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jcdenton

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Posts posted by jcdenton

  1. Seems this issue is still unresolved so I'll offer up some tips that worked for me, running every game (demo) that SpiderWeb Software has made on a Win7 box with a non-integrated video card. If you have integrated graphics than you can try this but it might not work for you. Such chipsets always seem to be made with cheap components that get stressed really easily, so stick to browser games. Laptops were never meant for gaming, get over it. tongue

     

    -Before updating video drivers, be they Nvidia or ATI, you must uninstall the old ones, then you need to boot into Windows Safe Mode and run a software called 'Driver Cleaner' to clean the remnants.

     

    -Otherwise, you run the risk of random errors and incompatibilities.

     

    -Nvidia drivers do make an effort to give you the option of 'clean install' but it is always a good idea not to risk issues.

     

    -Once you've confirmed everything is completely uninstalled (Win7 just installs a 'VGA driver' by default in my case, leave that alone if that happens to you) then just install the new ones (make sure you aren't in Safe Mode when installing and be sure you RUN AS ADMINISTRATOR even if you had UAC disabled. Good idea do to this with every trusted program that you install so they get proper write permissions.

     

    -Update your DirectX from Microsoft's website, both DX9 and DX10/11 or whatever.

     

    -If the issue persists, you need further tech support to figure out your motherboard and get updated drivers for those as well. Ask your local computer geek to do it, as it can screw you up badly if a non-professional attempts to do so and messes it up.

  2. Jerakeen, you're a mad genius!

    I didn't see the tooltip that comes up because I'm usually moving so many items at once that I don't bother reading it, especially with it being off to the side a bit.

     

    On Windows, to send an item directly to junk, you control-click it.

     

    *facepalm*

     

    You know Jeff is awesome and all but they ignored the fact that PC mice have 2 buttons. Right clicking would be a lot faster/easier. Wish it was an option.

     

    The MMORPG thing was a pipe dream. Someday perhaps, but with kickstarter funding it might be possible for Spiderweb Software to do something like that. Remember how primitive Ultima Online used to be? You realize how many utterly crappy F2P MMOs come out and yet tons of people still play and pay for those? Imagine a GOOD isometric-style MMO coming out! Just dreams and all, of course.

     

    Lilith, thanks for that heads up. I've done the initial dungeon quests and can now sell stuff to the blacksmith, finally!

     

    I'm kinda still hoping someone would have the patience to go through and make everything worth at least one coin, unless that already isn't an issue.

     

    Still would love a 'rest' feature to regen vitality like previous Spiderweb games have had.

  3. Here's a mail I sent to Jeff with some thoughts and some pointers. I'm copypasta'ing so pardons if it is badly formatted.

     

    Insert tons of gushing here

    Just playing the fantastic and generous demo here, me being a broke

    college student, but it is still enough gameplay that rivals most

    other FULL releases like damn Call of Duty Modern Warfare or other

    games with 4 or 5 hour campaigns tongue

    Different audiences, but still. Four or five hours at $60? tongue

    Multiplayer hasn't always been enough of a reason to drop that kind of

    dough for me.

     

    Mini-review and random requests here, feel free to use whatever.

    Besides, my best ideas I keep to myself smile

     

    - (Request) Junk bag ease-of-use addition

    BEST FEATURE EVER PUT INTO AN RPG!

    Drag and dropping each and every single item to the junk bag gets

    really tiring and may be more difficult for those with arthritis or

    other issues who want to limit repetitive mouse movements.

    Why not have 'right click' be the 'send to junk bag' option?

    If I open inventory and something is either on the ground or in the

    pack, right click to send it straight to junk, no fuss no muss!

    Currently, right click doesn't even equip weapons/armor, just does the

    same thing as the left click.

    Another option is to have a keybinding to change the cursor into a

    'send to junk' mode and then click on whatever to immediately send it

    to the junk bag rather than having to drag/drop everything.

     

    - (Request) Vendor in the town of Avadon

    Still haven't found one yet. If it wasn't for the junk bag being

    equivalent to a weightless portable-hole-of-storage, I'd have been

    forced to make tons of trips back and forth to leave piles of loot

    everywhere on the ground and hoping it would be there later. So why

    not make a vendor available at the start, even if they only buy your

    items and don't sell much, or only sell a limited quantity of certain

    things?

    For those who are kleptomaniac wh0res like myself, might not hurt to

    have *every* item in the game be worth at least one coin, please? smile

    Even could have it be a separate copypasta thing posted in the forums

    (similar to the one for glowing lockpicks or revealing secret

    passages).

     

    -Graphics/Aesthetics

    Both the actual graphics and the art style aesthetics are fantastic.

    Everything is very clean, has no visible borders/lines, and while

    staying square you do have some rooms with roundish centerpieces that

    draw attention away from the blocky hallways to be a truely wonderful

    and eye-pleasing choice! Easily the best looking game you've made

    yet! Animations are top-notch and great attention to detail =D

    Kudos to the artwork person/people who made the various loading screen pieces!

     

    - (Request) Object pickups and range

    Having 'worthless' objects able to be picked up seems an odd design

    choice; not really needing 'realistic' in a world where you can

    conjure up fire and ice at will.

    Not being able to pick up something unless you are within a certain

    distance of it or looking at it even if you can see it on the table

    near you but it won't let you pick it up until you're almost right

    next to it. This seems to vary by location and not really 100% sure

    how it works. Again somewhat 'realistic' but odd. Might not hurt at

    times to sacrifice 'realism' for game enjoyment.

    Running around hitting 'g' each time just to see what's on the ground

    might break the flow of the game. Objects aren't easily visible and

    have no sparkly or glowy effects without modifying files. Diablo 2

    let you press the ALT key (on Windows) in order to view the object

    names and find loot easier. Perhaps having a similar feature or

    implementation of such might be beneficial. In some of your older

    games, you could hit the 'pickup' button and have letters appear over

    objects so you could pick up whatever you wanted without pulling up a

    separate screen every time. Even further, perhaps an 'auto pickup and

    sort' feature for those who don't want to miss a thing. smile

    Work on this however you feel you need to do so. Just thoughts, that's all.

     

    - (Request) Zooming the game in/out

    Environmental objects can be really tiny and changing the text to

    'larger' doesn't seem to have a noticeable effect to me. Any way to

    add in a 'zoom' feature? Going back to Diablo again, in that game you

    hit the 'Z' key to zoom in really far and detailed/pixelated in order

    to closely examine your character or the environment. That was in

    1996/1997. So why no zooming available here? >_> You already have

    unviewed areas darkened so zooming out a bit for a more tactical view

    wouldn't be cheating.

     

    -Using potions and regaining health

    Fantastic way to make things much more fluid and fun! No longer

    having to sacrifice your turn just because you ate some food or drank

    a potion smile

     

    - (Request) Combat planning mode

    Have a 'planning mode' available for combat where you plan out where

    your characters move and who they attack, and what they do in what

    order, then you confirm the actions and they all play out. Slows down

    combat a bit but would greatly help certain fights where you might

    easily click in the wrong spot for moving a character or might not

    realize they were close enough to be stopped by an enemy (Zone of

    Control), etc. Would also let players 'undo' the last move as long as

    they didn't confirm the actions.

     

    - (Request) Sounds

    I'd love to hear the 'battle yell' sound (or a better-version of it)

    from Nethergate be used for the 'Battle Frenzy' ability. It would

    seem to work well for that purpose and always elicited a chuckle from

    me whenever I heard it.

    Standard sound effects that I've heard so far, nothing super special

    but they work.

     

    - (Request) Music

    Would love to have the option of background tracks playing. You

    already have SOME music in the game, let us loop it please without

    having to use a separate program for that.

     

    -3 party members instead of 4

    A design choice, but stronger for it. Makes battles that much faster

     

    -Good difficulty scaling that matches the stated difficulty

    Normal that is what it says instead of being too easy or hard, and

    hard/torment for those who want challenge

     

    -Medals/Achievements

    Nice for completionists, much appreciated that these were added in

     

    -Skill Trees

    Need a bit of work in designing them a bit more intuitively but a

    great effort nonetheless. Having people start at the bottom and go

    upward is an interesting design choice.

     

    - (Request) Stat Point Allocation Balancing

    Yeah it breaks things, but THANK YOU for having this in. So sick of

    so-called 'RPGs' out there that don't even let us stat-allocate! It

    has been in there since D&D first edition! Please don't remove it in

    the next game, just make it so that maxing the stat has to be done

    with a significant penalty, gimping yourself in another way. You

    could max DEX and be nearly impossible to hit, but your damage output

    would be severely gimped instead. Max STR and ignore DEX but you'd

    have a hard time hitting anything. Or start having a stated penalty

    if the difference between both stats is off by more than X amount. Be

    creative with it, you can figure it out without having to take away

    stat allocation O_O

    Or just put a hard cap that keeps a person from maxing it too high.

     

    - (Possible Bug/Confusing UI Stuff) Resistances

    Armor resistance? WTF? Shouldn't this be 'physical' resistance?

    That would make more sense. A bit confusing >_>

    Perhaps modify the armor resistance levels so that they can easily

    'stack' and we wouldn't need to do tons of math just to figure out how

    much physical defense we have. There was the 'THAC0' system which

    seems a bit confusing at first but was intuitive when you understood

    it. Lower numbers = better defense. It could be reversed and have

    higher numbers = better defense instead, with a hard cap put into

    place to prevent 'unhittable' characters.

     

    - (Request) Vitality and 'Resting'

    I understand why this system exists (perhaps to encourage players to

    take breaks during long gaming sessions?) but why doesn't it slowly

    recharge outside of battle? WHY IS THERE NO 'REST' FUNCTION!? We

    could rest in D&D and many of your earlier games (at the risk of being

    ambushed by mobs if it was a dungeon) but that was our risk to take.

    Perhaps the two mages could use 'mana' instead of vitality, but that's

    your design choice to name it w/e you want as something universal

    instead of different names. I always imagined vitality to be yellow

    or orange or something, not blue like mana. Players who have played

    games before see certain colors in certain ways. Red is health, Blue

    is mana, Yellow/Orange are vitality/rage/whatever. Purple could be

    for warlocks/necromancers and dark magic.

     

    -Scarabs duplicating class skills

    Honestly, this may be convenient but also upsets people who invested

    the skill points to get those coveted skills. Scarabs are an

    awesome-enough idea that would really benefit from allowing unique

    game mechanics rather than duplication. I still understand why they

    are like that but it is just a thought. Making certain classes

    obsolete by scarabs sorta undermines part of your well-done class

    design.

     

    - (Request) Resizing of UI objects

    Not sure if this is an engine limitation or a design choice to not let

    anything be resized. While I greatly enjoy being able to hide and

    move around certain elements of the UI, I'd love to be able to resize

    the minimap (and zoom in/out), change the transparancy of it, or do

    the same with any of the other game windows, including the roster and

    the interface at the bottom. Maybe even an 'auto hide when not in

    combat' feature? I'd love to be able to resize certain game windows

    for easier and cleaner reading, especially since one of them overflows

    the text out of the box (the one that lists the credits and special

    thanks to so and so).

     

    - (Request) Augmentations/Runestones being more useful

    Fantastic implementation of this feature =D

    Runestones are a bit too rare to be used by many players until

    end-game, for fear of using up a runestone on a piece of gear they'll

    later replace anyways. One way to handle this would be a fixed coin

    cost to remove a runestone and possibly lose either the gear or the

    runestone itself as a tradeoff. Up to you how you wanna do it, though

    you could just be kind and let us keep both smile

    I think about the 'Materia' system from Final Fantasy 7 as one of the

    most flexible ways that the whole 'gem socketing' has been done while

    making it very easy and effective to experiment with different

    combinations at any time.

     

    - (Request) Crafting?

    I remember Temple of Elemental Evil having a (broken at release)

    feature of being able to gather certain materials and craft your own

    gear while paying a cost in XP and gold. This was later fixed by fans

    but the idea was fantastic and has worked fairly well (once it was

    fixed). Would love to see your take on this either in an update patch

    or a future game.

     

    - (Request) MMORPG?

    Ever considered making a multiplayer isometric RPG, perhaps MMORPG?

    If you could bring over your attention to detail and storytelling

    abilities, it may be quite the hit, especially if it were Free-to-Play

    with an 'ethical' cash shop that didn't sell power.

     

    By

    Mistah JC Denton, En Da Fresh!

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