FireMage on 10/2/2021 at 10:42
Quote Posted by uncadonego
I know that at one point TTLG was considered a place where only smoke was blown up FM builders' asses, and that it need to get to a place where FM authors would be ready to hear players' genuine critcisms. But now it seems it has come full circle, to a place where designers can't even talk back and tell criticizers that they haven't a clue what they're talking about, where it is warranted.
Do not put every players in the same sack, my friend ;)
There are players who indeed does bad criticism by pointing out things in missions which are actually just hardcore subjective things which shall not ever been put in criticism ; like saying a mission is bad just because the theme don't fit their taste but don't take in consideration at all the gameplay, the plot, nor the design. Others who think missions are made for them and should be flawless to be good, and others who are either haters or hardcore fans.
But luckily, most of players who give review and criticism are for the most objective and serious.
For my missions Whistling of the Gear and Builder's Paradise, the extreme majority of review and criticism were honnest and were right on the things to fix and the things to keep. Those who were exagerating things or complaining about details so absurd or tiny were just ignored because it was about subjective things not objective ones. If some players hate reading readables and maze-like large place, I will not change the entire design of my missions nor my own style just for a few smiles when the majority actually enjoys it.
Take it easy and ignore such absurd opinion! :)
The rest of the players will listen and know if there's something they ignore about level design
uncadonego on 10/2/2021 at 14:08
Quote Posted by FireMage
Do not put every players in the same sack, my friend
Absolutely true.
Ghouljokes on 11/2/2021 at 04:10
Maps where north isn't up never fail to make me at least a little peeved.
Huge, empty streets
OH, when mandatory items are hidden in the most obscure places (Looking at you, Rocksbourg mission 1)
Having to do stuff under a time limit
Barely even crossed my mind when writing but now that I'm playing COSAS2X,
Seemingly dark areas that still give you a yellow or even red light gem.
Karras35 on 12/2/2021 at 11:17
I think it's time now for a thread that displays the very opposite.
What do you enjoy in fan missions? Perhaps it will become a precious pool of information. Who want's to create?
A.Stahl on 12/2/2021 at 12:06
Quote Posted by Karras35
I think it's time now for a thread that displays the very opposite.
What do you enjoy in fan missions? Perhaps it will become a precious pool of information. Who want's to create?
That thread would be too short and boring:
We all love:
1) Good architecture
2) Good plot
3) Benny
4) Attention to details (toilets, kitchens, stovepipes in chimneys, etc)
5) Puzzles (logical and not too crazy ones)
6)... And some things I cannot recall right now.
Yes, we like good things and don't like bad things. Boring.
Karras35 on 12/2/2021 at 12:50
I disagree. It's not boring at all. Maybe your focus in more negative and that's what you like. There are certain types of FMs I prefer over others. And I think everyone has different preferences when it comes to FMs.
A.Stahl on 12/2/2021 at 13:07
Quote Posted by Karras35
I disagree.
Then create the thread. It's not like it requires some serious work. We'll see. In any uncertain situation -- make an experiment. Especially if it's free :)
Yandros on 12/2/2021 at 16:59
I removed the last few posts about the dispute that went on earlier in this thread, everyone had their say and that's the end of it. Don't bring it up again.
S1LVERW0LF on 18/2/2021 at 20:13
one of my biggest peeves is seeing a ghoul or guard right on the edge of a rock or ledge or bridge and realize you can't just run up and push them right off.
R Soul on 18/2/2021 at 23:02
Loot goals that are too high. The 'correct' amount is highly subjective, but my gut feeling is that a player entering three quarters (or maybe just under that) of all the rooms/areas should be able to achieve the loot goal. In other words, it shouldn't be necessary to stare at every inch of the mission close up. I find it especially disheartening when the main goal has been achieved (steal the special thing, for example). The loot goal should be for two reasons: Garrett needs things he can sell quickly to keep the money coming in (or for supplies when the FM is a campaign), whereas the special thing will take longer to shift. Secondly, it disguises the player's true motives by making it look like it could be general burglary, perhaps protecting Garrett's client from suspicion.
It's especially problematic for a campaign whose story suggests Garrett needs to get a move on, but the mission has a very high loot goal.