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anon474

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Posts posted by anon474

  1. On 4/26/2023 at 1:07 PM, Image Miroir said:

    In Jagged Alliance 2 there was a SiFi mode integrating alien-style creatures. To remake it would be nice, but just a remake. What about offering something else? What about zombies?

    This will provide some additional game experience. Like in JA2, it could be an option you activate, or don't.

    If there is an hospital somewhere it could be some weird medical experiment (something in-between Universal Soldier and Reanimator). There could be a side quest with an additional villainous character (Herbert West?) with improved health or regenerative powers.

    If you're interested by this idea or see some ways to improve it. You're welcome!

    That idea that it can be a new sci fi mode isn't the worst idea in the world

    But zombies are so 1 dimensional because all zombies have the same HP more or less and same stats and none of them wear armor unless its very rare

  2. 1 minute ago, Hongweibing said:

    First of all, I do hope you understand that what I wrote was a meant as a joke. Second, I'm not sure how you came to the conclusion that I decided not to purchase the game when it gets released. I wouldn't even mind donating some money, had it been necessary. Third, I have actually said that this is the best game we could have realistically hoped for, and that on balance, it's not bad at all, provided that the actual issues shall be addressed. Finally, concerning feedback - at this juncture, talking about the next installment is simply premature. Moreover, I believe that at this stage, all the practical feedback and realistic suggestions that could have been made regarding JA3 (based on what we saw in the beta videos), have already been made, and we are already getting into the realm of wishful thinking and fantasy or simply repeating the same things time and again. I'm not sure there's much point to it until we get some response from the developers or see some new progress. Besides, I'm not so sure that it's the developers and producers who actually want/need our feedback, but rather we just want to provide them with it (ego, hope to influence development etc.), while they allow it so as to garner interest in the game and keep potential buyers engaged. But perhaps I'm too cynical.

    I mean I'll still play it, I wouldn't say its on balance good per se. I think they should've done what JA2 and JA2 1.13 done, and expanded the strategy side of things while keeping most things consistent and constant.

  3. On 4/28/2023 at 6:59 AM, chr_isso said:

    I always hoped there would be a port for JA2 to Android, so i could play on the tablet...

    But i guess that's not gonna happen, unfortunately. 

    Bro where are all you weird people coming out saying you want a port so bad.

    But it might happen because haemimont ported their PC titles before, and they have a very console-friendly UI which means no mouse necessary. So it might be easy to port.

    Your android tablet may not be able to play it well though.

  4. Just now, Lunokhod said:

    Oh... Jesus... Please... They dont know how to fix all this mess in original game and u already want DLC. And feed them with more money... Too early to talk about that. And yes, i dont want to see "Haemimont Games" even close to "Jagged Alliane" title anymore. Better continue to develop their "Happy Farm" games like "Tropico". And dont even try into serious business like "JA". It looks pathetic.

    Yes, i thought already about that. They can try to monetize different skins for mercs. But if the game fails in sales(most likely), who will buy these skins? U?

    "Oh jesus" nothing, shut your trap, you offer nothing of value in any of your stupid ass comments you moron.

     

     

    • Like 1
  5. Actually a better idea would be that the dictator's double didn't just escape with his best forces or something, but that he either: hired a bunch of forces from somewhere, maybe he hired other mercs, or he paid some warlord, or anything like that, or....

    Maybe the dictator's double (or whoever in the regime of the dictator, could be a lieutenant or a general) got help from a bigger power and was given a force by that bigger power in the region. An example is how proxy wars would get fought in the cold war, often china or USSR would sponsor and help out a smaller country.

    This is better because if you destroyed the original regime, why would there be extra and stronger forces left, and it would be good because it would create this ominous faceless larger force or enemy presence that would narratively make more sense, in my opinion. Could be north korea for all we know, even though we don't really see north korea in a particularly scary or ominous light, somebody like the USSR from rambo 2 or 3 would be better imo. Could be China. But then Chinese lobby would get mad. Lol. Could be just a random larger country.

  6. Also devs should consider adding the opportunity to get the strategy early, similar to how hogwarts legacy and a bunch of other titles did it, it's cost free and gets them extra money, which, at the end of the day, is good.

    There are other more or less unintrusive ways to do MT that also provide and open up new paths for revenue to devs. Cosmetics maybe. Basically anything that doesn't affect progression in the strategy, anything that isn't selling progression or selling item power, or anything like that, regardless of how harmless it might seem, that will always always undermine the feeling of integrity in the strategy and RPG. Anything that doesn't sell progression or character power is on the table.

    Which basically means, content DLC and cosmetics DLC. Of course I'm not sure what kind of cosmetics can be realistically sold in JA, but, lol.

     

  7. Since giving developers the most money is the easiest way to make sure they come back to make a sequel, I have some proposals for DLC which would be an easy way for them to generate more revenue from this title.

    1 Rugpull the ending to tell you that the dictator at the end of the story you killed or arrested was a double, and that the real dictator escaped with his best guards and forces to an island. The island expands the map, etc. Alternatively could be a brother, or a lieutenant of the dictator who has vowed to swear revenge and pieced together some of the forces to attack you after the finish of the main campaign.

    2 A terrorist faction similar to under siege has sprung up in the power vaccuum following the regime's decline, and is a new faction. Maybe it operates in civilian clothing meaning you can never spot the terrorists until they ambush you or somethin. Maybe the terrorist group is made up of some ex armed forces that worked for the dictator. Maybe some other disenfranchised group of trained professionals.

    Smaller DLC:

    1 weapon packs, obvious way to make easy money.

    2 potential strategy overhal, WOTC style patch that changes the strategy rules around, changes perks around, and gets rid or adds new system. Maybe makes JA3 a bit more like JA2 or JA2 1.13?

    3 merc packs, add some mercs, either original or new.

    4 some kind of expansion similar to UB, maybe opens up a new map you can go to with existing mercs to start a new campaign. Basically a new campaign, perhaps a bit smaller. Maybe you can't take your gear with you, so you start off from zero item-wise, but you can keep your stats, so to an extent you will be starting off somewhat boosted.

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

    ...along with his severed little finger? 

     

    It should be part of a pre-order exclusive beta version collector edition. All the beta version problems must be kept, and by default one plays sci-fi mode, wherein one has to assist the stalwart adventurer (new recruitable merc), Lunokhod, in exterminating THQ-morphic giant bugs that are ravaging the local population, causing the locals to ignore exploding barrels and bullets etc. After destroying the bugs, one then switches to the normal version of the game.

     

    (Disclaimer: this is by no means a call for Mr. THQ Nordic to inflict harm upon himself. Long may His Corporate Highness reign.)

    You guys talk sh** but the best thing to do at this juncture is to still support and purchase the game (because its not like there's any close alternative out there on the market to this RIGHT????????), and to provide the devs with resources and passionate feedback for what you'd like to see in the next installment.

    Depriving devs of money is the best way to ensure that NO other kind of jagged alliance gets made in the future, whether the kind that's modified and more mass appeal, or the kind that you'd actually want to see.

  9. I don't mind bobby ray's for nostalgia points, but mechanically I actually think local shops are much more interesting because you have to first find them, then you have to camp them, then some of them might have a speciality, or some might sell higher level gear than others.

    Maybe some are behind a quest, perhaps some require some reputation check with a faction in the strategy, perhaps some of them have some other requirement, perhaps some operate out of a hovel in the forest.

    • Like 1
  10. On 4/29/2023 at 1:33 AM, Xeth Nyrrow said:

    The free move and grit perks are the ones in particular I think are unbalanced. Maybe not many perks are unbalanced as I said before but these seem to be. Others look pretty basic and reasonable like +15% damage while flanking (maybe even a little weak). Still many more are unknown until we've all played the game.

    I respect your opinion, but I would say that I don't think it's jagged alliance, or even realistic strategy, to include things like this extra magical HP that appears out of nowhere, or magical AP. I don't even mind freemove too much, I think that can be justified, but grit I especially wish would dissapear.

    Because there are other ways to make melee more incentivized (if you want to). Allow melee attacks to be one-hit kills if you can get in close enough. Allow melee attacks to be much lower AP than ranged attacks. Make them do more damage or bypass armor (though maybe that'll make them too OP).

    I just don't think they belong in a JA title. All that belongs in a JA title is: moving, and shooting. And yes there will be smaller and more niche mechanics, there will be dual wielding rarely, there will be revolvers rarely, and other less common forms of combat, but generally the upper layer of strategy in JA is very very straightforward. You move and you shoot.

    There are also very clear ways to progress and design perks in JA2, either 1.13 or just vanilla. Some perks add extra potential aiming circles or zooms, some perks can add hit chance, some perks can add damage (somewhat unrealistically maybe), or range, or remove AP, or anything like that.

  11. 8 minutes ago, Reloecc said:

    JA3 is going to bee too complicated for XCOM fans (no CtH, too many unit states /bleed, flank, pindown, tired, etc./, too much in between combats). But it's too shallow for JA2/1.13 fans (no inventory management, heroic perks, action bar, cartoony, arcade element /like squad inv, endless ammo/granades, fixed weapon mods/).

    I agree. I think complexity is a gradient, and they made JA3 about 20% less complex and deep than JA2 1.13, while also making it a lot less realistic separately and adding things like grit and freemove.

  12. 2 hours ago, Xeth Nyrrow said:

    I agree that the perks seem to be poorly balanced on the over powered side from what we've seen. Free movement in a game like this is such a huge advantage that it's hard to balance unless it's made very small (like 1 or 2 squares at most). Hopefully modding will allow these XCOM style perks can be changed to other things which are impactful but not game breaking.

    I don't think they're poorly balanced, they're just not what I expected (either JA2 vanilla or JA2 1.13 AIMNAS has perfect perks, some perks are survival related, some are sniper related, some are SMG related, etc) and they have freemove and grit systems in them that I can't say I'm fond of.

    If you choose to include freemove and grit maybe...but I think these are weird systems that are unrealistic and aren't necessarily in best place in JA.

  13. 22 minutes ago, Solaris_Wave said:

    I am happy to see perks which, as @anon474 says, gives a boost to stats but some others seem somewhat cartoonish, such as throwing two grenades at once, or better at knife throwing after getting drunk. It is too early to say though, without seeing a larger amount of them.

    There's a perk like that?

    But as far as I know, a lot of perks are actually not standard +1 to this stat or +1 to that stat, they are things like +15 grit or +10 free move. i.e. all of these systems that imo, don't need to exist.

  14. I agree with most of these criticisms, I don't think the developers are ill-intentioned per se, but I do think JA3 will be significantly different to JA2, and will not have as much "serious strategy" features, like NVGs and an absence of unique and unrealistic abilities.

    I agree with perk system, I think perks are more than fine, but the perks should work like they worked in flashback, +5% accuracy when aiming with a certain weapon type, this kind of stuff. Grit and freemove system is imo a very different thing to what the original JA intended.

  15. 3 minutes ago, Lunokhod said:

    No, they havent "plenty of good programmers", its very small studio, probably developing mobile games. Mb they really not bad in mobile games. Why they dont use unity or unreal, i dont know, ask them. Bro they already spent 4 years on this game.

    Not so small that they don't have a few good programmers, contrary to what you said.

  16. 1 hour ago, Lunokhod said:

    I like when u call me "negative nancy". ^__^

    Well, brother, listen. The first thing they had to do was make a solid foundation for the game. They needed a good coder, specialist, who can create good GAI.

    Maybe you shouldn't like it, it's not meant to be a compliment

    Bro, they have plenty of good programmers; they coded their own engine which is not easy to do. What are you talking about my friend.

  17. 1 hour ago, Ivan Dolvich said:

    I couldn't agree more with the opinions in this debate. I feel like the developers completely missed the essence of the Jagged Alliance series and its player base.

    Jagged Alliance has always taken itself seriously, complete with funny but not silly one-liners, including Elliot. The humor was not forced and slightly subtle. Serious also in the sense that the players took their mercenaries seriously, developing them into real soldiers. There's a civil war going on, for God's sake, and not some battle for neighborhood supremacy between two street gangs of overbearing teenagers. No one would hire a mercenary and let him run around in a pink shirt and white pants during the height of the civil war. It looks silly, and it's silly from a warfare perspective.

    I got the feeling that almost everything in JA3 is designed to please everyone - new, young players and old, seasoned JA players who carry JA in their hearts. In a sense - we take the war and the mercenaries from JA2, but for the Fortnite generation to be able to identify with something, let these mercenaries be cute, trendy dressed overly self-confident heroes with a 10-year-old level of humor. I'm telling you this will be a recipe for disaster.

    From what we've seen, this doesn't look like a decent successor to JA2 so far, but more of a Jagged Alliance: Fortnite edition.

    I don't disagree that there was a change in philosophy, and I don't think they tried to change the tone or did change the tone (if they did it was more of a failed execution to re-capture the tone of JA2, than something they on purpose tried to do), and I don't expect them to change the systems they've implemented or how JA3 will work mechanically.

    I just think that if developers are going to get a certain response, positively or negatively, they should be aware of the reasons. The worst thing that can happen is if the project underdelivers in some way, and nobody knows why or comes up with weird theories without understanding the concrete differences between JA3 or JA2. If we know what the problems are, we can precisely resolve them (or not, maybe you want to keep those features in place, but if you don't, you know what they are and aren't confused on the matter).

    I think 1 grit system 2 freemove system 3 some of the perks and talents are very not WYSIWYG and a change in philosophy from JA2. (And other things as well, I'm sure there are other systems like grit or freemove, and a lot of the perks are based around those freemove/grit type systems). I'm also not the biggest fan of crafting mechanics especially for attachments (though I get some of the reasons for why they exist, like making attachments per-weapon, which makes attachments rarer than before, when they could be switched out at will), and things like squad inventory that is also not very WYSIWYG.

    I also like the dialogue tree system with skill checks, I thought that was great. And I also like the new hackable objects and similar objects in the world/level you can find and interact with. I think that's also great.

    • Like 1
  18. 50 minutes ago, Lunokhod said:

    Absolutely correct. Wrong direction. Everything has fallen into a cheap clowning. Shame.

    U would like to what?! Congratulate?! Elliot!!! ... The game failed!!!

    Oh, dont worry about that, JA become nothing after all of this. Thanks THQ! Great Job!

     

    Ok negative nancy

    Keep hating irrationally and emotionally, without making any specific or concrete of fixed criticisms

    i.e. the opposite of what I'm doing

    • Like 4
  19. Also I think some of the crafting systems, like the ability to craft modifications (or ammo) can be a bit too easy and forgivable for people, in that you don't have to go look for silencers now, you don't have to go look for ammo, or make sure to keep a good stock of it, or always buy it anytime it comes in the shop. And that can be a lot of the fun, just making sure your squad is always well equipped with ammo, and making sure that even if you do find a good gun, well, do you have a silencer for it yet? Maybe you don't. But with craftable silencers it might be a bit too easy, imo.

    • Like 1
  20. 2 hours ago, Ivan Dolvich said:

    Seriously? Why is this stash marked on a overview map if it is labeled as "Hidden stash". If we know about this "hidden stash" in advance, it is just a "stash" and there is nothing hidden about it at all. Devs are treating players as idiots.

    Hidden_stash.png

    Probably overlooked bro, don't worry. They can fix it. It's still in beta remember, this is precisely the time to fix stuff like this.

  21. On 4/23/2023 at 8:46 PM, Claudius33 said:

    It's quite a challenge to satisfy both JA2 vets and new players fed with XCOM regarding the combat. May be some options should do the trick and make everybody happy.

    Hopefully a least some of them could be implemented without significant modifications of code. It's just display/do not display options that do not change the combat itself or a trigger/do not trigger option the foes initial move.

    1/ CTH (journalists/influencers can kill the game just for that)

    • This is the way : Do not show hit percentage
    • You know nothing, Jon Snow : Show hit percentage

    2/ Foes repositioning when the party is detected (some are complaining that kills the ambush they have prepared)

    • I'm ready for anything : foes repositioning is allowed
    • I love it when a plan comes together! : foes repositioning is not allowed

    3/ Show / Do not show cover on projected location (in order to get rid of the the game is too much streamlined potential criticism)

    • Behind that rock I'm not a sitting duck : Do not show cover
    • You sure I can duck behind that little rock? : Show cover

    4/ Show / Do not show lines of sight/fire on projected location (same reason)

    • I'm sure I snipe him from there : do not show lines of sight
    • Are you sure I see him from there? : show lines of sight

    In bold the default options.

     

     

    Basically I think you're saying add CtH which I don't disagree with, but the other changes either dont matter or are very small.

    If you don't reposition patrols it's just SO EASY to ambush them with a grenade. Maybe make this only take place with a patrol that's very close together, not just any group of enemies.

    I don't think the last two points matter that much, no offense.

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