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"IT'S A NICELY DESIGNED GAME AS LONG AS YOU DON'T WANT ANY MEANING IN YOUR LIFE."-TIM

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Author Topic: The Doom Clock Got Me - Game Time Element vs Exploration and Experimentation  (Read 1057 times)

Joe

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Just a quick note about the Doom Counter tuning for our upcoming update: It has been revised so that, as it steps forward, tougher and more varied creatures more commonly associated with the lower depths appear in the upper reaches of the game. It's now clearer when it moves forward and when the end is approaching, and its end point is also farther out, so it's less likely that you'll need to turn back the counter multiple times in a given playthrough. (It's possible to beat the game now only turning it back once, during a main quest mission.)

On a related note, lower levels become unlocked more quickly, as well.
« Last Edit: February 05, 2019, 10:15:32 AM by Joe »
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DawnrazorDCLXVI

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Read everything Flug wrote two posts ago, then read it again until it resonates home. Every. Single. Word.

Sandro, wouldn't get hopes up too much, some of the dud mechanics remain central to the game. I'm gonna remind you to play Dark Souls.

Joe, this seems like the right move. Don't waste too much time or resources on one game when you could be learning from your mistakes and creating a new, and more informed, merchandise. That said, it's a nice move to tidy this up, and support the product after launch.

Keep thinking of how cool it would be to create a grid-based co-op dungeon crawl like Wizardry, except each character is controlled by a real player. I think I should post a thread about "what next" for the LGS team.

It is good to see you back together, even if the launch should have been in early access for informed criticism before release.
« Last Edit: February 05, 2019, 04:19:52 PM by DawnrazorDCLXVI »
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"The finest trick of the devil is to persuade you that he does not exist." -Charles Baudelaire

Flatfingers

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Thanks, Joe. That seems like a fair practical approach -- difficulty balancing and improved status signposting.

That said, I think Flug and I (correct me if I'm wrong, Flug) are probably talking about this more at the design level: as in, is a Doom Counter something that fits with the rest of this game? What was the design thinking that led you all to conclude that the Doom Counter is a feature that supports the kind of play experience you want UA players to have?

"We're saving that for the post-mortem article" would be a 100% valid response from my perspective. :D
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Dewi Morgan

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Just a quick note about the Doom Counter tuning for our upcoming update: It has been revised so that, as it steps forward, tougher and more varied creatures more commonly associated with the lower depths appear in the upper reaches of the game. It's now clearer when it moves forward and when the end is approaching, and its end point is also farther out, so it's less likely that you'll need to turn back the counter multiple times in a given playthrough. (It's possible to beat the game now only turning it back once, during a main quest mission.)

On a related note, lower levels become unlocked more quickly, as well.

Ack, nooo! Damn, I wish there was a way to turn it forward as well as back. Sounds like I will now never get to see what happens when it maxes out.
I mean, if after a hundred hours it didn't max, it'll never max in normal gameplay, and nobody will ever see these cool nether monsters you speak of.
I WANNA SEE AN EARTH CLOT!
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"re: kickstarter for the love of god I never want to do that again for video games." - Chris Siegel

Flug

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Flatfingers...correct. The clock mechanic has no place here 
....*especially* when it comes to design. It, and a number of other features, should never have made the whiteboard thrashing stage. This was a major letdown of oversight, management practice and production. Silly ideas are fine, but should be caught and weeded out early. Standard pre production practice.

But enough management speak. So many aspects are plainly and ludicrously ill-matched.. tone dead to this game type and to the originals. No amount of silly buzzwordery changes this. Did no one see the mismatch with an Underworld ethos, even an updated one? It seems not, and that's the scary thing. It's so goddamn banal. QA on its widest sense and at its most fundamental - and exempt from budget and staffing concerns.
« Last Edit: February 06, 2019, 05:47:41 AM by Flug »
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Flug

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... in fact, there are so many elephants in the room worth this game it reads like a nature reserve.
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Sandro

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I dont know whether to laugh or cry. Perhaps both! Crying and (mad?) laughter??

There is something worth noting here though.

The game still has a (massive?) update about(?) to be released.

While at the same time, there is already an overwhelming sense among some to dig through the post mortem.

Which means... Update 2, no matter what it contains, is essentially worthless.

Thats a tough spot for anyone to be in.

I am only saying this because of my total distance from the project. I admit that the wonder of yore began to diminish at a point, and believe it or not, it was well after launch when it began setting in.

And the absolute truth as to why this would happen to one, such as myself, is because Flug.

The guy commands the flagship, ok?

When he is out there against the wind, and reasonably voicing the general core concerns, and too much time passes without any official acknowledgement of these concerns, it starts to make Flugs points stand out even more.

I mean, anyone with a good brain in their head can make sense of what Flug has been saying all along. You dont need a decoder ring to understand his perspective. And yet, year after year, core and reasonable concerns are officially and completely ignored.

That is when worry starts to wave that first hand in the air...

So here I sit, waiting, for this Update 2. An update that it seems like nobody wants and/or wont help the game. My little poll reveals that most here didnt really appreciate Update 1.

Is Update 2 worthless then, even before it is launched??

/Sandro - :o
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Flug

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... Don't know about flagship... sinking ship maybe 😊

Given the game, post mortem is about all sombre of us can get out of it right now, and the lessons should be hard earned for the future... not least because sou many of them are so basic.

Plus, there is still that sense of unreality. Certain dev voices have not been heard from in a long time.

... No, it doesn't mean Update 2 is dead in the water... but in doesn't mitigate the inherent design flaws beyond a certain point, because it can't. Leopards and spots, even if you put it in a bikini.

If Upd2 can somehow drag a few people back, you'd hope for a serious overhaul update... but I think that's looking very unlikely.

Ideally, and talking of unicorns, the Doom counter would go altogther, and Factions/npcs and text dialog would be bolted on somehow.

Sandro, I would just give it  a go, and live stream your recital reactions. It might be the stuff of legend 😊
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Sandro

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Bwahahaaa  :P (more likely, we would all be weeping together)

Anyone heard anything on the launch date of update 2? Last I heard, "early Feb". Technically, I think that could give them all the way to the 13th?!

This is getting good again!

/Sandro -  8)
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Flug

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... You think so...? I admire your endless optimism 😊

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Dewi Morgan

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I've always felt it's the job of playtesters and QA to discover and document enough serious issues to delay release.
So if a project's delayed, it means people are doing their jobs well.

Here's hoping for some good delays!
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Sandro

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Uh oh... its the 10th already!

That only gives them 3 more days to meet the "early Feb" thing.
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