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Palankar

Vintarian
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  1. In fact, I don't think it's a good idea to leave such important decisions to the community. However, the game is not at its most stable stage and there are things that are clearly more important than all other innovations, if we talk about playability (I hope I used the right word). But here the author is free to decide what to do, of course. Well, I'll explain my choice: Better combat 1. It can also be the second part, here more affected NOT an objective opinion, but my subjective. I chose to improve the combat system, because I believe that all the adrenaline challenge that you can get from this kind of games is based on it. This is very important. A well-developed combat system not only gives a completely different experience from the gameplay, but also allows you to create such opponents and situations that with the current "spam-click-to-hit" mechanics would be simply impossible. For example, interesting boss battles added with mods, or introduced to the game with future updates (who knows), when you have to adjust to changing battle conditions and think quickly, and not just move back or cut circles around the enemy, mechanically clicking the mouse button. In general, I'm talking about more active and interesting battle mechanics. With a large number of battle options, a greater dependence on the player's personal abilities, a large number of variations of mob attacks (fast, with preparation, long-range, on the area, imposing temporary effects), a battle mechanic (dodging attacks, blocks, etc.), perhaps the introduction of more hitboxes on the model with different degrees of damage, and so on. Make it easier for new players 2. Objectively, for the game itself at the stage at which it is currently, this point is much more important. Here I will try to explain my position in the most understandable way. It is worth taking into account that all people have completely different gaming experiences. And if on average people who are still paying attention to Vintage Story, it is similar at least in that they have some experience with sandbox games with elements of survival (let's be honest, I think that most of the community has dealt with Minecraft), then the mechanics of TFC are not even familiar to everyone, even many. And this is the biggest mistake of the introduction to the game, I think. Even for me, who have a lot of experience with TFC, not all aspects of the game were immediately clear. I had to go to the Wiki sometimes. But I personally think that if you need to search for information in third-party sources to play the game, then the game does not present itself well. I apologize in advance if I went too far in my statements, this is not on purpose. And what about the players who have such a minimal gaming experience? They simply will not understand what to do, and many simply will not be able to get the experience from the game that the author may think of. This is the main problem. How to solve it? To be honest, the TFC mod, which is so clearly focused on the game, is extremely bad in terms of introduction to the game. But it's still just a mod. It already implies that the player knows the game very well and wants to get a new experience. It is designed for an experienced player. And here is a separate game and the experience of a novice should be considered, of course, almost zero. From what I've seen the best introduction to the game does Thaumcraft mod with his Thaumonomicon. This is just the perfect way to introduce the player to the game, show the main aspects, and most importantly, make it interesting and exciting in a way. This is how many survival games work. Green Hell and the Forest with their books are a clear example of this. Even in Minecraft, there is an achievement system (you didn't think it was there without a goal?). This is a good, thoughtful mechanics of introducing a person to the world, much better and more interesting than dry encyclopedias (I don't know if there is such a figure of speech in English). Just following the records and developing, discovering new peaks, is already a cool gaming experience that brings pleasure. My suggestion is that the game requires something similar. A reference guide that will present information gradually, where new parts will be opened sequentially. This will introduce the appearance of progression while the player just survives and plays. This will not overload the novice with a ton of information at once, but will give as much as he can understand. This will give the player a goal-to learn everything. I think that with this approach, you can count on the fact that most of the people who came to the game will understand it, explore it and be able to advise others. As for me, this is extremely important for the growth and development of the game as a whole. And that is why I believe that it was not necessary to give the decision of this issue to the community, since many of those who are here on the forum have already passed this stage, or have enough experience to ignore the problem, and therefore are not able to understand the weight of this point. P.S. I Apologize for possible errors in the text. English is not my native language, and I don't have much experience in it yet. So it's a little difficult for me to formulate my thoughts as clearly and colorfully as in my native language. P.P.S. And thank you very much for the incredible work on the game. This is really a great job)
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