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Xeth Nyrrow

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Posts posted by Xeth Nyrrow

  1. 7 minutes ago, Jaywalker said:

    CTH is a trivial nothing compared to the fact that certain actions are now about explicit skills/abilities and not about AP management, and the ridiculous "conservation of ninjutsu" going on with automatic weapons.

    It'd be okay if the skills were "one per merc, it makes them special" the way Shadow had his permanent Camo in the original, but everyone having access to several doesn't exactly work very well with the "authentic" (it's not realistic, but it feels like it could be) feeling of combat in JA2.

    Agree about CTH, not sure I agree about auto weapons if you're implying the way they balanced it is good.

    As for the skills/perks/abilities, this is the evolutionary part of the series where the devs get to add their spin to the game. Does this make the game spin more toward XCOM? Yes it does. Is this a good thing? Remains to be seen but those against it have been pretty vocal.

    Personally I think it's going to alter the game enough to make it not feel/play like a classic Jagged Alliance game but I'm open minded that it will still be fun. I am very concerned about balance though because it seems to me it opens many doors to cheese tactics being the best way to win encounters which diminishes the core game flow.

    • Like 1
  2. 2 hours ago, Solaris_Wave said:

    When you look at their JA2 versions, the mercs haven't got that much personality in their portraits, except for a certain few.

    It's not just the portraits though, the voice acting and dialog are also larges parts of it with some big misses there (such as Magic). They wouldn't be able to please everyone for sure but I think if they stayed truer to merc foundations there would have been less vocal opposition.

    The real irony is that isn't this the part of the game that Ian Currie was hired specifically to handle? Maybe it was more story quest stuff but it seems to me this is the main reason to have him on the team: for character continuity.

  3. Barry going dark actually feels like a natural evolution of a seasoned merc seeing a lot of action. I liken it to him doing a full tour on Arulco and, "seeing stuff". Magic going from grim mr. business to chipper swag daddy makes less sense though. Maybe he took his friend Ice's advice to lighten up a bit too much? LOL!

    • Like 1
  4. 8 hours ago, DonBilbo said:

    I'm beginning to understand why the developers rarely show up here and interact relatively little with the community. From what I've read here lately, I can only shake my head.
    It's really sad. Instead of trying to exchange ideas in a civilised manner and possibly enter into a dialogue with the developers, the low-level internet discussion culture is once again very much in evidence here. I had hoped/expected to find a different discussion culture in a somewhat smaller community of a rather demanding game.

    The sad thing is that it is a few very active members who make the forum largely worthless.

    You do realize that it's mostly this one person who keeps getting banned and making alts, right? Though I don't think they are the sole reason for lack of dev interaction, I'm sure it hinders it. Also the dev team is quite large for an, "indie" team and the larger the dev team, the less interactive they tend to be. However they are doing very well to communicate things with many dev diaries and streams which is easier to reach a larger audience with.

  5. 3 hours ago, Elite77 said:

    I'm only hating because I assume nobody from Firaxis is here, and I would phrase my words differently if they were.

    However my fundamental statement, I think, is true. If XCOM 2 or even XCOM 1 didn't beat around the bush and go full time units, complex stats and perk mechanics, complicated items, complicated levels. If they did that, they'd sell even more copies, and not just copies, but the audience would be just as passionate as our people are about Jagged Alliance today.

    It's not just about selling copies, how far the support goes is also important. I bought plenty of games for 50 bucks in the past, and have already forgotten them. Why is this not the same for Jagged Alliance 2. Because they committed to complex mechanics, and 1.13 expanded on that complexity.

    And XCOM 2 did make everything, especially with WOTC more complex. But it was still a bit arcadey for my liking. And a bit too simple, even in the arcade direction.

    Your JA2 1.13 example is completely flawed because that was the modding community who made those changes, not the devs. The devs didn't even support native modding for the game. I agree that modding makes games have the most longevity, it's allowed Skyrim to sell at $50 for 10+ years! In terms of that, JA3 is promising a robust system which is great.

    Complicated games can sell well but often don't as the hardcore market is the minority now. Back when JA2 came out though it was the majority of the market. Want proof? Look at how many billions are spent on game, "cheats". Things to help players do artificial grinds that are designed in to most games. Also paying for the privilege of doing those grinds (battle passes). it's absolutely disgusting but this is the market of today.

    The only way you get a quality product these days is from smaller studios who care more about making the game in their vision than making money. In my mind that is where the threshold for the term, "indie game" changes. When a game becomes more of a mass market to make money game it's no longer, "indie". And to be fair, I'm sure the vast majority of the developers on all games want and try to make the best game they can in their vision.

  6. 40 minutes ago, Solaris_Wave said:

    Well, according to Wikipedia, Haemimont Games is apparently an indie developer, which surprises me. I wouldn't have classed them as such. However, the page then goes on to say they have around 60 employees and to me, that no longer makes them indie. I am thinking about developers that consist of 1-10 people.

    I agree, but there isn't really a set rule as to what being an, "indie" developer means except NOT working exclusively for or being owned by a publisher. Also with a $45 price tag, it falls in to the, "AA" quality of expectations and I would consider that not a true, "indie" developer either just because of the size.

  7. 5 hours ago, Lunokhod said:

    Dont tell me what to do. I think im a part of this community, i will buy and play this game. I give alot of comments and feedback here and even if half of them with critics - its still better than nothing and ignoring this project, believe me. So better say thanks to me. And ure completely wrong if you think that 2,5 guys with negative reviews on this forum can ruin all sales, this is bullshit.

    With all the talk you do about how bad the game is going to be and how much it costs you STILL plan on buying it?! That seems rather... unintelligent. Haven't you heard about voting with your wallet?

  8. 41 minutes ago, Kordanor said:

    You could possibly make a mod which does it like:

    Your merc has standardoutfit: Merc uses Hitman Model
    Your merc uses combat outfit: Merc uses MD Model
    Your merc dresses as Rambo: Merc uses Blood Model
    Your merc uses camo gear: Merc uses Shadow Model

    Hair/Skin color shouldnt be a problem to change with mods either.
    Sure, then in the end everyone would run around with the Shadow model. But that would be the case regardless with visible outfits.

    That's an interesting idea though they'd definitely have to code the game to allow switching of models which I doubt will happen. The issue as I understand it is that showing gear on top of the models is a lot of extra work because each merc has a unique model. Ironically if they made the models more generic with say 3 body types per sex (like JA2 did) that it would be much less work.

  9. 3 hours ago, Image Miroir said:

    Flexibility, personalization potential, makes sales.

    But it's something you have to plan at the beginning of the game, not at the end. The possibility now is to buff up the game with cheap DLC that would become kind of a subscription.

    Aside from the subscription part I agree. Xcom 2 did it right in this department where you could be completely uniform or a rag tag group of weirdos. The devs already said that merc customization would be a very difficult task for them so I don't see this happening even later. This means they didn't think to add the capability when developing (modifying) their engine which is what make it difficult to add after the fact.

    What's so incredibly ironic here is that there are quite a few who wanted uniform soldiers AND gear customization. So the miss on customization is felt by those people that as well. It still might be possible to eventually replace the in game models but that requires decent art skills. Even doing that, you'd shave to pick a look you want and keep it without it being adjustable in game.

  10. 1 minute ago, Stuurminator said:

    I think I read they were concerned that players would be confused if they "missed" and hit another part of the enemy anyway. When I read that, I thought, "Surely Jagged Alliance players are smarter than that," but that was before I registered on this forum.

    I remember seeing someone this but it makes more sense they did it for balancing reasons. Unfortunately it makes half the reason to aim at a torso pointless.

    • Like 1
  11. 7 hours ago, chr_isso said:

    Though that is true, i think there is a better approach.
    Why not have Magazines AND shared inventory?
    But the shared inventory is only available at the map, while personal inventory is used in combat/sector or out of of combat.

    Yeah I think we're all pretty much in agreement that this is the best way to do it. I wouldn't stop at only mags though, nothing from the shared inventory should be able to be accessed in combat. This might already be the case, we don't know, except for ammo which apparently was made an exception.

    • Like 1
  12. 3 hours ago, DonBilbo said:

    This. Or running is too strong. Sounds weird but just imagine how often you can pull the trigger or run 10 meters. I get that you need your mercs to be able to change position during one turn and not just do 2 or 3 steps, but it would be more realistic. Seems like a realistic depiction is not always the most enjoyable way to play a game and then the balancing starts. I can totally understand that it’s not easy, but hope they find a solution for this (or a good idea from the community). The problem with the current solution might be that it renders burst/Auto almost useless. Is the hit chance better for 3 bullets than only with 1 aimed bullet or is the hit or miss calculation the same?

    Movement in turn based games is usually very exaggerated as it would be boring to play if not. This gets compounded if there's little consequence to running around so freely which is my concern.

    I wonder if the misses that hit other body parts doing no damage is a side effect of full auto being OP. Just seems to be they broke the game in so many ways to try and ad full auto. Like the overwatch system would probably be good enough if there wasn't a constant threat of mercs running up and blasting full auto all the time.

  13. It's really tough I think to get melee right because it's quite unrealistic in the vast majority of situations the game will put you in. So it has to be fun and rewarding but not too strong all while being somewhat believable. They already admitted on stream it's probably too strong and might get nerfed. My concern is if those nerfs which might be higher AP costs, damage adjustments, or increased target dodging will make melee nearly useless while ignoring the potential root cause of a lack of interrupts? I hope I'm wrong but time will tell.

  14. JA2 had a chance to dodge so maybe they added it already. Personally I don't like this and would prefer making melee attacks be expensive AP wise but deadly. Stabbing with a knife should be quick but less lethal unless you hit the head. Swinging a sword or other bigr melee weapon should take a lot of AP since it's much slower than pulling a trigger but be very damaging. This all assumes getting in melee range to a target is difficult which is currently quite in doubt.

  15. 10 hours ago, DonBilbo said:

    True, it’s not realistic, but it reduces micromanagement, which might be the devs intention. I can live with that, but totally get that’s not for everyone. I’d  love to see an option for that to make both sides happy, but I guess that’s not easy to implement as we would need ammo clips first. 

    I'm sure that's exactly the reason. I'm all for time savers like this so long as they don't detract too much from the game play. In JA2 it sometimes feels like I spend more time managing sector inventory than playing the game. Not having to manage some aspects of inventory in combat does take away from game play though for sure. It's anything from a non issue to a major one depending upon who you ask.

    Without playing the game we can only guess as to its impact in JA3 though. I think it's fair to say it does remove a strategic element to the game but it's unknown as to how large of an impact it is. The realism aspect shouldn't be dismissed though as it does make the game, "feel" weird. About as weird as hiring a team of mercs who enter a war torn country with only pistols? Maybe...

     

  16. 7 hours ago, THQN Fabian said:

    We are monitoring the forums for multi-accounts, but even if most of the votes against CtH would be fake, it would still mean that only 3 people voted in favour of CtH. 

    So stop this nonsense about alt-accounts and stay on topic - or we'll have to start deleting posts and close topics that get derailed. Publicly accusing other people of using alt-accounts and harassing new accounts can also lead to infractions and bans. 

    I appreciate the acknowledgement here. Since you made it a point to specifically comment on moderation, I will jump in here to say that I think you guys really need to consider warning then banning people for being disruptive to the forums in general. This isn't a place of free speech, but a game forum that is trying to sell a product. I'm not saying to stifle criticism about the game just bad behavior of some individuals regardless of their opinions.

    Letting this continue just makes it look like your company supports toxic behavior. The whole flag thread going on for as long as it did is another example of waiting too long to do what's best for the companies' interests and appearance. I'm looking forward to further discussing the game in a less toxic environment, thank you.

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