Suggestions and other feedback "Please post bug reports in the bug report thread"
#31 Posted 22 February 2011 - 07:10 PM
#32 Posted 22 February 2011 - 07:58 PM
Where am I supposed to go after I get back to the Nexus? I figured one of those other two portals would open up and let me start the second episode.
I could go back through all the levels again. Now that all the enemies are dead I can try to find the golden apples I missed, but that really doesn't sound too thrilling.
I take it I'm to start a new episode manually from the game menu.
Anything in particular you want me to test out (specific characters or abilities), or just go all out random again?
#33 Posted 22 February 2011 - 08:30 PM
Forge, on Feb 22 2011, 07:58 PM, said:
Where am I supposed to go after I get back to the Nexus? I figured one of those other two portals would open up and let me start the second episode.
I could go back through all the levels again. Now that all the enemies are dead I can try to find the golden apples I missed, but that really doesn't sound too thrilling.
Originally we had planned for there to be a special set of respawns and collectible items that would appear if you went through the levels again, but that never got implemented. So just enjoy the fireworks and quit.
Forge, on Feb 22 2011, 07:58 PM, said:
The main thing I am interested in is the WGR episode. It was nice that you played the first episode again, but the WGR conversion episode is what this release is really about. The conversion was a rush job and the gameplay in those levels still needs some work. It may be uneven and unpolished. Also I want to know whether the end boss is too hard or too easy. He seems about right to me, but my opinion may be way off.
#34 Posted 22 February 2011 - 08:43 PM
I played the first episode because I didn't get to really enjoy it when it was initially released because of the constant crashes I kept having. Figured I'd have a go at it to see how it was really supposed to be experienced.
I'll take a turn at the second episode when I'm done with the new one and keep bugging you 'bout what I find, 'cause I'm lonely and like your company.
#35 Posted 22 February 2011 - 08:51 PM
#36 Posted 24 February 2011 - 01:31 AM
Some of the stuff seem even useless to me: for example showing the number of damage you deal when you hit an enemy. I hope this can be turned off: the point of WGR2 seem to be making a classic badass old school FPS, and showing any kind of enemy HP isn't classic at all.
Plus, people who actually care about that are used to learning the weapons and the enemy HP by themselves and that's part of the fun to figure it out without any indication (for example I can tell that in Duke3D, if I want to save shotgun ammo, instead of shooting a pigcop twice with the shotgun, I can just shoot him once and switch to the pistol to finish him with 3-4 bullets).
This post has been edited by MetHy: 24 February 2011 - 01:32 AM
#37 Posted 24 February 2011 - 01:39 AM
Anyway yeah the damage number indicator thing can be turned off. In order to switch it on, you first need to get the "pain jewel" which is the item that allows this feature, and it's switched off by default. You can switch it off and on by 'using' it just like you would with any other inventory item.
#38 Posted 24 February 2011 - 02:15 AM
Micky C, on Feb 24 2011, 10:39 AM, said:
Yes, I have, that was my point.
#39 Posted 24 February 2011 - 09:17 AM
MetHy, on Feb 24 2011, 01:31 AM, said:
Plus, people who actually care about that are used to learning the weapons and the enemy HP by themselves and that's part of the fun to figure it out without any indication (for example I can tell that in Duke3D, if I want to save shotgun ammo, instead of shooting a pigcop twice with the shotgun, I can just shoot him once and switch to the pistol to finish him with 3-4 bullets).
So that's your big example of how this version might be worse?
The pain crystal is an inventory item that shows enemy damage when it is turned on. It has been in the game since the very first release.
As for the converted maps: Don't even think of them as being the same maps, because the gameplay has to be quite different. There's no way to make it equivalent with a different set of enemies and weapons that don't behave the same. Some of the maps were unfinished, unreleased maps that had been made after WGR but before WGR2, so there are stylistic and quality differences as you go from one level to another. What I'm saying is that it would be a miracle if the "new" episode were as good and cohesive as the first. However, it will still be fun, with lots of stuff to make it a great release. Even if the converted maps sucked (they don't) there's lots of other good stuff in this release.
This post has been edited by DeeperThought: 24 February 2011 - 09:26 AM
#40 Posted 24 February 2011 - 02:50 PM
finished the "intro" level to the third episode. After clearing the house and dropping down the chasm the screen popped up showing how many apples & items I found, etc. and was "floating" around the level in the third person view.
I was actually struck by lightning and took damage while that was happening.
#41 Posted 24 February 2011 - 03:34 PM
...as seen, I already made the jump, grabbed the quake power-up, killed the boss, turned around and killed the wizard, jumped back to take a screen shot...
This post has been edited by Forge: 24 February 2011 - 03:36 PM
#43 Posted 24 February 2011 - 07:48 PM
Jumped across the chasm and entered the castle gate. Straight back to the wall and then to the right is a generic war ambiance 234 tag.
No big deal, but that standard vanilla duke sound was definitely noticeable.
#44 Posted 24 February 2011 - 08:04 PM
By the way, it seems that I fucked up the leech power again. Using it can get you killed now, lol. So if you want a life saving power, use regeneration until I get that fixed.
This post has been edited by DeeperThought: 24 February 2011 - 08:06 PM
#45 Posted 24 February 2011 - 09:23 PM
DeeperThought, on Feb 24 2011, 10:04 PM, said:
The location of the sound.
I'm just so used to hearing that particular file in an alley, street, or subway that it seemed out of place in a castle court yard.
#46 Posted 24 February 2011 - 09:39 PM
#47 Posted 24 February 2011 - 09:47 PM
DeeperThought, on Feb 24 2011, 11:39 PM, said:
I stand corrected. The area is actually tagged with a soundrange. The next time I ran through there I got the jet flyby.
#48 Posted 24 February 2011 - 10:11 PM
Forge, on Feb 24 2011, 09:47 PM, said:
I don't want to go through every map and change the sound tags, so I'll replace the Duke sound files with suitable ones instead.
#49 Posted 25 February 2011 - 02:45 PM
But seems like everything is under controll so thats awesome.
@ Meth, you were very skeptical about the first release of WGR2, but loved it, Im not all all woried, I never liked how you can see how much damige you are causeing, but that is a option and has been so since the first release .
Anyways thanks all for your help!
#50 Posted 25 February 2011 - 07:58 PM
the dbl-brl shotgun & the Gatling gun do not switch out when empty
have not verified any other weapons yet.
#51 Posted 25 February 2011 - 08:51 PM
Forge, on Feb 25 2011, 07:58 PM, said:
the dbl-brl shotgun & the Gatling gun do not switch out when empty
have not verified any other weapons yet.
It's because of hacks I had to do on those weapons to make them work properly. With the gatling gun it makes sense, because it also has grenades and we don't want it switching away when out of bullets. I don't remember why it does that on the db shotgun, but there was a good reason. Probably not worth fixing. It's a bug that didn't bother anyone since the first release so it's not a high priority.
#52 Posted 26 February 2011 - 03:10 AM
Also is that third playable character - the woman from the selection screen - going to make an appearance or is that idea out the window?
#53 Posted 26 February 2011 - 06:11 AM
I don't know, is this the type of gameplay you wanted ? Or I'm supposing to waste my full-charged POW meter on some regular enemies ? I'm really close to the point when a difficult game becomes a frustraing game and you want to bash your head agains the monitor, you know, and I'm not a novice of Duke or WGR2.
This post has been edited by Headless_Horseman: 26 February 2011 - 06:15 AM
#54 Posted 26 February 2011 - 07:11 AM
#55 Posted 26 February 2011 - 07:33 AM
I just find it a bit odd offering ammo for a weapon the player can't even get in the map, it may cause some players to spend time looking all around the map for it.
Maybe grenades or pipe bombs would suit instead.
This post has been edited by The Commander: 26 February 2011 - 09:05 AM
#56 Posted 26 February 2011 - 11:59 AM
The Commander, on Feb 26 2011, 07:33 AM, said:
I just find it a bit odd offering ammo for a weapon the player can't even get in the map, it may cause some players to spend time looking all around the map for it.
Maybe grenades or pipe bombs would suit instead.
I noticed that too, but you can get the weapon in the next level and then you will have more ammo for it. It's a little odd, though. I don't want to add other types of ammo because I think there is already too much.
#57 Posted 26 February 2011 - 12:17 PM
The idea would be an optional, expert mode for using POW that you could turn on/off in the gametips/menu screen. In expert mode, you get to decide which powers get activated, you can turn them on or off at will, and the better ones drain your pow meter faster. It would be sort of like augs in Deus Ex.
Here's how the controls would work. To activate POW, you press the POW key, and then you must press additional keys for the POW you want to activate: forward=POW1, back=POW2, strafeleft=POW3, straferight=POW4, duck=POW5. You get about 1 second after pressing the POW key to input the first choice. Each choice you enter gives you an additional .3 second to enter the next one. You can wait for the window to end when you are done, or you can press jump to signal that you are done making choices. You can cancel all POWs at any time by pressing the POW key again, which will shut them all off.
Yes, it's a little complicated, and that's why I'm calling it the expert system. But it gives the player total flexibility, and it doesn't require me coding a whole new cumbersome menu. It also spares the player the need to go into a menu and decide which pows they want to turn on, or assign keys to all the different pows. If I add this I will probably lock the expert mode until the player has completed one of the big episodes. This will reward players and also prevent noobs from turning it on and then getting confused.
What about balance? Would it make the game too easy? As I said, the better powers would drain your meter faster. If you used all at once, you would have them for significantly less time than using them all at once in the old system. Also, the act of turning on a POW would drain a certain amount even if you only used it for a split second (to prevent the player from abusing the system by turning them on only at crucial moments).
#58 Posted 26 February 2011 - 12:24 PM
Headless_Horseman, on Feb 26 2011, 06:11 AM, said:
I don't know, is this the type of gameplay you wanted ? Or I'm supposing to waste my full-charged POW meter on some regular enemies ? I'm really close to the point when a difficult game becomes a frustraing game and you want to bash your head agains the monitor, you know, and I'm not a novice of Duke or WGR2.
You should have full pow the moment you go outside. I use my pow the moment I meet the wizard then run through the map killing all other enemies with it and go up to the cyber demon and kill him with the pow too. By the time that is finished you should have 200 health to help you kill anyone left over. Of cause if you dont use your pow it will be hard
You will have a fully charged pow again pretty soon after that so it isnt a waste. Be prepared to use your pow a number of times in each level.
#59 Posted 26 February 2011 - 12:35 PM
#60 Posted 26 February 2011 - 01:09 PM
DeeperThought, on Feb 26 2011, 12:17 PM, said:
The idea would be an optional, expert mode for using POW that you could turn on/off in the gametips/menu screen. In expert mode, you get to decide which powers get activated, you can turn them on or off at will, and the better ones drain your pow meter faster. It would be sort of like augs in Deus Ex.
Here's how the controls would work. To activate POW, you press the POW key, and then you must press additional keys for the POW you want to activate: forward=POW1, back=POW2, strafeleft=POW3, straferight=POW4, duck=POW5. You get about 1 second after pressing the POW key to input the first choice. Each choice you enter gives you an additional .3 second to enter the next one. You can wait for the window to end when you are done, or you can press jump to signal that you are done making choices. You can cancel all POWs at any time by pressing the POW key again, which will shut them all off.
Yes, it's a little complicated, and that's why I'm calling it the expert system. But it gives the player total flexibility, and it doesn't require me coding a whole new cumbersome menu. It also spares the player the need to go into a menu and decide which pows they want to turn on, or assign keys to all the different pows. If I add this I will probably lock the expert mode until the player has completed one of the big episodes. This will reward players and also prevent noobs from turning it on and then getting confused.
What about balance? Would it make the game too easy? As I said, the better powers would drain your meter faster. If you used all at once, you would have them for significantly less time than using them all at once in the old system. Also, the act of turning on a POW would drain a certain amount even if you only used it for a split second (to prevent the player from abusing the system by turning them on only at crucial moments).
It does sound complicated, but there will be people who will like this and it will add more replay value, I just hope you keep normal mode in its current form.