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First Impressions and Other Feedback

Started by Tom, June 05, 2015, 10:32:29 PM

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Tom

Thanks a lot. I like this feedback, and some things are surprising to me, especially that you want background stories and more personality for the characters, which I feel are already much too detailed compared to the shop itself, which should be the main focus.


As for the client - my ambition with this game is to focus on the backend and let people write clients. There could be a 3D client, and a completely separate smartphone client, and a web-client, whatever.


The idea of having characters have their own gold and shopping trips is interesting, goes completely away from my own concept, but I will give it some thought.

James

Individual character shopping is something I think would be good - then you can specialise toward a specific type of hero if you wanted to, also some in the group may get positive toward you whilst others negative, giving no change to the loyalty level - although in reality one of them may be desperate to return!

I am not that bothered by any additional back story for the characters, just come into my shop, buy stuff, go away again. If you survive and return, I may take more notice :)
WARNING: Outer Tilog is different...

De-Legro

Quote from: Tom on June 08, 2015, 03:41:29 PM
Thanks a lot. I like this feedback, and some things are surprising to me, especially that you want background stories and more personality for the characters, which I feel are already much too detailed compared to the shop itself, which should be the main focus.


As for the client - my ambition with this game is to focus on the backend and let people write clients. There could be a 3D client, and a completely separate smartphone client, and a web-client, whatever.


The idea of having characters have their own gold and shopping trips is interesting, goes completely away from my own concept, but I will give it some thought.

I control the background for my own shop, there is no surprise there, no new story nothing to learn. Giving characters background breathes life into the world. I want characters to matter to the shop, I want your best customers to be more then a gold bag whom you mourn when they are dead only because that means no more gold from them. In my opinion for the game to work, you need to really feel that your shop is part of something bigger, otherwise it is just a run of the mill management game which you end up playing by the numbers, much like the economic tycoon style web games, virtonomics and the like.
Previously of the De-Legro Family
Now of representation unknown.

Tom

Yes, true. I am still thinking about interaction between the shops. Maybe characters should do window-shopping and remember prices so you selling for low ruins the price expectations for others as well, things like that.

Zakilevo

How about this:

(if possible to code) why not make customers willing to bargain with you if your price is too high. If you are willing to go below their expected price from the bargain, maybe you can gain a bit of loyalty?

Tom

Quote from: Lapallanch on June 09, 2015, 07:45:56 AM
How about this:

(if possible to code) why not make customers willing to bargain with you if your price is too high. If you are willing to go below their expected price from the bargain, maybe you can gain a bit of loyalty?

I intend to eventually implement haggling, but it requires a client and a much higher rate of interaction than I can offer by mail/forum.

Crayne

My first impression is that the novel angle on the whole Fantasy Quest thing really tickles me. I like games that offer me a new spin on comfortable subject matter, or let me experience it from a new angle. :)

Glad to be part of this playtest.

Penchant

Is maintenance daily or weekly? If daily, it seems too high.
"The true soldier fights not because he hates what is in front of him, but because he loves what is behind him."
― G.K. Chesterton

Tom

Quote from: Penchant on June 12, 2015, 02:27:04 AM
Is maintenance daily or weekly? If daily, it seems too high.

I've not decided yet and numbers aren't final, so don't worry. :-)

Zakilevo

I don't know why reformed bandits went for the Labyrinth after losing two people to it. They failed again.

When you fail a quest and lose people, I think you would be more careful and take some easy quests until you are well equipped again but these guys are absolutely crazy.

Tom

Quote from: Lapallanch on June 12, 2015, 06:34:23 AM
I don't know why reformed bandits went for the Labyrinth after losing two people to it.

The GM decided to run the quest again. :-)


You really need to think about this game not as a realistic simulation, but as a gaming-group simulator. A lot of things make sense then (like, no encumberance, shared party gold, party always going to shops together, etc. etc.)

Zakilevo

Hmph. Now that I've played this game for a bit, I am starting to think it might be interesting to have a game where you manage a hero party instead. Buying stuff and sending them off to a quest which they have no control over. Just managing a party not directly controlling their actions.

Maybe that is just me ;)

De-Legro

Quote from: Lapallanch on June 12, 2015, 10:19:15 AM
Hmph. Now that I've played this game for a bit, I am starting to think it might be interesting to have a game where you manage a hero party instead. Buying stuff and sending them off to a quest which they have no control over. Just managing a party not directly controlling their actions.

Maybe that is just me ;)

http://www.geekfevergames.com/sim-hero.html
Previously of the De-Legro Family
Now of representation unknown.

Zakilevo


De-Legro

Tom, there is nothing I can sell the parties in shop 2, so you might want to move them on.
Previously of the De-Legro Family
Now of representation unknown.