Author Topic: Alpha feedbacks  (Read 11630 times)

Shangalar

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Alpha feedbacks
« on: March 22, 2013, 12:52:21 PM »

Hello everyone,

This message is of course addressed to our fellow former Alpha testers :p

If you got any more feedbacks about the game, its strong points, what you wish to see being developed, please share it here. I'd be glad to collect them, analyze what you think,  and gather them on the blog.
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Sarakin

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Re: Alpha feedbacks
« Reply #1 on: March 29, 2013, 01:09:55 PM »

So first of all, thanks for inviting into AoP alpha, I was having a good time there.

Overall, I think the game will be fun if polished a bit. By polishing, I mean these my concerns:
A) Random encounters
Not sure if they are neccessary on pvp server. General purpose of random encounters is getting stuff and xp. Since XP should be gained from pvping in the core and stuff from the outfitters, they would just annoy the hell out of you.
If you decide to keep them, I would at least double exit grids in them, it makes no sense to have just one escape route.

B) Weapons
I know it was discussed, but just as a reminder, there needs to be equal number of BG/EW/Melee just as many as SG.

C) Crafting
Im now not sure if you want to preserve crafting or not. If yes, I really enjoyed having various mats to scavenge for crafting. Problem is, every tier of mats should have specific gathering location and rarity - low quality, common ; high quality, rare.
It would be cool to have all mats in your room and when crafting something, interface would tell you how many of each mats you have and would enable you to use them from there.

D) Core
Personally, it was frustrating for me, to have just two-way exits through all eight maps. I suggest having an exit grid (no entering, just exit) in form of a manhole in the middle of Core, leading somewhere far.

E) Locations
Whole map seemed to me hollow, just base, mine and entrance to Core. Either shrink the map and/or fill the empty space with more locations (I know its easier said than done)
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Shangalar

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Re: Alpha feedbacks
« Reply #2 on: March 29, 2013, 01:40:12 PM »

A) pvp server doesn't mean that pve can't exist as well. Pve has to play his part, for multiple reasons that I won't enumerate here. Encounters are meant to represent another thing to do: exploring places. That's how it's gonna be, finding good mobs to fight and shelters to plunder will be an interesting activity on AoP. Finding crafting components will remain possible that way too.

B) Well, that is unfortunately impossible. Though, it is not a problem for me that most players use SG's. That's how it is. Players that want to experience other weaponry will still have a lot of nice toys to use. Anyway, since SG are divided into different categories that are used in different conditions, I doubt any player with any SPECIAL will be able to use everything with the same efficiency. That difference can be seen as similar to the lack of weapons perks you suffer if you try to use SG's when you're used to manipulate EW.

C) Crafting components will be changed, a lot deleted, and all will be found in more precise locations and conditions. There is a lot of changes planned for crafting, it's too early to expose anything yet.

D) The Core will evolve to V2, and will include exits as you say, among many other things. That's one of the key steps to the beta.

E) Yes, easier said than done. The map has always been planned to illustrate the region around you, to allow you to visit it. It won't have a strong influence such as on other servers, but we think you'll find it pretty satisfying when all its functions will be implemented. Going to expeditions will be a way to do something different than the conquest of the Core.

Thanks for the feedback!
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Sarakin

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Re: Alpha feedbacks
« Reply #3 on: March 30, 2013, 09:14:17 AM »

A) pvp server doesn't mean that pve can't exist as well. Pve has to play his part, for multiple reasons that I won't enumerate here. Encounters are meant to represent another thing to do: exploring places. That's how it's gonna be, finding good mobs to fight and shelters to plunder will be an interesting activity on AoP. Finding crafting components will remain possible that way too.
Encounters dont promote player interaction, everyone is just hidden in his encounter doing his own thing. There could be perhaps nests/lair of particular mobs that would contain loot and cooperation between players would be required.

B) Well, that is unfortunately impossible. Though, it is not a problem for me that most players use SG's. That's how it is. Players that want to experience other weaponry will still have a lot of nice toys to use. Anyway, since SG are divided into different categories that are used in different conditions, I doubt any player with any SPECIAL will be able to use everything with the same efficiency. That difference can be seen as similar to the lack of weapons perks you suffer if you try to use SG's when you're used to manipulate EW.
I think theres a misunderstanding, I was just saying that theres 50 small guns, but just ~5 big guns and ~5 energy guns. Amount of weapons in each category should be more or less equal, otherwise EW/BG users would be in disadvantage.

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John Porno

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Re: Alpha feedbacks
« Reply #4 on: March 30, 2013, 04:46:07 PM »

you cannot compare them like that. While sg's has tons of assault rifles which are all more or less the same playstyle, every singe big gun has a special role, so on one hand SG's have more weapons, but BG's have more playstyles.

there are plans to include the heavy machine guns, everything firing a 7,62mm round, in the big guns category while the the 5,56mm guns like LSW and later m249 will remain small guns. Using a special burst formula, SG will in general be single target damage weapons while BG's will have more of an AoE, supportive character to it.

In the end though, you really have to look at it like the runes in masteries on LoL. Even an AD teemo can still plant shrooms to ward places, it wont do as much damage but the utility is still there and he will still use all his skills.
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