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First Impressions and Other Feedback

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

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Tom

This topic is for everyone, both players and those just watching, to share their very first impressions and general feedback.

James

Certainly good to be involved in a different aspect of the genre that is usually a bit bland, I do wonder on the longevity of it though.

Obviously once the graphical interface is going and we can actually design the shop and maintain it and such (open additional shops in other towns?) there will be much more substance. Comms between shops will help as well.

I can certainly see a lot of potential, and am enjoying it so far.
WARNING: Outer Tilog is different...

Tom

What I notice already is that the low number of quests is hurting it. I need a lot more of them.

Zakilevo

Also, adventurers are way too broke. I guess having more adv parties will solve this problem.

I am still not sure about how loyalty thing actually works.

James

Quote from: Tom on June 05, 2015, 11:22:38 PM
What I notice already is that the low number of quests is hurting it. I need a lot more of them.

Could you create something which makes random quests (x amount of encounters, then each encounter gets given a random type to know which skill it's based on, then more randoms for how many and how hard things will be for them to succeed at each step)? That could be rated after they're created, and always have x amount available to be chosen? Even if that's just as a base whilst proper quests are designed.
WARNING: Outer Tilog is different...

De-Legro

It seems odd to me that as the shopkeeper I am basically in charge of what they buy at at what price. I had thought I would set prices on my stock. Adventures would come, the AI would determine what if anything in my store they were interested in, they would make and offer based on their need and my price, we enter a short haggling phase and by the end either we have come to an agreement or we have not.
Previously of the De-Legro Family
Now of representation unknown.

Tom

That is largely because the AI part of the buying process is not done, yet. And also because we play by forum now.

In the final game, you will offer a price, the NPC will say yes or no, you can offer a lower price, etc.
Every time you offer a too high price, customer loyalty will drop slightly. Every time they buy, it will rise slightly. So you can play games like offering a few simple things cheaply at first to get them to do that big buy, etc.

De-Legro

In the final game will we know what quest the adventures are about to embark on? I'm personally not a fan as it encourages an element of micro management.
Previously of the De-Legro Family
Now of representation unknown.

Tom

Quote from: De-Legro on June 07, 2015, 12:36:26 PM
In the final game will we know what quest the adventures are about to embark on? I'm personally not a fan as it encourages an element of micro management.

Yes, you will know which quest they go on. However, information about quests will be handled differently a bit. You will learn about quests as parties go on them, you won't see the debug info.

The micro-management part is intentional. You should sell them stuff they need, which is not the same as stuff they want. For example, their last quest was combat-heavy, probably they are looking for damage and armour. But their next quest is finding the lost daughter. You know there's not much combat, but they need more charm. But they don't know, so they're not willing to pay much for charm items. What will you sell them?

De-Legro

Quote from: Tom on June 07, 2015, 01:52:34 PM
Yes, you will know which quest they go on. However, information about quests will be handled differently a bit. You will learn about quests as parties go on them, you won't see the debug info.

The micro-management part is intentional. You should sell them stuff they need, which is not the same as stuff they want. For example, their last quest was combat-heavy, probably they are looking for damage and armour. But their next quest is finding the lost daughter. You know there's not much combat, but they need more charm. But they don't know, so they're not willing to pay much for charm items. What will you sell them?

To be honest, I want more decisions about the running and management of my shop. I don't want to play trainer/manager to a bunch of adventures, I just want to convince them to buy my rubbish at inflated prices.
Previously of the De-Legro Family
Now of representation unknown.

Tom

Quote from: De-Legro on June 07, 2015, 02:43:46 PM
To be honest, I want more decisions about the running and management of my shop. I don't want to play trainer/manager to a bunch of adventures, I just want to convince them to buy my rubbish at inflated prices.

That is perfectly fine. You can just sell them crap based on what they're willing to pay the most for and not give a damn.

Tom

What I want to know right now is:

Is the game fun?
What is it lacking?
What do you like most?

Zakilevo

Is the game fun?
-I am enjoying it. It is something new to be. Being a merchant and all.

What is it lacking?
-I don't see any goal at the moment. Also, I don't really feel attached to anything in particular.

What do you like most?
-I like tricking my customers to pay more gold. It is too set in stone at the moment though. It would have been nice if those heroes were actually humans but that isn't the point of this game.

Tom

Thanks.

I'm aware of the attachment and unpersonal issues. I think that will change once the game gets more graphical and all. Becoming attached to a shop, for example, is a lot easier when you can actually SEE it. I've actually started on this, but I will need additional hands on that part of the project to make it happen. Here's a pre-alpha shot from the 3D client:



For the parties and characters, it's the same - they will appear a lot more human and real once you have at least a picture.


De-Legro

Is the Game Fun?

For me no. I think there is a fun game in there, but right now it all seems rather mundane and pointless. I think this is mostly an artefact of not feeling like the loyalty of a group means much, which is something I hope is resolving itself. I would like to see adventurer groups give negative feedback if they are unable to find useful items at a shop.

What is it Lacking
Adventure characters need fleshing out. Things like random background stories, ambitions, goals and the like to make it feel less like a spreadsheet we are dealing with. I think also the fact that everything revolves around the group is causing a disconnect for me. I would much rather see characters have their own gold and their own shopping trips. This would also make sense as shops specialise and Hero's frequent shops that cater best to their character class.

Personally I have no interest at all in the 3D client for the game. 90% of my gaming these days is browser games, because I can easily play them from my smart phone.

What do you like most
The strategic side of the game is only just starting to present in our play test. Shop gold is starting to run low, adventurer groups are now reasonably established with items making the task of getting a sale that much harder. I think this part of the game is already shaping up well, and things like delivery times are only going to enhance it.
Previously of the De-Legro Family
Now of representation unknown.