Jump to content

CatsPaw

Members
  • Posts

    30
  • Joined

  • Last visited

  • Days Won

    4

CatsPaw last won the day on November 12 2021

CatsPaw had the most liked content!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

CatsPaw's Achievements

Apprentice

Apprentice (3/14)

  • One Month Later
  • Week One Done
  • Dedicated
  • Reacting Well
  • Collaborator

Recent Badges

12

Reputation

  1. Agree. Without physical bullets, the game will be somewhat simplistic. I think the atmosphere in JA2 is closely related to the ballistic feel. This component gave a lot to the original.
  2. I do not have factual information on the development of the game, but in my opinion there must be an affirmative answer to all these questions. I have no idea how the developers will explain to JA fans the absence of all of the above. Something like ", we did JA3, but the output is SIMS, sorry, we don't know how it happened..." I would also like to get an answer to this question. This element is important in JA.
  3. In my opinion, there is a question for the publisher. Is there any estimate for the age groups of the JA 3 audience? Does the publisher consider the 35-45 age group significant? In this regard, does it take into account the importance of expanding the distribution channels of the game. After all, it is known that many players over 30 have a negative attitude towards STEAM. They don't really like the fact that they need to log in to STEAM to access the game. Do you plan to release the game on GOG or other distribution platforms?
  4. Hello Fabian! Do you have anything to do with the publisher "THQ Nordic"? May we ask you questions as a JA3 publisher?
  5. I think we need a separate section where there will be only these 3 topics. It's easy, but you need admin rights. But the most important thing about them is the answers from the developers. There is no point in creating these topics without the participation of the developer.
  6. I'll add to my post above: I think it would be advisable to create another topic "Discussion of developers' answers". 1. "Questions to developers" - only a question about the game, without the ability to comment or discuss the question of another participant. 2. "Answers from developers" - just the initial question and answer from the developer. 3. "Discussion of developers' answers" - here all community members discuss and comment on the question and answer.
  7. Hello Wigen! Please specify the following points: 1. If it's not a secret, where did they say it? 2. Who answered the question? Representative of THQ Nordic or Haemimont Games. 3. Who will answer the questions? Representative of THQ Nordic or Haemimont Games. I will add my opinion on this: This forum already has an administrator. What is the difficulty in creating a "Questions to the developer" theme? In this thread, conduct strict moderation on the subject of flooding, etc. Community members ask specific questions about the game in this thread for a week or so. After that, the developer's representative himself answers in this thread. And the administrator publishes in the first message of this topic links to the developer's answer. Or creates a separate topic "Developers' Answers". Where the previously asked question and the developer's answer are published. As a result: the developer does not need to run through all the branches of the forum and look for specific questions, and we will get answers to the questions that interest us.
  8. Oh sure. The same caliber can be both pistol and rifle. But the effect will be different. There are many nuances. If you load the magazine in a ratio of 1 to 3. Where 1 is a regular cartridge, and 3 is a tracer, then the suppression effect will increase significantly. Despite the lower stopping power due to weight loss in flight, they have a "psychological effect." People under fire have the impression that there are much more attackers than there really are (well, developers, will it be possible to charge the magazine in a ratio of 1 to 3? No bans, I'm kidding ๐Ÿ˜€. Just give the opportunity and the fans will add it themselves๐Ÿ˜). How do I feel about activating abilities? Depends on the implementation method. Will she have a cooldown etc. In most cases, this is a simplification and limitation. If so, then I am against it. I'll try to explain. Entering the sector, we see a tactical opportunity to take a position that will give us an advantage. She is at a distance from us. We understand that opponents are dispersed across the map and we have the opportunity to create a numerical superiority on the way to the cherished goal. But at this point, there are several opponents. They are in hiding. We can make a decision with the help of suppressive fire to get close to the point we need. Thus, on the way to the point, we will conduct suppressive fire constantly. Move by move. Either everyone fires, and then they move to the point, or three fighters conduct suppressive fire, the other three move to the point. With the subsequent change of roles. But in this case, I will have to think about the advisability of such an intense fire, will I still have ammunition after that (will the weapon overheat, just kidding, you understand me, right?๐Ÿ˜) to continue the battle. Or another case. The squad was ambushed (they will be, right the developers?๐Ÿ˜). You cannot save cartridges there and think what you will do tomorrow. There you need to answer with all the weapons that are. Here and now. But your "ability", sorry, will reload in two turns... Thanks... What can I say about poorly implemented ability mechanics, infinite ammo mechanics, rigidly assigned classes without the ability to change weapons? All this reduces variability and leads to uniformity. I am for having a choice, I am for diversity.
  9. Mod 1.13 is not complicated by its mechanics. Mod 1.13 is complex in that it is open and for the most part is available for independent modification by the user. If desired, most of these mechanics can be changed in any direction of complexity. Mod 1.13 is difficult in that it is difficult to stop yourself in terms of tuning and testing the result. But this is also part of the gameplay. And the people who are doing this are also the audience of this game. This cannot be neglected.
  10. Yes, I agree. That's why I wrote "JA2 is a game for those who just want to come home and relax". It does not require finding optimal paths. Artificial intelligence forgives most mistakes. You can always load the game from the previous moment. This is not chess, where one move can decide the outcome of a duel that lasted several hours. Agree. The genre as a whole doesn't have many fans. And by simplifying the mechanics, this audience will not grow. Yes, there will come a certain number of people who love simplification, but also a certain number of impatient simplifications will go away. I think that for this project, reaching the entire JA2 audience will be a success. There are not so few of them, they are devoted to the game, willing to pay for it a little more than it is worth. There are not many games to which there are so many discussion forums. And those who have the same number or more, as a rule, TOP projects with a huge budget. Where are the millions of new players at Phoenix Point? They are not here. The problem is that everyone no longer believes in the very fact of releasing a game similar to JA2. But that JA2 fan base is enough for JA3. Given the huge number of games coming out now.
  11. This is a trend. Each trend has a period, i.e. beginning, development and end. Humanity cannot simplify everything indefinitely. The next step will then be the rejection of reading, writing and the simplest arithmetic operations. It's difficult... In general, it's funny that we are discussing the very fact of the difficulty of the game "JA 2". She is primitive. Why simplify this game yet? The allocation of 20 or 100 action points is a daunting task for a modern person... Are you serious? I have already cited Starcraft 2 as an example, where even now people aged 14-18 calculate the opening of the game up to a second. When and on what will they spend each unit of minerals and gas. At what second will the required building be built when an improvement is ordered for your units. At a high level, this happens depending on the development of the opponent. People click 200 - 350 times a minute. There is complexity there. There really sometimes, after a tense fight, you get tired, which you feel physically. And the thought appears "in the next half hour, I'm not ready to repeat it." And "JA2" is a game for those who just want to come home and relax. Deepening the JA2 mechanic won't make JA3 difficult. Will make it more variable and realistic. Why should this scare players away? Let's take the Race genre as an example. At the dawn of their formation, they had primitive physics and mechanics. But gradually physics and mechanics became more realistic. There are many racing simulators now. Is it more difficult than before? Yes. Is the complexity of the players off-putting? No. Everything is exactly the opposite. People want more realism, they like it. It provides opportunities to experience emotions without endangering life. And the more realistic, the more emotions. Why is it wrong with JA 3? Well, for those who want absolute relaxation, there is always Angry Birds. This is what modern games should get rid of. This is exactly what is required of the developers. This is, in fact, the concept of "unnecessary complexity".
  12. THQ Nordic - Publisher Piranha Bytes - developer of ELEX II Haemimont Games - developer of JA3 Most likely there is no direct relationship between the JA3 release date and the ELEX II release date.
  13. So isn't this a great example? The product was developed by a team without special features and funds. But the game is successful. Despite the mechanics and the 2000 interface. The publisher did not give her a price tag for the indie project. The publisher appreciated it more expensive than many new games: XCOM 2: Chimera Squad, Gears Tactics, Wasteland 3, Phoenix Point (I think because they understood that the main audience is 35-45, and they are ready to pay). The main reason for negative reviews to it is the servers not working for 3 weeks. The game began to be sold, and the servers were not available half the time. But this is a purely technical problem. Blizzard themselves have stated that the success of Diablo II: Resurrected will force them to intensify the development of Diablo III.
ร—
ร—
  • Create New...