This pile-up is kind of unwarranted.
But snark or not, he is still being dismissive of a guy giving genuine feedback.
OK, since I sh
are some responsibility in convincing Brother None to respond to allegations about the game here, I should probably say something.
felipepe pays to test out company's game for them, gives valuable detailed feedback
company representative replies with snarky comeback
10/10 reaction
I think you're overreacting. His post wasn't any more snarky than usual for the Codex. This pile-up is kind of unwarranted.
Guess we should've provided quest markers.
But snark or not, he is still being dismissive of a guy giving genuine feedback.
Isn't this the same thing some people say about Vault Dweller? This is the Codex, anybody can be "dismissive" if he has proof that the person he's replying to is wrong about something.
Its the only way i ever get a brofist, that or stating incredibly insightful but nonetheless trivial and dumb observations.confronting a fellow codexer
So one is to get that into their hands so we can start getting feedback, and of course the other half of production is to not slow down so we can keep marching toward getting the product done. But this week is a critical one because it’s the first time people are going to be able to get their hands on it and play it.
The response has been super, and we’d love to add more choice, more reactivity and subtlety, which is what we plan to do. This is a new process to me because I would never put something this early into the public, you know, I’m sort of used to getting things out much further along, but fortunately having gone through this up to date, the positives far outweigh the negatives.”
Not exactly. What it is, is about 90% of the game’s underpinning, so all the systems are in place and in some ways it will feel like a finished product. You’ve got combat, UI, inventory, the majority of the skills working, sound effects and you will get a sense of the game.
(in store it was written about few months)You’re really kind of getting a snap-shot of the Arizona levels, and there’s four main areas and a bunch of smaller areas that we’re putting out, then through the beta process over the next couple of months, we’ll continue to release a couple more areas for Arizona. But we will hold Los Angeles back.”
It warns you that it's rigged if you look at it (maybe that depends on your skills? I'm not actually sure). I dunno if it really needs to do more than that in this type of RPG.You really think that's as intended and in line with the game's design so far? That you simply click on a generator for more info, and it blows up and forever locks you away from the most important NPC in the area?
Thanks. I assumed you were talking design/layout wise as that was the topic, rather than bugs and quest-nodes not closing. Report away. Good stuff.So yeah, the area's a mess. Is easily the one I get the more bugs and crashes, all properly reported to the beta website, along with more than 30 other bugs and suggestions. Which makes the all-hating felipepepe responsible for more than 1% of all the feedback you guys got so far from thousand of players. You're welcome, InXile representative.
Ag Center doesn't have a lot of reactivity, no. I don't know that those two early "crisis" maps will ever be a shining example of reactivity compared to later hub locations, but sure, right now there's not much of anything.Note that I provide one example of the lack of reactivity and shitty waste of potential, and instead of telling me how I missed all the reactivity there, you give another example. So we can agree that Ag. Center reactivity sucks?
Well yes, because I'm correcting the claims that there's "none of that", "no reactivity", and the like, because that's simply not true. That was my main reason for posting, because those claims just aren't a fair representation of the game, and they were getting pushed hard in this thread. Saying it's not doing enough, absolutely. Saying it's not doing anything? Just not true.You say that I'm overstating things badly and giving people reading the wrong impression, but you're doing the opposite and understating them badly.
Just making sure people get the whole picture. We are actively asking for feedback and we already told you reactivity/consequences are a focus there, because we can and need to do better. I don't think it's very fair of you to insinuate I'm a PR guy (I'm not) or to accuse me of being overly defensive/butthurt (snarky, yes, but this is the Codex), I'm not enjoying being made out to be the bad guy here. We all agree the game needs to do more in consequences/reactivity, and it's not where we want it to be yet. If it was at a stage where it shows exactly what Brian envisioned when he made those statements, do you think he would've specifically brought up consequences as a point of improvement in the update? Again, all I was doing was pointing out there are places in the beta where you can see the concept at work, the focus is to do more of that, much more (though of course, judge it for what it is now, I'm just saying, we're all on one line on this topic).The potential for a great game is there, but will all depend on how the feedback is handled and implemented, and I doubt that being overly defensive is of any help.
I don't think it's very fair of you to insinuate I'm a PR guy (I'm not)
PR guy to me is someone who just does PR work and gets sent off to manage relations. I write, design, playtest and do production work for Wasteland 2, my job's all over the place (as is usual for low-level producers). I'm not here because my job description includes "post on RPG Codex", I'm here because I like the RPG Codex. Calling me a PR guy makes it sound as if I'm here to sell the game to you. Fuck that noise.What? How come? it wasn't even meant as a offense or snide, just a fact. You're community manager for inXile, you're paid to handle relationship with the public, you're Public Relations Guy™. I really don't get how's that unfair or wrong.
It's supposed to give some kind of buff to allied characters standing near the Leader in question. That's all I know.
Makes sense, in marketing everyone lusts for the PR title, it mostly means high status, easy job, big pay and going to a lot of parties for free...Because you work with marketing yourself. For most people, a PR guy is [pic]
IMO they nailed the in-game visuals and ambient music. Dialogue system, however, brought to you by David Cage™.
In theAhaha whatDon't let your rangers ger separated. If battle is initiated while they are, an invisible blue barrier is erected so that your other rangers cannot enter the battle and the game pretty much 'soft locks' if your separated ranger goes unconscious.Hellhighpool irrigation center, I finished the mission there but didn't clear one pack of radroaches. One of my rangers got separated and aggro'd them while I ordered them to walk to the exit. A blue barrier was erected none of my rangers could walk past while in-combat. The roaches cannot either. Since this ranger was on low health, she went unconscious and I literally could not do anything.
You cannot injure things on the other side of this barrier, all of my ranged weapons were doing 0 damage when they could otherwise 2HKO the roaches. This effectively means anyone trapped in battle has to finish it off. But, if they go unconscious, the roaches will just stand there and you'll have to reload your game.
I think the dialogue system is fine. the dialogue window, though, could use some love from a designer. for example...IMO they nailed the in-game visuals and ambient music. Dialogue system, however, brought to you by David Cage™.
...I don't quite understand why there's a need to type in keywords that appear in red, but not in yellow. why can't all of them be either red or yellow?There are times when if you're paying close attention you can write a key word and get more information.
Come on. Brother None's posts read a lot like fire extinguishing rather than actual conversation - the camera response is just the most blatant. It shouldn't be surprising that the Codex reacts to this.