Author Topic: AVWW2 - Beta Feedback by Meh ;)  (Read 4221 times)

Offline eRe4s3r

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Re: AVWW2 - Beta Feedback by Meh ;)
« Reply #15 on: December 28, 2012, 03:31:31 pm »
Quote from: zaaq
As to why... there's not really that much to do on the platforming maps. You jump around, kill stuff, and pick up the occasional merc coin. Other than that, it's just rushing to the next perk/generator/level up statue/etc.

Thus, my goal is usually "clear the area as fast as possible", so that I get another turn on the strategic map.

Yeah, and that is imo the problem. Because platforming is clearly the meat of this game. And currently there is no meat. So to speak. ;p There is very little to actually do... which makes the platforming segments more like an extremely annoying turn-end button (as absurd as that sounds).

I think this game needs more interactive elements in the maps that affect the strategic game, Shrines to find and activate that improve moral or maybe weaken the bosses or enemies for 1 or 2 turns, ancient golems hidden in deep caves that help you fight for 1 turn, portals to other dimensions, ancient beings lurking in the shadows that can be good or evil, that we can free or kill (with varying effects). And give us something that levels up over time. (The aforementioned drone or wisp) Stuff like that. Give us a reason to explore, and give us good rewards (story, dialog, loot, maybe an improvement to 1 of the 4 spell) in return. And more, the game needs direly buttons to press that do stuff. Extend a bridge, summon something or another. Books to find with lore, ancient magic to do and some proper puzzles. Find the crank-wheel and open a door to a prisoner of ancient times..

You see, I can come up with all that, and I know Arcengames loves coming up with that kind of stuff... point being, this is whats missing. Again, the game has solid platforming with ehm.. "meh" controls, but it fails not because of that, but because the game needs more than enemies to kill.

I thought Metroid is the inspiration here? Metroid had a lot of secrets that didn't involve shooting <3 everything to smithereens.
« Last Edit: December 28, 2012, 03:34:54 pm by eRe4s3r »
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Offline Cyprene

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Re: AVWW2 - Beta Feedback by Meh ;)
« Reply #16 on: December 28, 2012, 07:27:28 pm »
A bad control system in a platformer game is prettymuch fatal.

And the current system is pretty bad. 

Offline LaughingThesaurus

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Re: AVWW2 - Beta Feedback by Meh ;)
« Reply #17 on: December 28, 2012, 10:41:58 pm »
The platforming controls aren't bad. The aiming is certainly doable as well. The real problem is if you don't have a speed related perk, you have that acceleration and the really sluggish movement to contend with.

Offline isil

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Re: AVWW2 - Beta Feedback by Meh ;)
« Reply #18 on: December 28, 2012, 11:56:21 pm »
I see no real point in creating my own thread for this, so here are my impressions as someone who played a lot of the first game.

I've reached character level 10 thusfar and unlocked the tier 3 mage classes and I have been enjoying myself immensely.

I have a wired XBOX 360 controller that I use as my gamepad. Here is my key config:

Movement keys: D-Pad

Jump:                 A
Primary spell:     X
Secondary:         Y
Special:              B
Ammo spell:       Right bumper

Aim 45 degrees lower:  left trigger
Aim 45 degrees higher: right trigger

Action button:   Left bumper

I can understand people griping about the fact that it plays much differently than AVWW, another game I played a great deal of. However, AVWW 2 is more challenging due to its control scheme and the fact that you can no longer just press tab to lock on to an enemy and fire away.

Even if you didn't do that, mouse aiming is still easier than using a gamepad or your keyboard alone. However, it does not take much effort at all to rebind the keys on your keyboard to emulate something that a gamepad might provide for you, but perhaps not quite as well.

I find combat far more satisfying in AVWW 2 than in the first one due to its inherent challenge. It applies well to every challenge I have faced thusfar save for boss fights.

A little off-topic probably, but boss fights need to be revamped a bit. The only real way I was able to defeat bosses (on Hero combat difficulty) was to use my ammo spells very close to the boss. This generally resulted in an instant kill. I accomplished this even with a character who only had 2 hearts by default. I would get close, take damage, use the spell, and come out only having been hit once.

Perhaps this can be accomplished by giving them unique spells that can be dodged/platformed around? Of course, this would also require that the slices that the bosses are currently spawning in be in far more open areas, such as in the first game.

All in all, keep up the good work Arcen. I look forward to the innovations that the developers will bring to the combat system as a whole. I encourage everyone to submit slices (the map editor is very easy to use) to subsequently encourage more difficult platforming as soon as more traps have been added, or to even use what is available right now to create something even more difficult than what has been accomplished and implemented already.
« Last Edit: December 29, 2012, 02:25:26 am by isil »

Offline zespri

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Re: AVWW2 - Beta Feedback by Meh ;)
« Reply #19 on: December 29, 2012, 12:08:44 am »
Have your home base (i.e. that room in the tower you spawn in when you die) be something else entirely after the main bad guy starts stomping around. It's a bit unrealistic for you to set up camp personally in his tower, unless I missed something in the story.
Yep, I've been scratching my head over this one as well.

Offline zaaq

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Re: AVWW2 - Beta Feedback by Meh ;)
« Reply #20 on: December 29, 2012, 12:45:53 am »
I think this game needs more interactive elements in the maps that affect the strategic game, Shrines to find and activate that improve moral or maybe weaken the bosses or enemies for 1 or 2 turns, ancient golems hidden in deep caves that help you fight for 1 turn, portals to other dimensions, ancient beings lurking in the shadows that can be good or evil, that we can free or kill (with varying effects). ... And more, the game needs direly buttons to press that do stuff. Extend a bridge, summon something or another. Books to find with lore, ancient magic to do and some proper puzzles. Find the crank-wheel and open a door to a prisoner of ancient times..

That stuff sounds awesome. How would it keep from getting as worn out as the platforming content? The game is presently organized into "slices", templates that are glued together. The thing is, the buttons to press and items to find don't really fit the template (thus far)...

It's a question I've struggled with when attempting to make game-like programs of my own... how to create procedural content that's not repetitive.

Offline Misery

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Re: AVWW2 - Beta Feedback by Meh ;)
« Reply #21 on: December 29, 2012, 01:26:05 am »
The way I look at it, the no death penalty game is practice for when you actually suffer serious consequences for death later on. If you just suicide pill out beyond that part, you'll have no practice in dealing with the stuff on the way out... but then there's also the fact that I haven't heard the idea of a good death penalty. People mention locking you out of mage classes or perks temporarily, or all around making you weaker, but all that's going to do is make the game even harder, and potentially give you unwinnable situations. If you want to lose the game on death, you just make that upfront, instead of taking away your progression and making the game impossible to win at anymore. Be upfront about that kind of thing. There should be some little resource cost, maybe morale or mana, but nothing else.
Otherwise, I'm imagining my frequent deaths to bosses in my first playthrough. I would literally have lost the game at the first lieutenant like 5 turns in, quit the game forever, and declared it broken if I were forced to suffer serious death penalties for how ridiculously hard the game was. I have maybe slightly above average skill at games. I can beat things that require more patience, like say Super Meat Boy. You die, you just replay the level to where you died... but the game's ridiculously hard. Hate to say it, but giving this game (which is on a similar level of 'hard' in some cases) that kind of punishment (perks or classes) would make it potentially unplayable.

Ehh.... I can understand that to a point.    The difficulty of the game, though, is very subjective, which is part of the problem.    You say the game is ridiculously hard, but I personally am starting to find it much too easy.  One of the reasons for me to use the pill after, say, grabbing a perk item is the simple fact that it just removes the tedium of exiting.   Exiting the cave simply means going back through areas that I already easily passed in the first place.... there's no challenge there, so I see little reason to bother.   I need a challenge in order for something to hold my attention.  The pill just bypasses the duller parts that much faster, which is good, because I tend to have little to no patience.

And part of the tedium is, to me, the lack of any kind of real threat.  One of the reasons why the strategic mode remains so fascinating is because there's ALWAYS a threat.   Proper strategy is important, and if I do something stupid, I'll have to pay for it.  The platformer bits utterly lack this.  To be honest, I'm not always entirely paying attention to them when going through them (with a couple of exceptions), due to the simple fact that it really just doesnt matter if I screw up;  I dont NEED to focus on it.   The only real exceptions being boss fights, and the escape sequence in research facilities, since both of those are at least decently challenging.  Even then though, if I screw those up.... well, just keep charging at them till it works. 

And this is part of my problem with ALOT of games these days.   Gamers have gotten much too used to ALWAYS winning in the end, and to me, this is extremely boring.  It's one of the big reasons why I've pretty much dropped the consoles completely and stick to PC games (and even then, I avoid most AAA titles like the plague).   One thing I've liked about Arcen's games so far is that they seem unafraid to stick some genuine difficulty in, with actual penalties for being defeated (losing your guy in AVWW1 was a good one).   The strategic mode very definitely keeps up with that idea, but it's just so strange to me that for much of the game, the platformer bit DOESNT.    And I know the later bits DO have a penalty, but even that.... it's such an extreme, dramatic change that it really is likely to just frustrate alot of players.  Very.... jarring?   If that's the right word.  It doesnt bug me, but it *will* bug others. Probably alot.



Quote from: zaaq
As to why... there's not really that much to do on the platforming maps. You jump around, kill stuff, and pick up the occasional merc coin. Other than that, it's just rushing to the next perk/generator/level up statue/etc.

Thus, my goal is usually "clear the area as fast as possible", so that I get another turn on the strategic map.

Yeah, and that is imo the problem. Because platforming is clearly the meat of this game. And currently there is no meat. So to speak. ;p There is very little to actually do... which makes the platforming segments more like an extremely annoying turn-end button (as absurd as that sounds).

I think this game needs more interactive elements in the maps that affect the strategic game, Shrines to find and activate that improve moral or maybe weaken the bosses or enemies for 1 or 2 turns, ancient golems hidden in deep caves that help you fight for 1 turn, portals to other dimensions, ancient beings lurking in the shadows that can be good or evil, that we can free or kill (with varying effects). And give us something that levels up over time. (The aforementioned drone or wisp) Stuff like that. Give us a reason to explore, and give us good rewards (story, dialog, loot, maybe an improvement to 1 of the 4 spell) in return. And more, the game needs direly buttons to press that do stuff. Extend a bridge, summon something or another. Books to find with lore, ancient magic to do and some proper puzzles. Find the crank-wheel and open a door to a prisoner of ancient times..

You see, I can come up with all that, and I know Arcengames loves coming up with that kind of stuff... point being, this is whats missing. Again, the game has solid platforming with ehm.. "meh" controls, but it fails not because of that, but because the game needs more than enemies to kill.

I thought Metroid is the inspiration here? Metroid had a lot of secrets that didn't involve shooting <3 everything to smithereens.


Aye, I agree with this to a point.  More STUFF to find/do in the platforming areas.  The perk tokens are very satisfying to find..... but that's it.   I know there's mercenary coins, but those seem.... useless, once I found out what the mercenaries actually do, namely, next to nothing.  And beyond those two things, there just isnt anything else.   I cant even count equipment here because it barely even exists.


Now, I'm not saying to implement yet another Diablo-style loot system here.  I liked that there was alot of stuff to grab in the first game.... but what I've always NOT liked about Diablo-style loot is that 99% of it is absolutely worthless.   I know some people like that style, and that's fine, but....  ehh.   I'd rather find things that are always genuinely useful, that make me want to go out of my way to grab them.   Even if it's just something like coins in the original Super Mario Bros.   Each individual coin wasnt much, but you still tried to grab lots of them, because when you got enough, 1-up time!   AVWW1 did this, which was pretty nice, with the only downside being that instead of giving you 1ups or something it usually just farted out junk loot at you, but still, it was better than nothing.   At least grabbing all of the enchant bits was fun, even if it did spit garbage out as a result most of the time.


And now I've forgotten where I was going with any of this, provided I was going somewhere at all, so I'll stop here.

Offline LaughingThesaurus

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Re: AVWW2 - Beta Feedback by Meh ;)
« Reply #22 on: December 29, 2012, 01:42:34 am »
I don't want to always win either, that's the thing. I'm with you on that. But, in this game, if you DO get to making mistakes, you die very quickly. I'm even one difficulty below average, and I've gotten to the point where I can take 3 hits in succession and drop below half health. If you can die in the blink of an eye, a severe punishment is not a good thing to put in for that. The punishment really should be proportional to the size of the mistake, and for just making a somewhat small mistake I would be fairly close to death... yet, the way it's set up, I die fairly quickly, but I have the punishment of having to run all the way back to where I died. Now, if we were talking a game where you get loads of health like in Metroid Prime or something, then yeah, you should suffer some really serious damage for losing your thousands of HP. In this game, I effectively have tens of HP.
So, really, it's about finding the right punishment for the job. I already hate dying because I have to restart everything and fight all the bosses and enemies again. That's enough to keep me out of harm's way, and it means if you're just not good enough, you hit a stalemate. To use the Super Meat Boy (or N+ even) example, you die in one shot. You have infinite lives. Literally, the only challenge is having the patience to actually make it through. This does not make the games easy, casual, or anything of the sort. You lose thousands of times in those games before you win, but you only lose seconds of progress every time.

Regardless, I mean, it's like the shadow frigate in AI War. They figured that out and found a really good penalty for dying there. Same way with Terraria; Losing half of your cash on hand, rounded up, is really bad, but never leaves you hurting so much that you can't continue. As for this game and how it works, I don't really know how to set a good penalty.
What I probably would do is, I actually like the idea a lot of punishing through attrition. It's kind of what Valley 1 did a really bad job of, as enemies gave loads of health on death). If you take loads of damage, you're stuck with your tiny amount of health. The mistakes compound over and over until eventually you just can't take any more and you die, and suffer the ultimate penalty. It's the same way with virtually any other Metroidvania. You always have these huge banks of health, yeah, but the reasonable games don't ever give you free full heals. If you screw up, you claw your way back to full health or die trying. What if you had a lot more health, but did not get it back without, say, killing a whole lot of enemies without a scratch, or skipping a strategic turn? As it stands, you're always fully healed no matter what happens. It's almost like a modern day FPS. You die really fast, heal really fast. Encounters themselves never take a toll on you. That design never really meshes with me.

Offline eRe4s3r

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Re: AVWW2 - Beta Feedback by Meh ;)
« Reply #23 on: December 29, 2012, 08:52:17 am »
I think this game needs more interactive elements in the maps that affect the strategic game, Shrines to find and activate that improve moral or maybe weaken the bosses or enemies for 1 or 2 turns, ancient golems hidden in deep caves that help you fight for 1 turn, portals to other dimensions, ancient beings lurking in the shadows that can be good or evil, that we can free or kill (with varying effects). ... And more, the game needs direly buttons to press that do stuff. Extend a bridge, summon something or another. Books to find with lore, ancient magic to do and some proper puzzles. Find the crank-wheel and open a door to a prisoner of ancient times..

That stuff sounds awesome. How would it keep from getting as worn out as the platforming content? The game is presently organized into "slices", templates that are glued together. The thing is, the buttons to press and items to find don't really fit the template (thus far)...

It's a question I've struggled with when attempting to make game-like programs of my own... how to create procedural content that's not repetitive.

The problem isn't procedural or not.. it's more a thing of "what's the point of the game" "What can you do apart from that" and "what is the way to get there"

These 3 things combine together to an experience. Procedural content should never be a thing you do for procedural contents sake. You can not make a game based solely on procedural content.

Or even more to the point
Quote
It's a question I've struggled with when attempting to make game-like programs of my own... how to create procedural content that's not repetitive.
It's easy to make procedural content not (obvious) repetitive but impossible to never make it repeat. That's just how randomness works. Stop thinking of procedural content as a thing you do to add content. Procedural content is NOT CONTENT. It is fluff, you fill the fluff, procedural or hand-crafted, with content. That is how game design works (for now ,p).

If you want to make a game as little repetitive as possible you need to add a lot content with some randomization to the fluff. But to make procedural content not repetitive is like wanting to make water less wet.

But to answer
Quote
How would it keep from getting as worn out as the platforming content?

It won't, the solution is obviously to spread these side missions out across several playthroughs, add a persistent element, and add some random element to the quests. But after sufficient repeating it will wear out like games will always. There is no game that's always fresh

The only reason you add content to fluff is to keep it longer fresh. The less content fluff has, the less fresh it is and the faster it wears out.
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Offline zaaq

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Re: AVWW2 - Beta Feedback by Meh ;)
« Reply #24 on: December 29, 2012, 03:06:12 pm »
But to answer
Quote
How would it keep from getting as worn out as the platforming content?

It won't, the solution is obviously to spread these side missions out across several playthroughs, add a persistent element, and add some random element to the quests. But after sufficient repeating it will wear out like games will always. There is no game that's always fresh

Right. What I'm wondering about are the specific, targeted ways of spreading out the missions... What (presumably new) game mechanics could be delegated to the procedural engine? How would the engine leverage the (relatively) small amount of hand-crafted content to create gameplay that remains fun across several play-throughs? What techniques, besides "more content", can be used to scale content to be on-par with how players consume it?

Put another way, with a procedural engine, it's possible to create emergent systems. What specific techniques could be applied to Valley 2 to distribute the story/vary puzzles/etc?

Offline eRe4s3r

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Re: AVWW2 - Beta Feedback by Meh ;)
« Reply #25 on: December 29, 2012, 05:39:58 pm »
Quote
Put another way, with a procedural engine, it's possible to create emergent systems. What specific techniques could be applied to Valley 2 to distribute the story/vary puzzles/etc?

That's a hard one ;p Only game that's somewhat "emergent" but not procedural is Drox Operative. There things can happen randomly, but if they happen they can spawn new things that happen. But all this stuff is hand-crafted in the end, not procedural.

I don't think there is any way to make procedural gameplay interesting. Even AI War is not procedural, it is very defined from the outset, only your actions and the reactions of the AI make the gameplay emergent.

So my answer would be, there is no way to make emergent actions in a game that has no global scripting system. Every emergent thing happening is random and interacting, but it is not procedural. You need to hand craft elements of an experience, make it interacting with other (possible) active elements. That is what creates emergent situations. But you will never get around the fact that you need to actually do all that stuff yourself, by hand, finely tuned, finely tested and with very defined boundaries.

We had situations in AI War like that where reactions from the AI could spawn "out of control" replies. And limitations are in place to prevent them.... so yeah ;) In my view, procedural is a red herring, or fluff. Specific gameplay needs to be interacting.

If you want to know specific elements and how they could work together look at Drox Operative ;p That is a nice case study for a game built on the premise that there are random events but 2 events together can spawn (with a chance) a series of other events of escalating severity. That is how you have design gameplay elements in a procedural world, where you can not control with 100% accuracy what happens when and how, but you can code systems so that things happen when other (random) things happen to happen in the same place.

But imo, this is very hard. And a platformer will always be "unfresh" very fast. Unless it introduces new platforming mechanics. Which is imo not possible for procedural games unless you are .. you know, terraria style?

That is a hot topic in game design, how to make a truly procedural game, and not just a procedural sandbox.
« Last Edit: December 29, 2012, 05:53:49 pm by eRe4s3r »
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