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Chance Wishes

Blablab to the new demo

#1 HeinrichBhaal

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Отправлено 20 Сентябрь 2015 - 22:05

I played the demo and i want a few changes.

Or is there for a sub-forum which i dont see?

 

Please make the Hud 50% smaller.

I have a 24-inch monitor and the icons are all so huge.

 

Make in the inventory, the icons smaller and the fields too. The fields by me are 2 cm big. When the fields reduced to half, then they fit more objects on a page. I think the inventory is based on Neverwinter Nights 1.

 

Gives the camera in third person view more degrees to rotate. You have so nicely designed the world and the posters are also top. It's a shame that we see nothing about it from the angle.

And it would also be helpful to be able to see further than 20 meters. But the camera angle does not permit it.

 

There is no minimap. That doesn't bother me . What bothers me is that there is no world map. It would be interesting if it were hand-drawn and not as detailed. Like the character's had make the map for himself and created it while exploring. And you can buy parts of it from other NPCs. What then does not always have to be 100 correct, outdated or counterfeit.

 

I know that it is an Alpha. But I see a lot of potential and will help necessarily.




#2 digital wisp

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Отправлено 21 Сентябрь 2015 - 00:40

I might add, judging by the video, that you should add armor degradation. Like, armor's chance to absorb damage decreases as it takes hits. So, bot's plating can entirely block 1-2 shogun shots, but after that it's very unlikely that armor will block anything at all.

Otherwise penetrating any armor will be hell of annoying process.

 

something like that (also somehow taking into account weapon/bullet type):

block_chance = 1 - exp((gamage_taken/tuning_parameter1)*tuning parameter2)




#3 Vault_13

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Отправлено 21 Сентябрь 2015 - 11:29

I played the demo and i want a few changes.
Or is there for a sub-forum which i dont see?
 
Please make the Hud 50% smaller.
I have a 24-inch monitor and the icons are all so huge.

No no, there's no other subforums, you are in the right place. Currently you can hide the HUD - press F1 to find the key which does that. Anyway I've passed everything you've reported to the devs, so they will consider all the requests.
 
There will be a minimap, I've seen it on one of the WIP screenshots.


Talking about the world map, we provided some info on that here.
 

I might add, judging by the video, that you should add armor degradation. 

Ok, passed that to devs as well, thanks.




#4 HeinrichBhaal

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Отправлено 21 Сентябрь 2015 - 20:49

I dont want to hide the hud, but i need it a little bit smaller.

In relation to the size coming soon windows, then the HUD looks crowded.

 

The minimap/radar looks too modern! Approximately as the HUD from Dragon Age: Inquisition. That costs a lot of immersion. The same with the display on the top right in the corner. Please make it more art deco! Or in this case, more Metal and pompous.  It's Art Deco, only to quietly and shyly.

 

My mistake, I do not mean the world map. I meant the area map.

I mean, hand drawn like:

http://i.imgur.com/J6W072r.png

http://www.oocities....Ach4maps5_8.jpg

http://www.elfentrae.../AncientMap.jpg

http://www.stargazer...on-for-post.jpg

http://www.andysowar...ign.jpeg?b91b38

http://media.indiedb..._drawn_map2.png

http://guides.gamepr...-1854309343.jpg

http://img14.deviant...tan-d4obs4z.jpg

http://www.gamemapsc...nes-demesne.jpg

http://pds.exblog.jp...06_17392819.jpg

http://vignette1.wik...ath-prefix=tera

 

It would be really wonderful if you explore the tunnels and the area map would look like the character has drawn this map.

 

And for important objects then more in the style of:

http://image.dhgate....g-world-map.jpg

http://www.inklestud...s3-map-crop.png

http://vignette1.wik...=20140726063452

http://games.thehawk...s/pst-world.png

http://warhammer.gam...ps/21728294.jpg

http://warhammer.gam...ps/19185366.jpg

 

Or the important areas are drawn in the style of the Dieselpunk setting.

 

And do not forget, you are doing a great job and the style I like very much. That's why I also nerve around here like that. The game has to be more than just good!


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#5 Vault_13

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Отправлено 25 Сентябрь 2015 - 12:59

Thanks! The minimap shown on screenshot is work in progress, so it will change in the future. Yeah btw I had a few comments from devs regarding a few other things you people mentioned in this topic - there will be a separate camera for aiming though the angle of the "general" camera will remain close to what you've seen already. And talking about armor degradation system - we will have one. 




#6 HeinrichBhaal

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Отправлено 25 Сентябрь 2015 - 21:32

Can you move into Backer Forum that, please?

Or do you think it's better if everyone can see it?

 

 

 there will be a separate camera for aiming though the angle of the "general" camera will remain close to what you've seen already.

 

What do you mean with it?

 

This?
http://www.nuclear-c...жия-с-прицелом/

Is a great idea. But in Neverwinter Nights 1 you had a greater angle about your character to rotate the camera.

So you can see the ceiling of the dungeon, tunnels etc

 

I prefer the armor system of New Vegas combined with the possibility to damage the armor. With the right ammunition, so that only then comes through damage. Instead of shooting 5 times and then you make damage.It would be interesting to have several independent damage surfaces on armor, which you can individually penetrate.
Perhaps hands in an armor, in the other the upper arms. Then  would make the iron sight more sense. Because you could attack specific the weaker points in the armor.Thats give the game a new level in tactic and maybe Lore defined vulnerabilities for fractions and their armor/ playstyle.

 

Like the Men of War damage system for tanks.

https://ksr-ugc.imgi...354d710cfc8be65

About a helmet has several zones, the weak points would then here the eyes, the air holes and the teeth. For this, the nose and the forehead would be particularly well armored.


I dont know if it's just a mask. And is the back of head unprotected, then a headshot from behind would be deathly. But you know that, if you deals with the gameworld.
Then you can use your know  to your advantage.




#7 Vault_13

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Отправлено 28 Сентябрь 2015 - 12:40

Can you move into Backer Forum that, please?

Or do you think it's better if everyone can see it?

Nah it's fine.

 

What do you mean with it?


This?
http://www.nuclear-c...жия-с-прицелом/

Yes, that's right.

 

Talking about all other features you pointed out - will make sure devs read this.




#8 HeinrichBhaal

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Отправлено 29 Сентябрь 2015 - 20:05

Nah it's fine.

 

Yes, that's right.

 

Talking about all other features you pointed out - will make sure devs read this.

 

And what is the answer?

The guy is crazy and has too much time?




#9 Vault_13

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Отправлено 30 Сентябрь 2015 - 12:30

Not too much time, no, but still enough to hear what backers have to say. This is what I got as an answer:
 

Talking about the armor: we will have system which will allow to protect and damage separate parts of body (head, torso, legs).  So basically if you will meet a guy who has no helmet but wears a very powerful armor on his torso, you can shoot him in his face and there will be no damage resist for this attack at all. The same will work for other parts of the body as well. Sure, if you will shoot hands of a man who is wearing an armor on his torso (which has no protection for arms though) you will still have to deal with damage resist of the armor itself as we are not heading towards 100% realism, as this is still a game that needs to be released in time.

 

The amount of damage you will be able to make depends on the part of the body you were aiming. Head takes the most of it, while torso is in the middle and legs are less vulnerable. However damaging legs makes your foe immobile.   

 

We will have armor piercing bullets that will penetrate armors better making it's protection less effective, though using those against poorly armored enemies will be less effective by its own. Mostly because this type of ammunition is rare and less protected enemies tend to stick together and attack you in groups while well protected can afford being alone or in small groups. So basically it's generally a bad idea to waste armor piercing bullets on anything accept well protected enemies.

 

There will be also a special type of ammunition which goal is to destroy the armor in the first place and they are almost useless as a killing force. Very handy when you meet someone who is using a full armor. 


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#10 HeinrichBhaal

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Отправлено 04 Октябрь 2015 - 22:05

Thanks for the answer!
Unfortunately I don't have time to test the long-range combat completely.
Do you have to make a minimum damage to penetrate certain armor? As like in Fallout 1/2 / New Vegas with the Power Armor.Or will it be more like Fallout3? Where you have only more Hitpoints? The New Vegas System I liked more because PowerArmor did it feel more realistic. Because you will not be killed by a simple gun shots. That makes people in Super Heavy armor more dangerously. Like the Space Marines of Warhammer 40.000 universe ;)




#11 Vault_13

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Отправлено 13 Октябрь 2015 - 11:50

Ok, here goes the answer from the devs:

 

In our case you just can't penetrate the "power armor" from the front using regular firearms. The only at least slightly vulnerable part of it will be the one that's covering the back. To destroy it you will need heavy automatic guns and rifles that are able to shoot armor piercing bullets. Even this way it will take some time. 

The best way to deal with it is to use special weapons such as like anti-tank rifles and grenade launchers with armor piercing abilities. However this kind of weapons is usually slow when it comes to fire rate so is rarely used against simple foes.


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#12 HeinrichBhaal

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Отправлено 01 Декабрь 2015 - 16:27

Many thanks for the answer.

I have  read the update no.44.
Take so much time as you needed. No one will be angry, when the game comes out a little bit later.

Will there be a demo?
I think thats testing the game outside the team can help to avoid errors.


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#13 Vault_13

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Отправлено 03 Декабрь 2015 - 09:25

Good to know that! Not sure about totally new demo, but there will certainly be an updated version of the old one. We might also release some smaller builds just to test separate mechanics like combat etc.  



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