tue Sep 04, 2012 6:33 pm

So, back on topic *HINT HINT*, here's what I got so far:

1- Make camera move + rotate speeds adjustable (seems to be kotelos main problem)
2- Add options to invert camera rotation

As for the camera dropping off cliffs i need more info. I mean, obviously the camera can't go off a cliff edge and stay 100 meters above the ground, it needs to follow the terrain. Is it something to do with the "imaginary" center point that it rotates around? Thats the point where it hugs the terrain, so maybe people are trying to look at something low to the floor while zoomed out and the center point drops off a cliff then?

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Snake956
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Tue Sep 04, 2012 8:21 pm

I think the camera shouldnt look at an "imaginary" center point. It should rotate on itself, or at least, it should be an option that we can change.

(A bit off-topic: Ill start recording my games, and post them on youtube. This way you will be able to see the bugs while I play)

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Mattk50
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Tue Sep 04, 2012 11:00 pm

if we'r etalking about the camera i really hope you stop having to fuck around and game the camera to see enemies in the distance. They should just dissapear after a certain range to prevent this sort of thing, and then the camera can be more free because it doesnt dictate your view range.

Elazul
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Tue Sep 04, 2012 11:16 pm

Chris_The_Great wrote:So, back on topic *HINT HINT*, here's what I got so far:

1- Make camera move + rotate speeds adjustable (seems to be kotelos main problem)
2- Add options to invert camera rotation

As for the camera dropping off cliffs i need more info. I mean, obviously the camera can't go off a cliff edge and stay 100 meters above the ground, it needs to follow the terrain. Is it something to do with the "imaginary" center point that it rotates around? Thats the point where it hugs the terrain, so maybe people are trying to look at something low to the floor while zoomed out and the center point drops off a cliff then?
I'm not sure how your camera is coded, but when I try and go to the trade tower at the starting location city when I try and zoom in on my guy and rotate around the building it sometimes drops over the edge of the cliff. If there is a center point and its following the terrain and not staying inside the building that may explain it. I had assumed it stayed on the floor of the building and wouldn't go lower. This happens when cresting mountain tops as well. The camera doesn't go high enough over the peak of the mountain and its difficult to stay focused on my guys without having the camera follow one of them.

Hope this helps. Let me know if you wanted more clarification.

EDIT: Increased zoom out range would also be nice so we can zoom out farther. At least in my opinion. Also, the ability to go farther away from my guys would be nice. If its a field of vision thing perhaps enable fog of war?
Last edited by Elazul on Tue Sep 04, 2012 11:57 pm, edited 2 times in total.

Squanto8676
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Tue Sep 04, 2012 11:34 pm

I've actually had minor issues of when I am locked on to a person and move the mouse all the way to the right, the mouse sometimes has trouble leaving the panning zone if you move it slowly away. Other than that, the only camera feedback I would have given has already been adressed: some of the camera controls feel backwards.

kotelo
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Wed Sep 05, 2012 11:37 am

Chris_The_Great wrote:1- Make camera move + rotate speeds adjustable (seems to be kotelos main problem)
Yes this should help.
Chris_The_Great wrote:it needs to follow the terrain.
Im not sure why the camera needs to follow the terrain, but it sure is giving me some headaches too.

benpowell987
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Wed Sep 05, 2012 1:59 pm

I recently saw this game on steam greenlight, and me being an RPG and an RTS fan, I immidiately got the demo version. I understood fully that this game is just in it's alpha development, and that's s'all cool. I'm going to split the diffrent aspects into the game into a neatly compiled list now, s'ok?

Camera - I quite enjoyed the camera angles and movement, the fact that it presents a challange, but one that is not that hard, it presents a challange in combat, and the hybrid movement between WASD and the mouse scroll button, is quite fun too... My only complaint is movement inbetween charactors, I'm not sure if it is on the top ( or bottom ) of your to do list, but jumping inbetween charactors that are far apart, rather i'm not complaining, but just a thing to think on.

Details - I fully understand that the art work is not a massive problem on your list at the present moment, But at this stage in development, I quite enjoyed the graphics, the vast open desert and the towns, One thing that put's me off is the ability to go into the clear of the game, meaning you can zoom under the game area, and see through quite alot of the mountains.. other than that, Kudos to chris on this, No complaints, no complaints. although there seems to be a bug/and or missing detail, on masks, just a large red X appears in it's place in the inventory screen ( it is quite off putting.. )

Combat - The combat poses quite a large challange, forcing the players into a stalemate diciding to go on a suicide attack on a large group of hungry bandits, or enploy tactics and use your best friends ''the meatbags'' ( the guards at your nearest town ). The fact that all the enemy's pose a large overpoweredness until day two of gameplay, presents a satisfying challange, finally knowing that your group of ten can take on one Sand Ninja journeyman is quite a reward indeed.

RTS - Stated that you are currently working as hard as possible on this side of the game, I quite enjoyed the content that the game has to offer at the moment, I am going to absulutely love more buildings, the factions, and the research, although I'm not sure what you'd be researching, Possible trade alliances with other settlements? Diffrent abilities to travel? ( such as large hot air ballons or ''Zepelines'' that are preset to travel inbetween settlements, too which you can just walk streight on ) Diffrent armour types? and possible more building architypes? Other than that, when factions are introduced fully, I do think, that just reading in the news / updater that will be enough for the word ''mmmmh'' even a ''OH GOD YES, YES, AND YES!''

RPG - I quite enjoy in house roleplaying, one where I where I I create a storyline between charactors, But in game the aspects of Roleplay that are there, is quite satisfactory for the present moment, meaning the conversations between NPC's and Player charactor's is too a level it should be for the moment, but I would like to ask a guard about directions or so forth... The thing that is a MUST for any RPG game, even if it is a hybrid with something else is a background lore...I would be quite oblidged to offer my hand in the creation of this, But will note it later..

Architecture - soon to come.

I did go and buy the game the very next day soo... :lol:

Bugs -

- North of black scratch there are hills that seem passable but you get stuck on an invisable wall at some point, will update with a screenshot of its location soon...

- The ability to go through any hills with your camera, ( not a bug, but very off putting... :( )

- several crashes at cirtain Containers within shops, ( will update with a list of which soon )

- several more, updating as I play.

Suggestions -

- More architecture, such as bandit outposts, and what not

- More hostiles from the start, somewhat abit less OP, maybe demote hungry bandits, to a player killable from the off, and introduce nomad's, as there are, from my counting, about five types of enemy's, Hardly enough :( .

- As you introduce the chemist / hospital, add something like, weapons too which are poisonable, would be quite fun to paralzye an enemy before taking him to your hide out, and using him as a decoration ( because I am harsh like that )

- I've quite a few suggestions, more to come.

Unfortuantly I am strapt for time at the current moment, ( Working at the NEC ) So I will finish this later, but i'l leave you with this:


I am currently offering my survices as a volenteer to write up a Background lore for each army, for each town, and for the game itself, if chris would like to give me a bell ( an inbox ) with what he wants for all types of that, As I am currently not sure if this game is a eastern wasteland? eastern steampunk hybrid, or wha', So if you want me too help you with this, I would love too know what you are up too..

EDIT: I do apologise for the rather.. large harry potter book i've just wrote, so aye, But as I Play the list of suggestions, and bugs will get rather... stretched.. so aye... And the grammer & spelling errors will be fixed as soon as I get back from the NEC, ( just woke up, and I am quite.... yer'know.. tired, and drinking relentless :ugeek: )
Last edited by benpowell987 on Wed Sep 05, 2012 2:09 pm, edited 1 time in total.
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toaster Assassin
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Wed Sep 05, 2012 2:08 pm

That is some very detailed feedback.



Topic merged with original Tried the demo and heres my feedback . The other topic is about feedback so merging the two would not be off-topic. -Toaster Assassin


Details: The going under the terrain is a bug and Chris will hire a contractor for the art work when funding is enough,

Combat: The idea is to use the defensive button to make your character just block, until his defence skill increases. After the skill is increased to a decent level you can remove the defensive mode and the character will start to block automatically. This leads to the character's weapon skills to increase and then they can give bandits much hell.

RTS: There will be a quick travel (Similar to Jagged Alliance II/Fallout II). Researching would enable better weapons to be crafted and items.

RPG: Yeah, there should be more dialogue and things to do like drinking.

Architecture: More buildings to be added later (Smithy,well,farm....ect)
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benpowell987
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Wed Sep 05, 2012 2:11 pm

Not sure why it was moved to here so, aye... I will be making another thread, whilst deleting my other comment, the name was the same for synical, agressive geek strategy's against the creator of this thread here :ugeek:
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Diruk
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Wed Sep 05, 2012 3:08 pm

I'm advising those that have camera problems to be sure to have tried TW or any other major RTS game.... they have the same identical camera movement for Bee's Sake!
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Blxz
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Wed Sep 05, 2012 3:14 pm

benpowell987 wrote: the name was the same for synical, agressive geek strategy's against the creator of this thread here :ugeek:
I have NO idea what you are saying here...?
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Wed Sep 05, 2012 3:18 pm

He tried to use the exact topic name to insult the original topic maker.
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Diruk
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Wed Sep 05, 2012 3:39 pm

toaster Assassin wrote:He tried to use the exact topic name to insult the original topic maker.
:o
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Capt Albatross
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Wed Sep 05, 2012 5:06 pm

My feedback having played the game for a total of 3-4 hours now just learning it? Love it so far, use to work for EA so all the placeholder UI and everything is common to me haha. Only thing i had trouble with is how the camera would sometimes clip through the ground, so wen you went to say, go up hill, you would instead run backwards to the ground you clicked from underneath. But alpha is alpha so no real big hits, love everything so far.

Edit: well that and the sand ninnies NEVER give up chasing you. got lucky with my one helper stopping at -93 and slowly healing up because they chased me everywhere. haha

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