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Post by Membrane_on_Vacation on Feb 18, 2015 3:06:17 GMT
I was pretty disappointed, and pissed off, when they nerfed the [HASH]NPCs and the Stretch Goal associated with the team talking to us to make them. Only reason why I went anywhere near the pledge I did was for this.
Even if I can't make one myself as promised, I still wan't NPCs to be more than a shell of useless text to fill places devoid of PCs. This is an important part of the [HASH]SinglePlayer game which I do wish to experience.
How about all of you?
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Post by Gunga_Din on Feb 18, 2015 4:14:06 GMT
Aye, the NPC factor was very important to me at the time as well. Especially when I was thinking of using my son's name to create the NPC. Good fucking thing I sold out before that announcement.
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Post by Mordecai on Feb 18, 2015 4:32:08 GMT
I admit I was excited about this as well. I sold out my pledge months before the change, so I can't complain, but my sympathy goes out to the players that feel slighted and to the devs that realized the need to change the deal.
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Post by kb on Feb 18, 2015 5:25:42 GMT
The thing I found the most troublesome about this was how it was communicated. If I remember correctly, Lum just kinda unceremoniously asked for people to send him names for some new generic NPCs and that these would count for the reward, which was being changed into this watered down version of what was originally promised. I had plans to make a cool NPC that would serve as sort of a model for later things to come. Like, in my initial optimism, I hoped in later episodes they'd eventually be able to allow players to design a scene and even quests that went in that scene. I had imagined designing and naming some kind of cool looking old man for a Shaman quest line where you would enter a scene where a stonehenge-like structure rests at the middle of the scene. Normally, that scene is just a typical zone with the circle of stones and a few mobs/nodes, but sometimes (based on time/weather/other events), a quest would temporarily unlock and players could unlock a whole quest line if they could solve the first quest's problem.... In this first quest, there would be a series of kobolds loosening and moving the sarsen stones and slowly dragging them toward several rafts by the river bank. I guess the Kobolds want the stones for their magical properties or something.... If the player decided to, the player could try to kill the kobolds and stop all of the stones from being stolen (which will yield a small reward of some kind). However, there is second part of the quest that isn't apparent at first that players could miss: After defeating the kobolds and saving the stones, if the player moves the stones back to their original places, a mysterious figure would appear to thank the player, giving a slightly rare reward like some kind of special stone related gatherable, and would then mention a promise of later encounters and vanish. In later parts of this quest, the player would learn this mysterious guardian of the stones was a "Star Shaman" and would meet other similar spirits (like a trickster spirit named Esu, who is a mischievous friend/foil to the wise old Star Shaman). There would then be a whole side lore and quest line for the player to explore called the "Star Shaman Saga" (with encounters popping up only every now and then in that one particular scene). The story of that quest line could (or might not) have some non-invasive tie-ins to the game's lore. Whatever.... This was some shitty sketch I did of the idea... It looks bad and super amateurish, but was just an initial sketch of how the scene would be laid out, showing a couple of paths the player could take, and how the kobolds pathing might work: s1365.photobucket.com/user/RedCombLP/media/Starhenge1_zps3f01d190.png.html?sort=3&o=34I know that such a scenario is reading way more into the "design an NPC" promise, but I just bring it up to point out how easily my imagination flowed when I first thought of a reward like that, and how sorely I was disappointed when they pulled the rug out from under it with very little fanfare or explanation. It also made me realize that if they'll back away from custom NPC's or companions, then they'll probably back out from CoA's too (or other things) if it proves too technically demanding/time intensive. I felt a great deal of disappointment piled on top of dismay that day....
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Post by Membrane_on_Vacation on Feb 18, 2015 6:15:14 GMT
The thing I found the most troublesome about this was how it was communicated. If I remember correctly, Lum just kinda unceremoniously asked for people to send him names for some new generic NPCs and that these would count for the reward, which was being changed into this watered down version of what was originally promised. I had plans to make a cool NPC that would serve as sort of a model for later things to come. Like, in my initial optimism, I hoped in later episodes they'd eventually be able to allow players to design a scene and even quests that went in that scene. I had imagined designing and naming some kind of cool looking old man for a Shaman quest line where you would enter a scene where a stonehenge-like structure rests at the middle of the scene. Normally, that scene is just a typical zone with the circle of stones and a few mobs/nodes, but sometimes (based on time/weather/other events), a quest would temporarily unlock and players could unlock a whole quest line if they could solve the first quest's problem.... In this first quest, there would be a series of kobolds loosening and moving the sarsen stones and slowly dragging them toward several rafts by the river bank. I guess the Kobolds want the stones for their magical properties or something.... If the player decided to, the player could try to kill the kobolds and stop all of the stones from being stolen (which will yield a small reward of some kind). However, there is second part of the quest that isn't apparent at first that players could miss: After defeating the kobolds and saving the stones, if the player moves the stones back to their original places, a mysterious figure would appear to thank the player, giving a slightly rare reward like some kind of special stone related gatherable, and would then mention a promise of later encounters and vanish. In later parts of this quest, the player would learn this mysterious guardian of the stones was a "Star Shaman" and would meet other similar spirits (like a trickster spirit named Esu, who is a mischievous friend/foil to the wise old Star Shaman). There would then be a whole side lore and quest line for the player to explore called the "Star Shaman Saga" (with encounters popping up only every now and then in that one particular scene). The story of that quest line could (or might not) have some non-invasive tie-ins to the game's lore. Whatever.... This was some shitty sketch I did of the idea... It looks bad and super amateurish, but was just an initial sketch of how the scene would be laid out, showing a couple of paths the player could take, and how the kobolds pathing might work: s1365.photobucket.com/user/RedCombLP/media/Starhenge1_zps3f01d190.png.html?sort=3&o=34I know that such a scenario is reading way more into the "design an NPC" promise, but I just bring it up to point out how easily my imagination flowed when I first thought of a reward like that, and how sorely I was disappointed when they pulled the rug out from under it with very little fanfare or explanation. It also made me realize that if they'll back away from custom NPC's or companions, then they'll probably back out from CoA's too (or other things) if it proves too technically demanding/time intensive. I felt a great deal of disappointment piled on top of dismay that day.... Yup, that is what they did. Slid it into Dev+ all shhhhhhh like. Last partof this article: insanemembrain.wordpress.com/2014/07/31/splitting-hairs-and-breaking-promises-dont-laywer-them-bro/It looks great, concepts don't need to be flashy otherwise you are doing it wrong and wasting a bit of time. +1 for the Black Wizard too! I agree, they have used the time thing over and over and some of the pain point there is that some of the stuff they are complaining they don't have time to do has actually been done for them by the community... Poor form.
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Post by Membrane_on_Vacation on Aug 5, 2015 8:00:15 GMT
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Post by templara on Aug 5, 2015 8:59:56 GMT
Wait, @insane , havent you sold yet?
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Post by Membrane_on_Vacation on Aug 5, 2015 9:09:28 GMT
Wait, @insane , havent you sold yet? No bro, I still have Citizen RF skin in the game.
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dodgy
Strong in the Force
Posts: 1,171
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Post by dodgy on Aug 5, 2015 9:21:52 GMT
We should play together.
See how long we last.
A BATTLE OF WILLS!
A WAR OF ATTRITION!
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Post by templara on Aug 5, 2015 9:31:56 GMT
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