Tels on 10/3/2002 at 18:51
Quote:
Recovering hitpoints by sleeping would
be more realistic and immersive than the fast regeneration rate.
Yes!
Quote:
Sleeping should be possible anywhere, but with the danger that you'll be killed if there are monsters around.
And no danger in a tavern, and you sleep better (regenerate more) with a bedroll, or in a tavern-bed. I always liked in UW that you needed to carry around you bedroll, but you could also just leave it, but then you sleep not so good.
Quote:
Actually I'd like it if all three (food, water and sleep) would be needed by the player and there was a UW-like status screen showing the need for all (plus the date to give you a sense of time and progress), but I'm probably in the minority.
I am with you ;) But lets not start a need for vitamins and minerals and rare metals ;)
Quote:
Odd that I haven't heard the player complain about being hungry once.
If you eat enough, he won't complain. ;) (I liked the "Stuffed" in UW)
Quote:
Thrown objects and spells (and arrows?) should go where the cursor is instead of center of the screen. Also the throwing limits (the red cross) should be taken out and the cursor should change straight from dropping an item to throwing it.
Yes!
Quote:
Too bad about the decision not to have branching conversations. I know it'd be more work but this is probably the weakest link in Arx and will make the gameplay more linear (for example, how do you accept/decline subquests without dialog choices?). I'd rather have written dialog if it has choices than spoken dialog without choices.
The dev team explained that pretty good in an interview. If you have multiply choices, a lot of people go trough all of them, just to not miss a quest or speech. Like me. And all people I know.
Also, multiple answers like:
"Will you help me?"
"No"
"Forget it"
"I must go now"
"Yes"
"You mst be kidding!"
"Only of you give me something"
"I am your servant, master"
All amount basically to Yes/No, unless the game keps track of more than just your quests (like: NPC and what they said to you)
So, there is really not much usage of multiple choices.
Also, note that any Yes/No decision can be simple emulated by "using". Like you by a beer with dropping money to the barmaid, or using an empty bottle on the wine barrel in the tavern (money is taken automatically).
I hope that the "swap/buy" dialogs will be a bit more choicy, like this:
<I>
You have upon iniating a buy dialog two inventories, yours left, strangers right, and a swapping area in the middle, divided by two.
You move a bread from the stranger's inventory to his swapping area (anything else is forbidden).
That indicates you want to buy this. Now move enough stuff (two fishs, one carrot, or 20 GP, or one fish and 15 GP) to your swapping area and when it is enough, you are free to move the bread into your inventory. At this time the stranger picks up his items and walks away.
</I>
Quote:
I hope there is at least freedom of movement, meaning you can (and have to) visit old levels.
Please note that you aren't really forced by the game. F.i the quest to talk to the King, you can also happily ignore it (note: you never agreed!), marry Tizzy, and live happily in the bar thereafter.
You could also have a look into the goblin caves, since that is more or less the only way to leave the place, with the blocked pathway and all ;o)
Quote:
Is bartering in the game? I know you can buy beer from the bar, but other than that?
See above.
Quote:
I hope I can sell my items (at least to a shop) and buy stuff from any friendly NPC.
I hope ;)
Quote:
All objects that the player can pick up should be be placeable in the inventory.
Yes. Forks etc.
Quote:
There's a bug which causes fish to disappear when you place them near the fireplace in the castle. Throwing them works alright.
Yes, but that is more a general bug. Sometimes you can place things into a wall or into the floor, and only a tiny bit of them will stick out. This needs fixing badly.
Quote:
Armour and weapon condition indicator should be onscreen only when inventory is open.
Make it a switch, cuz I like it how it is now ;)
Quote:
You can catch mice with cheese, but why can't you cook and eat them?
Cool, didn't know that you can catch them. In my tries, the mouse was eating the cheese from about 30 cm distance. Wow, must be quite a glare.
Same with rats, cna't cook them :/
Quote:
If apple pies, why not mushroom, fish and cheese pies?
Weeeell, we got leeks, carrots, chees, dough, pork meat, so we can start to make Pizza! Hossa! ;))
Quote:
Every corpse should have meat in them, but some should make you sick (humans, spiders). In fact, you shouldn't have to cook the meat before eating it. Uncooked meat just would make you sick.
Don't think that is too important, but I would liked much more if certain corpses wouldn't have an inventory. I mean, just pick up the meat from a chicken, rat, mouse, pig etc, and be done. Why need these an inventory? That stops the immersion a bit.
Quote:
Shift-clicking should pick up all items of a stack in inventory.
If item A can be used on item B, item B should be usable with item A.
When you poison someone or use incinerate on them, the green and red colours look silly. At least make them a bit less obvious.
Agreed on all three. But given the small timeframe, there is probably not much they can do.
Whew, I hope they bring the game soon ;)
Cheers,
Tels
Kharan on 10/3/2002 at 22:14
Quote:
Originally posted by Tels The dev team explained that pretty good in an interview. If you have multiply choices, a lot of people go trough all of them, just to not miss a quest or speech. Like me. And all people I know.
Also, multiple answers like:
"Will you help me?"
"No"
"Forget it"
"I must go now"
"Yes"
"You mst be kidding!"
"Only of you give me something"
"I am your servant, master"
All amount basically to Yes/No, unless the game keps track of more than just your quests (like: NPC and what they said to you)
So, there is really not much usage of multiple choices.
Branching dialog is not only useful in choosing quests, it also lets the player define his attitude towards NPC's, which the NPC's also remember in later conversations (as in UW and Fallout). Try saying
"I am hunting goblins." in a goblin colony. If you do not have choices, a bit of the Player Character's personality that the player could have inserted into the game is instead taken up by the design team. But it's spilled milk, and all that.
I hope there are real, believable colonies for the different races in Arx, just like there was goblin, troll, lizardmen, seer and knight colonies in UW, with many inhabitants with different personalities, some of who have conflicts with each other and with personalities of other colonies. That is, after all, what gave the world of UW so much believability.
Also I wonder how long the game is, compared to Underworld.
Quote:
Yes, but that is more a general bug. Sometimes you can place things into a wall or into the floor, and only a tiny bit of them will stick out. This needs fixing badly.
I'm not sure if it's exactly the same bug because the fish disappeared completely and there was no sound of it cooking.
I agree with the rest of your comments, especially the pizza ;) .
ps.
I don't agree with some of the complaints I've seen... I like the fighting, especially since you can parry in the full game (though it would have better to use the mouse than the keyboard to determine how to strike), the head bob and the knock back are fine, water looks good (it's a freaking underground cavern!).