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Kordanor

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Everything posted by Kordanor

  1. I am not quite sure why, and I didnt even take him often, but I also kinda have a weak spot for Needle. Would be great to have him back.
  2. Personally I miss Jagged Alliance 1 characters the most. And I think Jimmy would be a perfect fit for a Jagged Alliance DLC. Why? Obviously and as this thread shows the famous Duo Lynx and Buzz need to get back in the game. Jimmy always hated Lynx and would be a great complementation. Jimmy also has relations to existing mercs. He was a friend of Magic. In addition, it would be great to have another cheap mechanic in the game, and Jimmy would be the perfect fit as well. If I had to limit myself to JA2 mercs, I would pick the Razor and Haywire Duo.
  3. They mentioned in one of the previous streams that basically the whole team is still together and working on JA content. In the last stream they also mentioned that they received the "Go" from THQ to go full out on post release support. So unless the sales are terrible I would expect more content in one form or the other (sounded like DLCs are likely).
  4. I really hope that bobby ray will either be configurable at the start of the game or be very conservative in what its offering. In JA2 Bobby Ray mostly served as "ermergency vendor", where you could buy outdated weapons way behind your progress, first aid kits, kits for your mechanics and bipods and similar. Maybe some ammo here and there. My feeling is that people kinda expect that they can just buy everything there. It will be a tough call to walk the line in this case. Satisfy some player while also not breaking the balance even more. The issue here is that any issues with Money will further bleed into other sections of the game via bobby ray. Assuming you have a big offer, you could just buy whatever weapon and ammo which is currently the best. Like buying a dragunov for everyone shortly after leaving earie. The cool thing especially in JA1 was that you had to work with what you have, especially in terms of ammo. In JA3 thats partially still the case. Meaning you will still use worse weapons because you still got tons of ammo for them. Bobby Ray could turn this into "just use the best". This could further jeapardize any weapon progression. In addition the current prices (as well as quest rewards) are currently way off. Like you can get a rifle for 2500$ or so. These prices can potentially mean that in the future you will no longer repair your weapons and instead just scrap them and buy new ones, because its not worth the time to repair them. Same for crafting ammo (which I am already not doing). If you can just buy them, there is even less reason to craft them. So while I am looking forward to 1.2 and 1.4 I am very sceptical about the Bobby Ray implementation.
  5. I actually started out with no mechanic. You really don't need one at the start. There are maybe 2-3 negligible options you miss on earnie and you can't mod, which is not necessarily that bad. As long as you don't mod weapons you also don't "invest" into them. That actually means that you don't need to repair them either. Whenever one weapon goes down in durability, I just replace it by a new one. The special ones I want to keep I just dump into a sector stach to be repaired later. So you can just hire a mechanic later on. Should be totally fine. I actually have livewire train Barry now. Though thats not a super efficient process. Possibly better if you use wolf, but he also only got 65 mechanics. Barry has the advantage of MrFixit though.
  6. To me its exactly the opposite. While I know that Firaxis XCom has been successful and gave the whole turn based "genre" a push (maybe JA3 wouldnt even exist without Firaxis) I found Firaxis XCom as an extremely crippled game, which goes massively against previous gameplay principles. To me JA3 is the much better game, and is also much closer to JA2 than Firaxis XCom is to the original XComs. The proper XCom follow-up was actually Phoenix Point, which was also by the same author. But I still go no idea what this Collectors Edition has to do with it.
  7. Mine is...well..rather boring I guess. Which is why I would not have been sad if there was no IMP (I am too much of a minmaxer). Health: 85 Dexterity: 85 Strength: 85 Wisdom: 85 Marksmanship: 85 Ledership:40 Mechanical: 0 (will likely hire Livewire) Explosives: 0 (Barry at start, and probably till the end, not a Fan of Fidel, I always liked Hurl 😛) Medical: 0 (Plenty of People have decent medical, I got MD but also Fox) Trait: Diplomat Skills: -Night Ops -Grenades (the thing is, that I dont see the added value of having multiple stealth chars. If you make a full stealth team, it makes sense, but otherwise, you will probably only have one stealth char, probably with a special talent. My initial impression was that Grenades are super powerful. The grenade trait makes that even more powerful. And while explsosive skill plays a roll, I never had anything bad happening. If they explode in your face, you dont get damage)
  8. Exactly, thats the scene I had in mind. Thank you 🙂 Wasnt DrProof then for once ^^
  9. Sorry, cant find it. I thought it was DrProof, but I cant find it. 😞
  10. This actually had been shown before. There was a trailer where you could see a building go boom. Also streamers showed how the roof (you could stand on) collapsed. So it seems like pretty much all can be destroyed.
  11. Yeah, I am all for experimental rifles which existed as prototypes, but please no rocketguns! ^^
  12. I am a streamer (well, youtuber) myself and you got to make some calculation yourself. You will not stream games which don't interest your audience (and probably also not those who arent interesting to you) and on the other hand, the Publisher is also not interested in giving smaller streamers access, especially if they dont follow some press standards or even have to sign something (as they were only allowed to play the first 12h). Even as small youtuber I had to pass on games because I knew they would not have gotten interest and not "worth" the time investment in terms of channel growth (for me its not really revenue yet, but for bigger youtubers/streamers it is). In the end, for a youtuber/streamer time is money. So you need a "high level" streamer with a fitting audience and interest to cover this game, where covering this game isn't their "loss". And Jagged being as popular as it is in Germany, its not too surprising that streamers were mostly german, and US coverage was mostly done by media or streamers who were maybe not "first row" (but I saw at least 2 english streamers/yoututbers, maybe not at day 1)
  13. Ah, one other thing which could have been mentioned here is wall/object penetration. It was mentioned in the Gamescrom Stream by Brad, but this would have been the ideal spot to also mention that its still in and how thats going to work. Like you got material strength and penetration stregnth or something like that or just Weapon X goes through everything.
  14. Great developer entry, especially liked the shooting range part. ^^ That Machinegun Clip reminded me how in our general training we tried to make the MG3 shoot single bullets (it doesnt have a mode for that, you have to pull the trigger extremely briefly and gently). I am also a bit sceptical about crafting. I actually liked the ammo shortage and gun management in JA1 and JA2. Where you run out of ammo for one gun and are forced to take the other one. This might just be a no issue in this game. Crafting ammo is also a bit immersion breaking in my opinion. Even more so than the mod crafting. Mod crafting could be interesting, but what was not mentioned here, is whether you can also detach mods (which I guess you can't?) this makes you quite invested into individual guns, and swapping very hard (see previous point about swapping when ammo goes out). That also means that you would need to think twice whether or not you want to "waste" a mod on some starter gun...and that ideally you should already know the weapons to come to make a qualified decision about when to use your upgrades. Like in JA1 where you should ideally only use your steel on M14 and M16. Just that in JA1 all guns were already in the manual. And with JA3 you will probably have no idea. Which wouldnt be a problem if mods were detachable, but if they are not, it would be.
  15. You could also see it from the other perspective. Maybe there werent that many people from the US interested in that stuff? Two other points I wanted to quickly mention: 1. JA2 also flopped in US Sales. 2. With the recent announcement of physical copies you can also see that 60% of all boxes are GERMAN Language. That kinda shows where the market is - and my guess is that it's no different from JA2. Also keep in mind that THQ already published JA Rage, and they have preorder numbers. I am pretty sure that they know what they are doing.
  16. Well, its not too far fetched and kinda confirmed if you put it that way. If you want to build some scope you need materials and a lense. And you can get materials from multiple sources. That can be some object in the world (I dont know...lets say a defunct tractor) or some item you disassemble. The important part, the lense however can only be found or maybe bought. You could argue that in Jagged Alliance 2 these additional screws and nuts were pulled from thin air, while in JA2 you have them as parts. But on the other hand you seem to need them for everything in that regard.
  17. Yeah, the roll for success is also something I don't like either. I mean it's the same in previous games, but I would always just load. This is a mechanic which only ever makes sense in roguelites/roguelites/ironman games where you can't reload, but I doubt many players will play the game on full ironman.
  18. These were elemental parts in JA1/2 as well though. Especially the Compound 17, and the weapon mods. But you also had things like a scanner which "magically" shows all enemies on the map, put together with a display and an X-Ray Unit...and some Batteries of course. Also don't forget the killer robot. Well, its put together by some NPC, but still, we were talking about "realism". Personally I prefer to be a bit more "down to earth". For me personally I dont need a killer robot, a magical scanner or rocket guns, but I am fine with "generic" components which can be used for multiple things.
  19. Yeah, with relatively far I mean outside of what streamers will have shown during their first 12h. I don't have any issues with the dismantling of items. If you don't like that, you also probably hated the McGyver Stuff in JA2 or where you just attach a clumb of metal to Weapons in JA1.
  20. +1 For Haywire but please no Rocket Guns ^^ Haven't seen Granny as Vendor yet. I think she is relatively far in the game and the shop shown there I think was shown in the Developer Stream and they didnt want to trigger any dialogues.
  21. As mentioned before Arms Dealers are definitely in and were confirmed a couple of times by the developers. Online Order ala Bobby Ray however is not. I think Granny Cohani is going to be your Arms Dealer: https://youtu.be/5t09aNdl18c?t=194
  22. Actually neither is a red cross symbol. Also not in the case of the pic you posted before. Red Cross means Red Cross, literally. A cross in red, from what I know. You can also read up here. The developer by Prison Architect was also approached by the red cross to change it. Same as various oher developers. Even doom changed the red cross. And as pointed out, the pics above do not show a red cross: https://www.pcgamer.com/how-the-prison-architect-developers-broke-the-geneva-conventions/ Ofc that would also mean a change from red to green would not be necessary and is probably a bit...overcautious
  23. Unfortuantely Editing a post is only possible for fery few minutes. I'd like to revise Question 5: For an outsider (who is familiar with game development), especially JA2 looks like a game no publisher would want to finance due to its massive scope, attention to detail and what many would call redundant (like lots of content only a tiny fraction of players would ever see). While this contributed to its cult status, it potentially caused financial issues (but thats a different question). How much of that scope of JA2 was by initial design and how much was feature creep? Or did parts of the team just run out of work when the game was postponed, the publisher was unclear and parts of the team had to do bugfixing? (like who would have the idea to just add in an optional Alien sub-plot?)
  24. Several questions of different deepness 😉 1. There had been character progression from JA1 to JA DG to JA2, from small things like Snake growing a beard, to things like Hamous becoming a Merc, going to sell ice cream, Larry going to rehab, and of course the Buzz and Lynx Drama. Can you tell us something about the developments of the characters towards JA3? It seems like there is no alumni - more chances for Characters als DLC? (which I would welcome) 2. (a question along these lines was also asked by someone else) JA1 had much more quirky characters like Ruben and Skitz, Lance and Wink and many others, which were cut off in JA2. Was that a deliberate choice to make JA2 more "serious"? Any chance to see some of them again in the future? (not necessarily Ruben, but Turtle got to have some fans!) 3. Do you consider JA DG as "miss"? IT was listed among the "fails" in one of the JA3 Trailers, though I guess it got mixed up with JA Online, as the game brought us characters like Mouse which actually got "reactivated" in JA3. Some of the most funny Lines in the whole JA Series can actually be found in the "Insult" feature of JA DG (where each Merc had multiple lines to insult other players in network). Please tell us you love Deadly Games 😉 4. In an interview (CG Online) you mentioned that inspirations for Jagged Alliance were Eye of the Beholder and Command HQ by Dan(ielle ) Bunten. I guess most people would have expected that you mention UFO aka XCom. Can you elaborate a bit on that? You also mentioned that during development JA was a RTwP (real time with pause) game at first, but you hated hitting pause all the time. How did you perceive it when the industrie decided that RTwP is mandatory and even JA BiA decided to go 3D "because it is 3D"? Did Gollops UFO/XCom have an influence on the initial JA, like becoming Turnbased? 5. For an outsider (who is familiar with game development), especially JA2 looks like a game no publisher would want to finance due to its massive scope, attention to detail and what many would call redundant (like lots of content only a tiny fraction of players would ever see). While this contributed to its cult status, it potentially caused financial issues (but thats a different question). How much of that scope was by initial design and how much was feature creep? (like who would have the idea to just add in an optional Alien sub-plot?) 6. Sales of JA2 were better in Europe than in the US, and it's also one of few games which was actually sold in Europe first (via topware). Can you share your perspective on that? Guess it was not just a lack of promotion by the US publisher, as THQ is also just selling the Tactical Edition in Europe (you could ship to the US though) and most streams and press for JA3 seem to come from German streamers and magazines. How does that fit together with the localization, which is only English voices this time (but subtitles in various languages)? 7. Strategy First announced in 2007 that they wanted to create a Jagged Alliance Movie. Did they approach you? Any thoughts on that?
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