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Other Projects => Other Games => Topic started by: Edmus on June 15, 2016, 11:10:44 am

Title: Phoenix Point : In the works X-COMlike from Gollop
Post by: Edmus on June 15, 2016, 11:10:44 am
Julian Gollop, behind the original XCOM, has a studio putting together a new game  called Phoenix Point, which is set for release in 2018.
It has similar core mechanics to XCOM, but looks like it will play quite differently. Adaptive enemies, a lovecraftian horror theme, and factional diplomacy are the most exciting.
This RPS article (https://www.rockpapershotgun.com/2016/06/14/phoenix-point-new-xcom-julian-gollop/) is pretty comprehensive.
A bit early for hype, but I'm certainly excited.
Edit, to better convey my excitement:
It has Crab Men!!
Spoiler (click to show/hide)
With Gun-arms!!!
Spoiler (click to show/hide)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Levi on June 15, 2016, 12:15:36 pm
I saw that article the other day, it looks pretty interesting.  I thought it was funny that the whole thing was essentially caused by global warming.  :D
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Flying Carcass on June 15, 2016, 01:09:59 pm
I'm throwing money at the screen but nothing's happening!
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZebioLizard2 on June 15, 2016, 01:32:59 pm
Ugggh.. 2018, so far away!

But I like the concept of unique research from the other tribes.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sanctume on June 15, 2016, 01:45:21 pm
I miss the dread feeling playing XCOM back in the mid 80s...  It's 3 am, but I just had to do one more downed ufo mission...  Got to a hallway intersection, turn left, OMFG a sectoid right there in front of my troop, and me (irl) breaking the silence of the night with a scream, AHHH!
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cthulhu on June 15, 2016, 02:48:40 pm
Procedural monster generation and adaptive tactics are things I've heard a thousand times that, if they even make it to the final product, are never what they were hyped to be.

Cautiously optimistic since it's Julian Gollop, but we're too early in the dev cycle for this stuff to be anything but pie in the sky.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Furtuka on June 15, 2016, 03:18:43 pm
PTW
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: umiman on June 15, 2016, 03:56:41 pm
I'm always okay with more XCOM clones. PTW.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: scrdest on June 15, 2016, 07:00:44 pm
I'm always okay with more XCOM clones. PTW.
Honestly, I'd like a nuCOM clone that'd focus entirely on a covert/paramilitary conflict between human factions like XCOM:EW had. Yes, I know about Silent Storm, but I actually do want a more streamlined gameplay for this.

Hell, I *played* something along the lines before nuCOM was even a germ of an idea, but I forgot the title altogether.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Flying Carcass on June 15, 2016, 09:26:52 pm
I'm always okay with more XCOM clones. PTW.
Honestly, I'd like a nuCOM clone that'd focus entirely on a covert/paramilitary conflict between human factions like XCOM:EW had. Yes, I know about Silent Storm, but I actually do want a more streamlined gameplay for this.

Hell, I *played* something along the lines before nuCOM was even a germ of an idea, but I forgot the title altogether.

Jagged Alliance?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Edmus on June 15, 2016, 09:55:13 pm
Procedural monster generation and adaptive tactics are things I've heard a thousand times that, if they even make it to the final product, are never what they were hyped to be.

Cautiously optimistic since it's Julian Gollop, but we're too early in the dev cycle for this stuff to be anything but pie in the sky.

Speculation mode:
To me it sounds like monsters will almost be "equipped" with various mutations.
"Crabman one gets +20% size, tentacle limbs with toxin upgrade, and a mist generating tumor" that sort of thing. I like the idea, and somehow it feels more exciting than randomised equipment, HP and skills, even though it's essentially the same thing.
Procedural generation is a buzzword for sure.

Not sure what is meant by adaptive tactics yet, or at least how it would work. Rock sissors paper, sort of thing, maybe? The AI goes, "Oh, I took 60% of my damage from fire for the last three missions, I'll weigh monster generation to favour upgrades tagged with fire resistance."
Still, it'll all fall flat without good AI.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aklyon on June 15, 2016, 10:26:34 pm
PTL
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: scrdest on June 16, 2016, 02:39:13 am
I'm always okay with more XCOM clones. PTW.
Honestly, I'd like a nuCOM clone that'd focus entirely on a covert/paramilitary conflict between human factions like XCOM:EW had. Yes, I know about Silent Storm, but I actually do want a more streamlined gameplay for this.

Hell, I *played* something along the lines before nuCOM was even a germ of an idea, but I forgot the title altogether.

Jagged Alliance?
No, it was some obscure TBS. I remember it was 3D with a Frozen-Synapsesque stylized graphics.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on June 16, 2016, 03:13:09 am
PTW.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Glloyd on June 16, 2016, 03:15:54 am
I think the real question is whether it will have snake tits or not. (PTW)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: thegoatgod_pan on June 16, 2016, 08:42:07 pm
I'm always okay with more XCOM clones. PTW.
Honestly, I'd like a nuCOM clone that'd focus entirely on a covert/paramilitary conflict between human factions like XCOM:EW had. Yes, I know about Silent Storm, but I actually do want a more streamlined gameplay for this.

Hell, I *played* something along the lines before nuCOM was even a germ of an idea, but I forgot the title altogether.

Have you tried the open xcom mod X-Piratez? Pirate simulator 600 years after X-Com lost the war?

  99% of the game is robbing random humans armed with small caliber fire arms, with your crew of sexy mutant pirates and their oversized flamethrowers. The major factions are like the church of the aliens, their law enforcement, their merchants and random rich people, you kill or enslave a lot of random rich people, whose only crime is profiting from the alien empire.

 The few times you actually meet a sectoid or Crystalid, and come under plasma fire from night-vision capable opponents, are shocking and at least for me result in me shouting "More dakka!" at the screen and having the ladies fire all the guns into the darkness until the whatever terrain is a burning hole in the ground and the aliens are dead.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sonlirain on June 16, 2016, 09:25:19 pm
Crabmen?
NOOoooooope.
Nope!
NOPE!
/me nopes the fuck out.

I remember lobstermen from TFTD and crabmen with gun arms is somehow even worse.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on June 17, 2016, 03:28:40 pm
More XCOM like games? I'm in!
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on June 18, 2016, 02:03:51 am
Glee
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on June 18, 2016, 02:06:22 am
I'm always okay with more XCOM clones. PTW.
Honestly, I'd like a nuCOM clone that'd focus entirely on a covert/paramilitary conflict between human factions like XCOM:EW had. Yes, I know about Silent Storm, but I actually do want a more streamlined gameplay for this.

Hell, I *played* something along the lines before nuCOM was even a germ of an idea, but I forgot the title altogether.

Jagged Alliance?
No, it was some obscure TBS. I remember it was 3D with a Frozen-Synapsesque stylized graphics.
Invisible Inc.?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: GiglameshDespair on June 18, 2016, 09:33:13 am
I think the real question is whether it will have snake tits or not. (PTW)
Inb4 crab tits
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Edmus on June 18, 2016, 09:57:56 pm
I think the real question is whether it will have snake tits or not. (PTW)
Inb4 crab tits
Slightly less glamorous than one might imagine.
Spoiler (click to show/hide)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on June 19, 2016, 02:01:56 pm
I'm intrigued, PTW. Sounds like a super ambitious project, but the fact it hasn't manifested a Kickstarter campaign yet is encouraging.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on June 19, 2016, 03:59:54 pm
This looks awesome - whilst I like XCOM/2, I always felt that they had a sort of...gloss that I didn't like. It's the Fraxis gloss, which makes everything a bit cartoony and a bit hammed up whereas this looks more serious about being both grand strategy + tactical gameplay.

However, I'm always wary when developers show up and say a game will be released in a 2 (or more) years. They're still at the 'look at all our awesome ideas!' stage, before budget restraints and streamlining get in the way.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Edmus on June 19, 2016, 08:18:36 pm
This looks awesome - whilst I like XCOM/2, I always felt that they had a sort of...gloss that I didn't like. It's the Fraxis gloss, which makes everything a bit cartoony and a bit hammed up whereas this looks more serious about being both grand strategy + tactical gameplay.

However, I'm always wary when developers show up and say a game will be released in a 2 (or more) years. They're still at the 'look at all our awesome ideas!' stage, before budget restraints and streamlining get in the way.
Yeah, while a game can certainly take itself too seriously, I think there's a balance to be struck. The Mass Effect trilogy is a pretty good example for just how obvious the tonal difference between games is.

He was after publishers at E3 apparently, but I think kickstarter is his backup plan. Given that his team's already pumped out one kickstarter game successfully, I'm fairly optimistic for delivery, even if they do crowdsource.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: umiman on June 19, 2016, 10:42:16 pm
All he has to do to get a publisher at this point is to point at XCOM and go:

"You see that super popular game? I originally made that game. Everyone knows it. Now here's my version of it, except it's even better!"
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on June 20, 2016, 06:01:15 am
Yes, but better doesn't mean more sales, which is the more important number for the publishers. Especially as better in this case seems to mean more complex. Which I think is great, personally.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: puke on June 20, 2016, 07:02:17 am
All the love for any Gollop game.

Dosbox some lasersquad nemisis, its still good.  that new "Chaos" fantasy hex tactical thing looks great, meaning to pick it up soon.

Will play this new crabtits thing also, cause the gameplay in their stuff makes even the dumbest fiction endurable. 

Also willing to bet it wont be nearly as dumb as nucom.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Ruludos on June 20, 2016, 12:51:52 pm
ptw
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: puke on June 20, 2016, 01:37:39 pm
You know, the RPS article makes it sound like it is xcom cross-bred with Warning Forever

(https://upload.wikimedia.org/wikipedia/en/5/56/WFBoss.png)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aklyon on June 20, 2016, 03:46:48 pm
Anything mixed with Warning Forever is interesting, if only to see how they got to that comparison.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on June 20, 2016, 05:45:52 pm
Quote
cause the gameplay in their stuff makes even the dumbest fiction endurable.

Does the fiction strike you as dumb in this one? I kinda like it, for the really distantly removed nuEarth vibe. Post-apocalypse has come to mean the same thing to pretty much everyone these days and I found this a nice, mysterious twist on the standard formula of things rusting and "Mad Max guys."
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sonlirain on June 20, 2016, 06:28:51 pm
You know, the RPS article makes it sound like it is xcom cross-bred with Warning Forever
It's more like fighting an army of spore creature creator creatures.
Except maybe not all of them are shaped like dicks.

So... Xcom meets spore?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on June 20, 2016, 06:30:40 pm
No, you pretty much need the dick-o-verse for that comparison to hold true. Spore is dicks.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sonlirain on June 20, 2016, 06:46:53 pm
Well considering that the online service for spore is dead the only dickmonsters in your game would be ones made by you or imported manually :P
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on June 20, 2016, 06:48:34 pm
Don't forget the ones made by Maxis!
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sonlirain on June 20, 2016, 07:31:38 pm
I can neither confirm nor deny the existence of maxis made dickcreatures.
I think i remember seeing one shaped like a gherkin tho.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Edmus on June 29, 2016, 07:44:03 am
An interview with the man himself.
https://www.youtube.com/watch?v=AyrcQOOqK7U
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: umiman on June 29, 2016, 12:58:43 pm
I wonder if he found his publisher yet.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kruniac on July 20, 2016, 06:15:40 pm
I hope he does this. Anything would be better than nuCom trash. I'm also looking forward to Xenonauts 2.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: GiglameshDespair on July 20, 2016, 06:24:43 pm
Dunno... xenonauts left me cold, somehow.
Maybe it was the repetitive maps, what felt like a smaller selection of aliens, or just the resource bottlenecks I inevitably encountered, but I never actually played Xenonauts all the way through.
I still actually prefer oldcom with a few mods.

I'm still waiting for an xcom game where it isn't still superior to take more troops instead of a tank, though.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: A Thing on July 20, 2016, 07:28:33 pm
Dunno... xenonauts left me cold, somehow.
Maybe it was the repetitive maps, what felt like a smaller selection of aliens, or just the resource bottlenecks I inevitably encountered, but I never actually played Xenonauts all the way through.
I still actually prefer oldcom with a few mods.

I'm still waiting for an xcom game where it isn't still superior to take more troops instead of a tank, though.

The thing that killed Xenonauts for me was the 20-30ish hours late-game where I didn't research anything new or fight anything new. Took me almost a year to finish it because of that.

Hopefully this game won't have the same problems, hopefully.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on July 26, 2016, 05:11:17 pm

The thing that killed Xenonauts for me was the 20-30ish hours late-game where I didn't research anything new or fight anything new. Took me almost a year to finish it because of that.

Hopefully this game won't have the same problems, hopefully.

Considering that this game is based around the aliens modifiying troops to counter what you're doing against them, I can't see that happening here.

I am sure it'll have some different issues, of course, but hopefully it'll hit that 'Fun' area that newcom does for me despite its flaws.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kruniac on July 31, 2016, 11:00:20 pm
Hopefully this game will be better than the shit newcom fed us. Namely, proper inventory management, in depth statistics, and the feel of constant casualties so that the veterans all have PTSD. That's the X-Com way!
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Edmus on March 22, 2017, 05:01:32 am
AMA (https://www.reddit.com/r/PhoenixPoint/comments/60tn6x/i_am_the_designer_of_xcom_and_phoenix_point_ask/) with Gollop on Reddit. Only just started.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on March 22, 2017, 11:18:06 am
So far it sounds interesting. More 4X stuff on the geoscape, mutating aliens, stuff like that. Less XCOM feel with soldiers, since they don't start off useless and permanently losing them is going to be somewhat rare it sounds like.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on March 22, 2017, 11:53:32 am
So far it sounds interesting. More 4X stuff on the geoscape, mutating aliens, stuff like that. Less XCOM feel with soldiers, since they don't start off useless and permanently losing them is going to be somewhat rare it sounds like.
I'm definitely OK with that, as long as there's still a chance - I don't want it to be that they just get 'injured' for a while and then come back, as it loses a lot of the danger, but I don't need them to be dropping like flies.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Urist McScoopbeard on March 22, 2017, 06:24:15 pm
Seems generic, and I'm highly skeptical of it's ability to actually generate and evolve new and interesting enemies. I predict a lack of content, horribly balanced scaling, and a lot of general repetition in the look and feel of the monsters. I hate the mist/smoke/wall-of-darkness gimmick too... Like, I seen that shit a billion times now, and for me, it's not at all an original take. Also slapping on the 4x title is definitely a ruse-de-guerre that will leave a lot of people disappointed in what this game will ACTUALLY turn out to be.

In short, Gollop talks the talk, but I am doubting his ability to walk the walk. Big talk, far too big talk. It already feels like a lot of pre-existing ideas rehashed together rather than something new and unique that truly integrates a number of relevant mechanics in an original way. A lot of buzz-words have been used, and presumably, a lot of technicalities utilized to make answers seem more interesting. I think we should all chill on this until it gets much closer to release. Also I'm not at all a fan of the art direction. All aboard the un-hype train.

My 2 cents anyways.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on March 22, 2017, 06:40:36 pm
Your argument to me seems to boil down to "it'll probably suck because most games these days suck, and it might be badly designed." Cynicism for the sake of cynicism, if you ask me.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Shadowlord on March 22, 2017, 06:45:48 pm
Is this thing going to be a thing soon or is it going to be a proto-thing for several more years? I don't evaluate on hype.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Urist McScoopbeard on March 22, 2017, 06:50:08 pm
Is this thing going to be a thing soon or is it going to be a proto-thing for several more years? I don't evaluate on hype.

Said in one of his interviews not till 2019.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on March 22, 2017, 07:02:53 pm
In short, Gollop talks the talk, but I am doubting his ability to walk the walk. Big talk, far too big talk. It already feels like a lot of pre-existing ideas rehashed together rather than something new and unique that truly integrates a number of relevant mechanics in an original way. A lot of buzz-words have been used, and presumably, a lot of technicalities utilized to make answers seem more interesting. I think we should all chill on this until it gets much closer to release. Also I'm not at all a fan of the art direction. All aboard the un-hype train.

My 2 cents anyways.

Isn't he the person that actually made Xcom to start off with though? I mean, I'm usually cynical about such ideas but I feel as though he's one of the few people on the planet who's got strong enough credentials to actually pull something like this off.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Urist McScoopbeard on March 22, 2017, 07:06:07 pm
Sounds a lot like Peter Molyneux around the Fable 2/3 period. All I'm saying is that he's just kind of spouting off all these nice-sounding ideas and we're still two years away from a time when players can get their hands on the game.

EDIT: Cynicism not for the sake of cynicism, but because I think we've all experienced this situation a lot. "Hey, the original game was great! So now we're going to try to make this latest one the best ever!" Etc. A lot of times they end up just getting worse and worse and worse. I'm sure not everyone will feel the same.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on March 22, 2017, 07:14:55 pm
Sounds a lot like Peter Molyneux around the Fable 2/3 period. All I'm saying is that he's just kind of spouting off all these nice-sounding ideas and we're still two years away from a time when players can get their hands on the game.

EDIT: Cynicism not for the sake of cynicism, but because I think we've all experienced this situation a lot. "Hey, the original game was great! So now we're going to try to make this latest one the best ever!" Etc. A lot of times they end up just getting worse and worse and worse. I'm sure not everyone will feel the same.

Molyneux was known for his rediculousness and moon based promises though even then - Gollop seems like someone who's vaguely more sensible. None of what he's promising is really that big of a deal either.

Procedural monsters aren't exactly new - how well they do this is gonna be interesting to see. The 4x stuff is just a step further in the direction newcom2 was taking, and the rest just seems like a standard TBT game.

Not saying it won't all crumble, it's just that out of the entire game industry, the guy definitely knows how to make games.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on March 22, 2017, 09:48:03 pm
Why did I not hear of this until now. Other than so I wouldn't have to wait as long.


Sounds a lot like Peter Molyneux around the Fable 2/3 period. All I'm saying is that he's just kind of spouting off all these nice-sounding ideas and we're still two years away from a time when players can get their hands on the game.

EDIT: Cynicism not for the sake of cynicism, but because I think we've all experienced this situation a lot. "Hey, the original game was great! So now we're going to try to make this latest one the best ever!" Etc. A lot of times they end up just getting worse and worse and worse. I'm sure not everyone will feel the same.
Having played Chaos Reborn, also a (relatively) recent remake of a (relatively) beloved decades-old game, I'm inclined to think he knows his stuff. It did feel like it was growing in strange directions and trying to do strange things at times, but the core gameplay did what it intended to pretty well.

I'll second that sometimes things fall apart for whatever reason, but that this particular guy is probably about as qualified as you could hope for.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Shadowlord on March 22, 2017, 11:04:27 pm
I'm remembering how the original xcom had destructible terrain, destructible buildings, and randomly generated maps, and Firaxis, when they released their remake, was like "Sorry, guys, we can't figure out how to do these things. Maybe in the sequel."

Gollop can probably do the things he wants to do which other games haven't done yet. In theory, they don't even sound all that complicated to implement - use statistics/data to determine when to retire units, or shift them from places where they are using to where they are still winning.

The more difficult problem would be for the AI to figure out what to design to counter the player, as opposed to just randomly generating things and throwing them at the player until something works (Of course, that could make sense depending on what the aliens are - they don't have to be smart and scheming like humans).
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Glloyd on March 23, 2017, 01:44:59 am
Also, a lot of the stuff that he's proposing is stuff they wanted to do or did partially in X-COM Apocalypse. Hearing him talk about it, it sounds like he just wants to make the game that Apocalypse could have been, which isn't really a huge stretch.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Virtz on March 23, 2017, 01:56:22 am
So far it sounds interesting. More 4X stuff on the geoscape, mutating aliens, stuff like that. Less XCOM feel with soldiers, since they don't start off useless and permanently losing them is going to be somewhat rare it sounds like.
Lame!

Isn't he the person that actually made Xcom to start off with though? I mean, I'm usually cynical about such ideas but I feel as though he's one of the few people on the planet who's got strong enough credentials to actually pull something like this off.
He's also the person who's since made simpler games barely anyone's heard of, like Laser Squad Nemesis, or Rebelstar: Tactical Command. I've become kind of disillusioned with big-name creators from the 80s and 90s. It just never seems to pan out. I'd like to be wrong, but to me so far this is sounding too much like trying to one-up XCOM rather than expanding on X-Com.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: sambojin on March 23, 2017, 02:50:41 am
The procedural generation of enemies isn't too difficult to achieve if there's only a certain amount of mutators. Even ones in response to player actions. Especially if there's a few enemy factions to fight, as it can "characterize" them in different playthroughs.

Using a lot of rockets launchers and HE autocannons? There'll probably end up being a higher weighting towards anti-explosive mods, to hopefully get you to try out some new weapons and to ensure you don't just stagnate in tech. In oldCom, lasers were fine, and you could go through a lot of the game with just them. So were plasmas though. The thing is, there wasn't really anything pushing you from one to the other, even though it was an upgrade.

If there's the ability to gain knowledge of various factions, then you'd want different loadouts against different types, and maybe even the need to bring along different specialists to use against each faction. I hope it doesn't end up as just some extra micro management for you though. Also, there's always the chance that the answer to anti-rocket launcher troops is to just take more rocket launchers, but this isn't necessarily a bad thing.

I also hope enemies don't devolve, and aren't always evolving in response to player actions (portraying the aliens/cthuluians trying new stuff out). This will allow for some stranger paths to open up for enemies, no matter your preferred playstyle, even if they don't seem to be paying off for a while. Slightly faster moving crysalids might not end up dying too differently than normal ones, AoE melee ones, super killy melee ones, or slightly more bullet resistant ones (just as you've moved to laser or plasma). But if it would set them on a path of fast->faster->flying->teleporting->"oh crap, how did that happen?" evolution, with plenty of other branches and random bits along the way, then the first two evolutions might not change much in death rate, the last two would be horribly scary. But it wouldn't be apparent that it's *that* much more powerful until the last two, so I hope the AI can still experiment with these things, regardless of player actions.

If different evolutions of different creatures were loyal to different factions, then you could try and pick your battles a bit. If they're the faction with super heavy armoured crabs, no worries for you you've still got some old AC and HC laying around that you could upgrade the AP ammo of a bit. If they're the faction with flying, teleporting crysalids and psi-floaters, they might be the "nope, not risking it" faction if you've got nothing to handle that.

It'd let each playthrough feel a bit more special in its own way, on top of the maps and missions.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Krevsin on March 23, 2017, 03:10:59 am
So far it sounds interesting. More 4X stuff on the geoscape, mutating aliens, stuff like that. Less XCOM feel with soldiers, since they don't start off useless and permanently losing them is going to be somewhat rare it sounds like.
Lame!

Isn't he the person that actually made Xcom to start off with though? I mean, I'm usually cynical about such ideas but I feel as though he's one of the few people on the planet who's got strong enough credentials to actually pull something like this off.
He's also the person who's since made simpler games barely anyone's heard of, like Laser Squad Nemesis, or Rebelstar: Tactical Command. I've become kind of disillusioned with big-name creators from the 80s and 90s. It just never seems to pan out. I'd like to be wrong, but to me so far this is sounding too much like trying to one-up XCOM rather than expanding on X-Com.
Dunno, Laser Squad Nemesis was pretty bloody great even though it was a smaller game. Its tactical combat was pretty damn good IMO.

Of course, Phoenix Point at this time is just a collection of ideas and a very early demo from what we've seen. I have my worries about the mutating aliens thing. If done badly, it reeks of the Dynamic Difficulty of Homeworld 2 and Remastered, where the game pretty much punished you for doing well by doing things that were complete and utter bullshit. And it's very easy to fuck such a system up, especially if your goal is difficulty by way of punishment rather than challenge.

Still, it's an interesting idea and I hope it does get made.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: GiglameshDespair on March 23, 2017, 03:44:39 am
If you really pumped your score in Xcom Apocalypse you could face aliens with late-game equipment by your second encounter.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Neonivek on March 23, 2017, 03:53:50 am
Quote
I also hope enemies don't devolve, and aren't always evolving in response to player actions

I find this kind of funny because in evolution often cutting dead end lines is what you need to do.

Mind you this isn't what you mean when you said "I hope they don't devolve"... Yet I just found it interesting to take it in this direction.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: zaimoni on March 23, 2017, 06:02:51 am
Isn't he the person that actually made Xcom to start off with though? I mean, I'm usually cynical about such ideas but I feel as though he's one of the few people on the planet who's got strong enough credentials to actually pull something like this off.
He's also the person who's since made simpler games barely anyone's heard of, like Laser Squad Nemesis, or Rebelstar: Tactical Command.
Laser Squad Nemesis implemented its genre pretty well (basically a PvP Apocalypse-style combat test driver, no real base management).
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Jopax on March 23, 2017, 06:44:58 am
Thing is, X-com was so far ahead of the curve in terms of what it offered that it didn't really need all that many big changes, tweaks and fixes in response to some of the problems coming up sure, and it's what Nucom kinda did but overall, the core of the game (the two modes feeding off of each other and making each other more interesting than they would be on their own) was and still is a damn fun and engaging expirience. And it's rather telling that when the first one was made, they didn't actually cut or majorly revamp any of the features because they kinda got it spot on in the first go.

As for this, it's a bit of a shift it seems, where greater focus is on the metamap part of the game and emergent gameplay that comes out of it while the TBT sees some benefits from it but it mostly sticks to the tried and tested formula. I don't see an issue with procedurally generated monsters, that's stupidly simple to implement (hell, Impossible Creatures could've had that implemented easily enough and that thing is almost 15 years old), what the real issue becomes, like others have pointed out, is how they do the adaptability part. What criteria will the AI use and how, will it track damage dealt or recieved, efficency of certain units or a certain combination of factors? If implemented poorly it could become something to game and cheese in a particular way, or it could become a brick wall after a certain point. The only way to fix it really is to combined procedural stuff with a bit of handcrafting it I guess, where you create certain archetypes and the game then does variations on them until it figures out which one works best trough a course of several missions.

Either way, this is gonna require a ton of playtesting before it becomes something really nice, hopefully there's a good period of public beta testing of those features to iron out all the possible kinks.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on March 23, 2017, 07:29:36 am
My one fear is that they do a sort of 'load out check' before you start a mission - so if you're going into the mission with rockets and grenades, the enemy just cheatspawns anti-explosive creatures.

I doubt that though - I think it's much more likely that they'll just say 'what weapons and skills did you do on the last x number of missions -> slowly move towards countering that'. Whilst working out how to stop you cheesing it would be difficult, I imagine they'd get a long way by just adding a few random mutation paths.

However, I'd like to think that he could be a bit more inventive than that, and could instead do something like match the players playstyle to a list of mutations. Does the player camp and use snipers a lot? -> mutate slowly towards fast moving creatures with high dodge to close the gap. Does the player like to have one or two power units and the rest as support? -> mutate towards strong single unit killers to counter that.

My hope is that they do it subtly - so much so that you're not really sure what they're mutating towards. As Jopax said, their needs to be a bit of handcrafting too.

Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on March 23, 2017, 12:02:31 pm
I would love if the monsters would evolve depending on the injuries survivors got. (Would make missions where you can't kill everyone mandatory though.) Or at least give them some kind of bonus to their evolve-roll if they had some of theirs surviving encounters.
If they met another survivor faction before yours they should have adapted to them somewhat, and might be very weak against you for a while.

Because those that are dead can't tell the aliens what killed them and evolution is based off the survivors, not the victims that can't seed their genes anymore.
That is all moot if there is a brainbug kind of thing, of course.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Jopax on March 23, 2017, 12:31:48 pm
Well, not sure how the lore will work out exactly, but I think the whole mist thing will consume whatever's left in the zone and adapt to that or something. Either way, the adaptation needs to be gradual enough, or the player needs to have some sort of scouting/intelligence gathering mechanic in place so they can adapt to changing enemies. Using a strong strategy until the game arbitrarily decides you've had enough and wipes you on your next mission with perfect counters could hardly be called fun.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on March 23, 2017, 01:10:33 pm
I didn't get the impression that the game was going to counter your last build necessarily so much as stop using things that you are effective against and move towards a different strategy with a bit of randomness to what it goes for.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on March 23, 2017, 02:35:38 pm
Yeeeah.
From what I got from his AMA, Gollop's idea is that the enemy has semi-random changes ("semi-random" as in more than just picking an object from a list at random) and they'll use the effective designs more often.
So less "player is now using lasers: switching to ablative skin" and more "this ablative-skinned monster is working better than most designs, so I will use more if it."
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on March 23, 2017, 02:40:56 pm
Less like fighting a clever commander and more like fighting a bacterial disease, I think.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: sambojin on March 23, 2017, 02:59:33 pm
That's sort of what I meant by my post, just the opposite. Some combos may become very powerful, just not noticeably so until they hit a breakpoint. Or are in a different environment, such as you all of a sudden bringing LOTS of plasma, instead of 1-2 troops worth. What was a little advantage may become larger with higher numbers.

I wonder if it will go as far as choosing engagement types? OldCom's maps were pretty random, based on large "tiles" thrown together from a map-type list, but this was one of it's strong points compared to newCom's style. But certain creatures were definitely harder to fight on different tiles, due to Los, lack of multi-troop firepower, etc.

Again, it wouldn't be too hard to set a weighting for these things, and even include a bit of a pre-mission intelligence option for them. Got heaps of snipers? The aliens start operating in underground bunkers and tight civilian areas to compensate, so getting a clear shot is harder. A fast unit means little on an open flat desert with a small ufo plonked in the corner of it. But in twisty, confined buildings, forests or temples, they could work well. Use lots of flamers and the reverse is true. So I hope creature mod weight and map type have some reflection on each other.

Considering that they can run a few million passes of the game to see how it turns out, adding weightings to some things won't be hard.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Glloyd on March 23, 2017, 04:33:16 pm
Also, Gollop said that they plan on doing some type of early access thing, so that should help in providing feedback on the mutation system.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: MrWiggles on April 06, 2017, 10:11:32 pm
PTW
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Majestic7 on April 07, 2017, 06:45:25 am
Something I liked about UFO-series was that there was an incentive to have different weapon types in your squads. Some enemies were resistant to kinetics, others to lazors and so forth. So unless you were 100% certain what you were facing, it was useful to have a variety of different weapons in your squad. Plus there were higher options for different weapons.

In NuCom you just switch from bullets to lasers to plasma. There is no point ever using anything lower tier nor are there different damage types evolving next to each other. I hope this thing will have that.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on April 07, 2017, 07:33:25 am
My number one problem with the UFO Afterblank series is exactly that. On paper the genral idea is good to make it more interesting than linear upgrades, but in the game...

It ended up in every entry in the series I would only use projectile guns because they were simply superior. It removed a lot of sense of progression in the game when my guys had the same guns for over half the game.
Yeah, sure, some guns are better at certain things, but I always found that wasn't worth the hassle of inventory space and added weight. Ultimately I'd just keep 2 guys with lasers in case I ever got very certain types of enemies. (A single enemy in a single race in UFO Afterlight and a very rare endgame
race that was invulnerable to projectile weapons in Aftershock.)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: GiglameshDespair on April 07, 2017, 07:51:36 am
Something I liked about UFO-series was that there was an incentive to have different weapon types in your squads. Some enemies were resistant to kinetics, others to lazors and so forth. So unless you were 100% certain what you were facing, it was useful to have a variety of different weapons in your squad. Plus there were higher options for different weapons.

In NuCom you just switch from bullets to lasers to plasma. There is no point ever using anything lower tier nor are there different damage types evolving next to each other. I hope this thing will have that.
To be fair in oldcom you went assault rifle -> laser rifle -> heavy plasma, with very little reason to use anything else besides a few stun or blaster launchers.
Even against sectopods, their weakness to heavy lasers wasn't enough it was worth taking them.

It was a little better in TFTD, to be fair, in that you carried a mix of pistol/melee, rifles and heavy, but it was still a tiered system of harpoon -> gauss -> sonic.

XCOM games have always been tiered systems, not just nuCom.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Majestic7 on April 07, 2017, 08:36:13 am
Yeah I was talking about UFO: Aftermath/Afterstorm/Afterlight/Afterwhatever series. I thought that bit was improvement over the linear progress in X-Com.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: MrWiggles on April 09, 2017, 08:09:00 pm
For old com, the choice wasnt which weapons to use really. It was the logistics, and evaluation of who gets what. "I only get two personal armors and a flight suit. Sorry Timmy,mcRookie, go out there in the jumpsuit. If you live, maybe I'll invest in some money on you."
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sirus on April 09, 2017, 08:30:47 pm
PTW.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: deoloth on April 25, 2017, 11:26:18 am
Giving this a bump to point out that it just entered funding on Fig,

https://www.fig.co/campaigns/phoenix-point

For those who might be interested.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Dohon on April 25, 2017, 12:29:09 pm
Thanks for the heads-up, going to pledge.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on April 25, 2017, 01:40:55 pm
I miss the dread feeling playing XCOM back in the mid 80s...

in the mid 80s...

Old post, but huh?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Glloyd on April 25, 2017, 01:44:41 pm
I miss the dread feeling playing XCOM back in the mid 80s...

in the mid 80s...

Old post, but huh?

I think it's pretty obvious they meant mid 90s.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on April 25, 2017, 02:04:57 pm
So far it sounds interesting. More 4X stuff on the geoscape, mutating aliens, stuff like that. Less XCOM feel with soldiers, since they don't start off useless and permanently losing them is going to be somewhat rare it sounds like.
Lame!

Isn't he the person that actually made Xcom to start off with though? I mean, I'm usually cynical about such ideas but I feel as though he's one of the few people on the planet who's got strong enough credentials to actually pull something like this off.
He's also the person who's since made simpler games barely anyone's heard of, like Laser Squad Nemesis, or Rebelstar: Tactical Command. I've become kind of disillusioned with big-name creators from the 80s and 90s. It just never seems to pan out. I'd like to be wrong, but to me so far this is sounding too much like trying to one-up XCOM rather than expanding on X-Com.

I'm sort of confused here. How is making some simpler games bad? And making something different than X-Com and more complex is bad because he should be "expanding X-Com" rather than trying to do something new and more ambitious.

Actually, that one-up thing is how we got XCOM, he didn't merely "expand" on Rebelstar and Laser Squad to make it, he thought up a whole new concept. That's how you get nice things, when people don't merely churn sequels of what worked before.

The "simpler" Rebelstar: Tactical Command was an update of the first game he made, Rebelstar, but it was for the Game Boy Advance, so it was limited in appeal by needing to be a fan of tactical combat games and owning that specific hardware. So he's only allowed to remake Rebelstar if it's an X-Com-like version of Rebelstar, but he's not allowed to "one up XCOM" while doing it? The GBA version of Rebelstar was already pushing the limits of that hardware, adding a meta-game (which Rebelstar never had) into the mix would have compromised the rest of the game, due to the very low hardware constraints.

And Laser Squad Nemesis was designed as a standalone battle system, which could be played over the internet in tournaments. It was also an update of a pre-XCOM game, laser squad. Basically, it's XCOM's battle mode but an e-sport. It's something else that's out there, basically a two player version of X-Com's tactical battles that can be played over the net in matched tournaments. It's not a "simpler" XCOM, it's aimed at an entirely thing.

If there's one thing about Gollop games, they all have turn-based tactics at the core, but they all play completely differently. The fact is, he's a maverick designer who's always trying out some different idea. Getting pissy because "it's not just more of the same, but with extra!" is exactly opposite to what's good about Gollop as a designer.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on April 25, 2017, 02:21:36 pm
I know what you're talking about but the examples of "flops" from Gollop given by Virtz were very unfair. The GBA one was pushing the limits of the platform, while the online play one was limited to ... people who want online play. Neither of them was targeted at a platform in which an X-Com style metagame even makes sense. Those were basically experiments with platform and concept.

And Rebelstar Tactical Command was not a failure. Because of that work, he was hired to create Tom Clancy's Ghost Recon: Shadow Wars, for Nintendo 3DS, which was a well-received "Gollop-like". When you fail they don't pay you 50 times as much to try it again.

As for his other recent remake, Chaos Reborn, it's also not just a straight remake of the original "Chaos". Basically Chaos Reborn is the new iteration of Laser Squad Nemesis. What people like about it, is it's a turn-based tactical PBM game, so you can play it vs your friends as a long / slow campaign. Some people on e.g. steam reviews said they didn't like the single-player campaign, but that's missing what this game is all about, it's built around a multiplayer experience, so it's just not competing in the same headspace as XCOM.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on April 25, 2017, 02:47:38 pm
Giving this a bump to point out that it just entered funding on Fig,

https://www.fig.co/campaigns/phoenix-point

For those who might be interested.

Urgh. I'd have happily donated, but 100% no to fig. Never, ever, ever. 



Frankly, like Virtz, I'm also very disillusioned with the whole 'old famous developer is making a comeback' thing. More and more it's seeming like the first time around they just got lucky, or that whatever lightning in a bottle they'd captured has since long gone.
I think a lot of that is that they're mostly just cashing in on their name with a pretty flimsy concept or a straight out remake. Gollop seems a bit more serious in his vision for this, and it seems like a serious project rather than a vanity cash grab.



Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on April 25, 2017, 02:55:33 pm
I think you can look over his record as well, and even when he remakes anything, he's always trying to find some fresh angle, and not just a shinier version of what he already tried.

Also, he's probably the person who's made the most distinct tactical turn based computer games in all history. He knows his stuff, which is why they hired him for the Tom Clancy one. It's not like he was taking a vacation since XCOM came out.

EDIT: But my main query was Virtz assertion that he shouldn't make anything simpler, nor should he try and out-do X-Com, but he should polish X-Com up a bit more ... seems kinda a bizarre way to think. Especially since Gollop already praised the new X-Coms when they came out. He doesn't need to make X-Com again, he already made that.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on April 25, 2017, 09:19:37 pm
Urgh. I'd have happily donated, but 100% no to fig. Never, ever, ever.
Oh? Why not?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on April 25, 2017, 09:43:48 pm
Yeesh. That VTOL troop carrier shown in the Fig page looks sexy.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on April 25, 2017, 10:33:55 pm
Yeah, I can kinda sympathize with being disillusioned with big name developers of the 80s banking on their cred to get a game funded. I felt pretty burned by Shadowrun Returns, luke warm on Wasteland, didn't even try Godus....

Gamers lionize developers and it's more likely that games being great wasn't due to one person's sheer brilliance. Especially when it comes to the art these days.

edit

Wait a sec.

Quote
We have been working on Phoenix Point for a year, and we have a playable tactical battle system with great AI. We have started on the geoscape and large scale monsters. In order to realize our vision of a high quality, deep strategy game by the end of 2018 we need to expand our team. All the Fig funds will be used to build content and enhance the quality of the game.

So they'd be giving themselves a year and a half to finish the game if they got funded. Yeah, that's a timeline that sounds realistic......Satellite Reign finished damn fast, just a little over three years from the date of funding, and while good, the content was definitely of the copy/paste variety and a little shallow. And these guys are saying they could do a way more complicated game in half the time with the same amount of money? Does not compute. They imply they've got a working game already and they just need the money to make content. Now where have I seen that marketing pitch before.....

Oh right, this is Fig. LOL. Yeah, I'll just wait for a release.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Glloyd on April 26, 2017, 02:35:30 am
I feel like I'm missing some serious context on Fig, I've never seen it before and am confused as to why you guys seems to hate it so much.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: zaimoni on April 26, 2017, 04:48:01 am
Doesn't help that forum search doesn't find the relevant threads, it's been discussed in detail elsewhere.

TLDR: kickstarter clone whose ToS openly states a remarkably scammy overhead.  No-one who could qualify to use a platform with legitimate overhead (<10%) would have any interest in using Fig(starter), regardless of founder reputation: the ToS explicitly, openly, rips off the project in fees.  Thus, Phoenix Point has a problem that's getting it blacklisted from non-ripoff crowdfunding sites.

I.e., Fig's business model is strictly like Facebook Payments nee Credits, an intrinsically rip-off payment method that is viable only because the target market is mostly banned from using legitimate payment processors by ToS considerations regarding virtual goods.  For the online game I help maintain: solution is do what the big guys do like Zynga and PixelNation.  Not only not take payments on Facebook, but not even mention the possibility on Facebook.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on April 26, 2017, 05:26:36 am
So they'd be giving themselves a year and a half to finish the game if they got funded. Yeah, that's a timeline that sounds realistic......Satellite Reign finished damn fast, just a little over three years from the date of funding, and while good, the content was definitely of the copy/paste variety and a little shallow. And these guys are saying they could do a way more complicated game in half the time with the same amount of money? Does not compute. They imply they've got a working game already and they just need the money to make content. Now where have I seen that marketing pitch before.....

Oh right, this is Fig. LOL. Yeah, I'll just wait for a release.

Gollop's produced a game every three years like clockwork since 2002. He's extremely reliable so far. Basically hasn't missed a release  deadline in decades. If he releases a game in 2018 that's just continuing his pattern for the entire 2000s. If you look at his release history, he's one of the most reliable lead developers out there.
 
The one game he was working on in 2000 that got cancelled was actually a version of X-Com itself with 3D graphics. It was canceled because the company funding development, Interplay got taken over by a rival game company who shut a lot of development down to save costs, this basically destroyed Gollop's Mythos Games studio as they had everything invested in the year 2000 X-Com reboot. The takeover company themselves filed for bankruptcy a few years later, they were probably a scam (they wanted the Interplay IP apparently, and closed down the associated studios so they could make more money doing everything in-house. Which failed because their studio was known for shitty games).

Gollop then make "Laser Squad Nemesis" within about a year of the collapse of the studio funding the X-Com revival. Laser Squad Nemesis is smaller because Gollop needed to release a game quickly (2002) to reboot his studio after his publishers imploded in 2001. This kind of explains why Gollop released smaller games in 2002 and 2005, basically he had everything invested in Mythos, then robber barons came in and plundered everything.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Jopax on April 26, 2017, 07:52:36 am
Also, how valid is the comparison to SR? Was that game in a similar state of completion when it went for crowdfunding?

If they have a working combat system and AI and like they say the rest is just adding stuff in, art assets, models, effects, etc. Then I don't see how a year and a half is unrealistic.
In total, it'd come out to about 2.5 years of dev time, so not too far off SR in that regard. I also don't know how expirienced the folks behind SR were but Gollop is a veteran who presumably has developed some sense of discipline and work ethic that allows regular and on schedule releases as Reelya pointed out, to say nothing of the amount of design expirience that pertains directly to this type of game which should also vastly shorten the dev time because there's no fiddling around trying to figure out what works and what doesn't.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: deoloth on April 26, 2017, 07:55:06 am
Doesn't help that forum search doesn't find the relevant threads, it's been discussed in detail elsewhere.

TLDR: kickstarter clone whose ToS openly states a remarkably scammy overhead.  No-one who could qualify to use a platform with legitimate overhead (<10%) would have any interest in using Fig(starter), regardless of founder reputation: the ToS explicitly, openly, rips off the project in fees.  Thus, Phoenix Point has a problem that's getting it blacklisted from non-ripoff crowdfunding sites.

I.e., Fig's business model is strictly like Facebook Payments nee Credits, an intrinsically rip-off payment method that is viable only because the target market is mostly banned from using legitimate payment processors by ToS considerations regarding virtual goods.  For the online game I help maintain: solution is do what the big guys do like Zynga and PixelNation.  Not only not take payments on Facebook, but not even mention the possibility on Facebook.

Except that Fig prides itself on obtaining more funds then a project can get on kickstarter by offering more incentives. Besides the pledges that work exactly like kickstarter, and has the exact same overhead cost for said pledges, Fig generally pulls in more cash by selling investment shares that payout a set amount based on what the game sells. Investments are the part of fig that tends to have higher costs. Fig takes a larger portion of that payment and then has a formula based on total receipts sold for a period of time after the game comes out to determine the pay given to each shareholder.

The major visibility of recent campaigns, such as Psychonaughts 2 at $3.83 million and Wasteland 3 and its $3.12 million in funds, is the reason that more developers are gravitating towards the platform. Such as the recent Pillars of Eternity 2 campaign and the $4 million it brought in.

Fig was founded by Double Fine developers however, and there are some bad feelings towards them for the way they have done some business (Damn you for the unfinished Spacebase DF-9!) and not everyone is very fond of the idea of Equity crowdfunding. Plus, at least early on, it was rather hard to become an investor due to the accredited restrictions it had in place, as well as requiring a certain amount of investments to be pledges in relation to investments.

I also believe that Phoenix Point is now the highest profile game they have going that is from a company that does not have a presence on its board (Double Fine, Obsidion, and Inxile). I do not believe that Phoenix Point had a problem that prevented it from being on different crowdfunding sites as much as they are hoping for better visibility from investors, as many major studios that have started to use crowdfunding use it to show how viable a game is to get more cash from publishers, where as Fig acts as an publisher, something that other crowdfunding companies do not do. So I feel that it is likely a fair bit cheaper using fig rather then trying to get money from a dedicated publisher like EA, Activision, or Ubisoft.


So TL:DR, Part of it works exactly like pledging on kickstarter. The other part is trying to make people give more money for a potential return on investment by buying shares in its future receipt sales, acting as a sort of 'light' and cheap publisher for the game. So the focus is likely bent more towards investors then players at this time.

I would not say it is better or worse then kickstarter as much as I would say it is just different.

-Edit-

Breakdown of Figs investment and overhead costs here (https://blog.fig.co/how-investing-in-game-shares-through-fig-works/)

It was a bit less then I thought it was for pledge overhead costs. 2.7% instead of kickstarters 10%, but there is the breakdown for investors that tends to be where Fig makes it's money. A bit cheaper then a normal publisher I would bet though.

97.3% of pledges go to the developer
95% of investments go to the developer

Then each project has its own set rules on breaking down returns for investors, here is Phoenix Point's,

https://www.fig.co/campaigns/phoenix-point/invest (https://www.fig.co/campaigns/phoenix-point/invest)

Fig's revenue share is 50% of sales receipts before 1.36x the Fig Funds is returned; after that, Fig's revenue share is 25% of sales receipts until (i) a total of 3x the Fig Funds is returned or (ii) 3 years after commercial launch of the game, whichever occurs first.
Fig then pays out 85% of these revenues to shareholders of Fig securities related to Phoenix Point.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on April 26, 2017, 11:07:28 am
Last time anyone did the math that wasn't Fig, a game had to sell millions of units before investors see a real ROI, (I think at least for Pyschonauts 2 payout started after a few hundred thousand copies) and the lion's share of it goes to the developers before investors.

Basically if a game is a huge hit, you'll see some payback. Anything else than that and you're making chump change, after they take their cut, if anything.

Unless they've changed their business model since the last time I looked at it.

Quote
If they have a working combat system and AI and like they say the rest is just adding stuff in, art assets, models, effects, etc. Then I don't see how a year and a half is unrealistic.

There is a huge difference between having a playable sandbox and actually hooking it up to a full game. Did their video look even remotely playable to you? Because it looked like pre-rendered (and not terrible good at that) work. Going by every other Kickstarter I've ever backed, no one has done 1.5 years worth of pre-production and had it actually to the "and now we just insert content" stage. No one.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Majestic7 on April 26, 2017, 01:11:02 pm
Oh well, I won't touch anything having to do with DoubleFine, they are scammers in a moral sense even if not so legally. Guess no cents will be spent on this one, unless the game is completely clean of their influence post-release.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: zaimoni on April 26, 2017, 01:29:02 pm
Fig's revenue share is 50% of sales receipts before 1.36x the Fig Funds is returned; after that, Fig's revenue share is 25% of sales receipts until (i) a total of 3x the Fig Funds is returned or (ii) 3 years after commercial launch of the game, whichever occurs first.
Fig then pays out 85% of these revenues to shareholders of Fig securities related to Phoenix Point.

As stated: openly, to their face, scams the developer.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Jopax on April 26, 2017, 01:39:51 pm
How exactly?

Do you have a comparison deal with some other publisher that shows how bad this is? Because without something to compare it to it can hardly be called anything.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on April 26, 2017, 01:48:47 pm
He's got a point, but you can still evaluate whether or not it seems like a good deal by just evaluating the numbers.

They take 50% of revenue up to 1.36x of the amount the campaign earned.

So if you earned $1 million, Fig takes 50% of all revenue until you've sold $1.36 million. Beyond that they take 25% of all revenue until you earn $3 million in sales OR 3 years have elapsed. (Gotta make sure they get their cut of the long tail on so-so-selling indie games.)

If you sell $10 million from a $1 million project, then yeah, it's not a bad deal. But if you barely break even? You're fucked and Fig takes over half of that meager profit for themselves first. Their plan is that if a lot of fig games fail miserably, at least Fig will make their money back based on whatever they sold. If they sell at least as much as they earned, Fig takes a little bit less after that point. Only when your game has tripled its sales over its funding amount does Fig say "Ok, now you're entitled to your actual full profits."

It seems like a shit deal for small time developers, and pie-in-the-sky thinking for medium sized devs. It only seems fair to me when your game is a huge success ala Minecraft or Terraria or Binding of Isaac. At which point, did you even need Fig to begin with?

It's always felt like a pyramid scheme, where backers are at the bottom, the developers are in the middle, and Fig stands at the apex. The more investors you pull in, the bigger your campaign gets and the more money Fig requires you to make before they take their claws out of you.

All this just for providing the platform to seek funding.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: umiman on April 26, 2017, 01:55:23 pm
Oh well, I won't touch anything having to do with DoubleFine, they are scammers in a moral sense even if not so legally. Guess no cents will be spent on this one, unless the game is completely clean of their influence post-release.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: zaimoni on April 26, 2017, 02:09:23 pm
How exactly?

Do you have a comparison deal with some other publisher that shows how bad this is? Because without something to compare it to it can hardly be called anything.
I have an inactive account with IndieGogo.  Options there are a 9.9% cut in exchange for being paid in near real-time, or a ~6% cut for a Kickstarter-like all-or-nothing with ETA 1 month after requested fundraising period end.

The above is strictly comparable to a book contract with say DoubleDay.  Difference is, with mainstream book publishing the value-added proposition is that the mainstream publisher handles most/all of the public relations.  That's not happening here; instead you have the reputation hit of dealing with a vanity publisher like Amazon's CreateSpace.

Thus, Phoenix Point may be presumed to be literally unlistable on Kickstarter, IndieGogo, and related top-tier crowdfunding sites.  (Note that Mr. Gollop does have exotic accounting issues...e.g. when Laser Nemesis Squad went out of business, bootleg servers were 100% ok and promoted using the company forums [and live through at least 2015, with source code still available as of a few weeks ago].  Continuing accepting subscription payments?  Accounting disaster, absolutely cannot do!)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Puzzlemaker on April 26, 2017, 02:56:55 pm
Either that or a deal was struck with Fig.  I can see them giving Phoenix Point a special deal in order to draw more developers towards the service.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on April 26, 2017, 03:24:08 pm
Eh, I'll see how this goes. I'd like the project to succeed, so I backed it. If it turns out that fig really screws things over, I'll avoid it in the future.

I have not personally had any issues with DoubleFine. Only game of theirs that I've gotten was Massive Chalice, which was ok and at least exactly what they promised. Not an amazing game, but it was also fairly inexpensive so I can't complain too much.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Jopax on April 26, 2017, 05:03:21 pm
Fair enough. Still, I'm looking forward to the game itself, even tho the finance side of it may be on the shady side. Worst case, wait three years after release to buy it so fig doesn't get anything.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on April 26, 2017, 05:47:28 pm
Spoiler: Not Phoenix Point talk (click to show/hide)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on April 27, 2017, 05:12:09 pm
Yeah, that video nenjin posted shows off how bad it really is and I'd recommend anyone thinking of backing to watch that first.

More than just the awful terms for the developer, the 'equity investment' bit is heavily ToC'd so if the game starts raking in huge amounts of money and they decide they don't want to keep paying out to the backers then they can just stop paying out or pay out a lot less than they said originally.

I just hate the whole idea of the business model - it's also been set up in an incredibly shady way with shell companies and the like. It's basically been set up so they can cash grab and run at a moments notice, and funnel money wherever they want.

I'm sure they'll meet their goal, and I really, really hope they've set up a good deal with Fig (it wouldn't surprise me) so they don't get rinsed, but I definitely won't be paying anything into Fig.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on April 27, 2017, 05:22:15 pm
The investment thing is 100% not worth it, yeah. Regular backing isn't so risky. No moreso than kickstarter is, as far as I can tell.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on April 27, 2017, 05:25:37 pm
Well, regular backing still supports Fig.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on April 28, 2017, 02:34:32 am
I found Massive Chalice sucky. It's a boring game IMO.


From GOG reviews

Spoiler (click to show/hide)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Jopax on April 29, 2017, 04:31:44 am
Some of the creature concepts, really wish these make it into the came as close to these designs as possible since they're damn sweet. (https://www.artstation.com/artwork/omAAq)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Vilanat on May 03, 2017, 04:24:15 pm
This is probably the first project it is somewhat reasonable to invest in any of Fig's projects. probably because they kinda screwed the developers this time, rather than the investors.

Well, its actually only reasonable for a complete financial clueless since investors will probably break even only in around 3 years from now, but at least its not a total waste like most of their other projects.

Better to pledge as a backer so the devs actually gets more and will have to give less to fig post release and put your investment money some place else. heck, even the banks with their current non existent interest rates are a far far better alternative.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on June 05, 2017, 09:46:42 am
Well, its actually only reasonable for a complete financial clueless since investors will probably break even only in around 3 years from now, but at least its not a total waste like most of their other projects.

Better to pledge as a backer so the devs actually gets more and will have to give less to fig post release and put your investment money some place else. heck, even the banks with their current non existent interest rates are a far far better alternative.

I think you're missing that there's a middle ground between "I expect an investment-grade return for my support of the developer" and "I'm willing to give away $500." Well, sure, a $500-tier backer gets a t-shirt, a Chaos Reborn key, etc etc, but obviously that doesn't add up to $500, and it's not supposed to.

Seems perfectly reasonable that someone would say "I'm willing to give this developer a $500 loan for three years at approx. zero interest" instead of buying a bunch of worthless crap.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on June 06, 2017, 04:56:16 am
Gameplay! (https://youtu.be/_uMePkH8oX0)

It's a boss battle. It actually looks pretty cool and a lot like Firaxis' XCOM. Not a bad thing, just interesting how much it takes from it. The creature designs definitely seem very well done so far.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on June 06, 2017, 10:28:55 am
Damn that is one brown game though.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on June 06, 2017, 10:59:52 am
Yeah. Mechanics look solid, but the graphics and animations need some polish work.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Criptfeind on June 06, 2017, 11:06:19 am
Looks interesting. Shooting the claws off the alien queen to render 'er 'armless seemed a little bit. Extreme of a swing. From 1 hit kill to you need to stand under it to get hurt with two shots. But maybe combats suppose to be quick and brutal like that, even against bosses.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Puzzlemaker on June 06, 2017, 11:22:44 am
Well that was interesting.  Looks VERY much like XCOM.  I wish they would switch it up more, maybe add more then two actions a turn to find a balance between the old X-COM time units and the new XCOM action points.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on June 06, 2017, 11:46:45 am
Well that was interesting.  Looks VERY much like XCOM.  I wish they would switch it up more, maybe add more then two actions a turn to find a balance between the old X-COM time units and the new XCOM action points.

It seems you can get a 3rd action using will points.

Edit:
You can also move foward slowly by moving one square at a time, without wasting your move.

Edit2: Here's another video showing off the Queen fight and one without a boss:
https://www.youtube.com/watch?v=3eY668arL-8&feature=youtu.be
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on June 06, 2017, 01:56:46 pm
Yeah. Mechanics look solid, but the graphics and animations need some polish work.

i recall xcom shipping with plenty of hilarious animation bugs. i do agree about the palette seeming quite dun.

Well that was interesting.  Looks VERY much like XCOM.

yeah i suspect there will be mostly evolutionary changes in tactical combat - someone mentioned the will point stuff as well as being able to take each move in turns, and i think most of these things are not finalized yet; plus there's the novelty of fighting big bosses; and i think the vehicle stretch goal has been hit?

but i think the biggest changes are in the strategic layer. it's supposed to be more fallout or xcom: apocalypse-like in that regard, what with factions and reputation and that sort of thing.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: A Thing on June 06, 2017, 02:59:39 pm
Damn that is one brown game though.

Yeah, I'm getting some Wasteland 2 flashbacks. The enemies seemed to be pretty interesting looking though.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on June 06, 2017, 03:00:29 pm
To to mention the ability to disable limbs on an enemy. That's a pretty distinct aspect of the game compared to XCOM.

But I'm happy it's evolutionary. XCOM does a lot of stuff right, and it's interesting to see his take on what Firaxis did with it.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on June 06, 2017, 03:23:38 pm
To to mention the ability to disable limbs on an enemy. That's a pretty distinct aspect of the game compared to XCOM.

But I'm happy it's evolutionary. XCOM does a lot of stuff right, and it's interesting to see his take on what Firaxis did with it.

Yeah it's a solid base and I don't need something to be that different to enjoy it. It's also not really one that's been done to death or anything, there's pretty much only XCOM that does it to an AAA level.

I'm hoping that it's different enough though with some interesting extras. Disabling limbs sounds like a big change, as does a 'darker' tone.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on June 06, 2017, 06:03:55 pm
I guess I'm going to be the dissenter here (continuing the trend since the fig thing I suppose.)

I'm not sure I liked how obvious that all was. I mean, yeah, it's pre-alpha and this is essentially a proof of concept.

It's just...I got the feeling like I was looking at a "MANDATORY MECHANIC." The dev was like "oh, we got smashed...." like it wasn't staged for effect. When you're shooting an enemy with 60 hp and every body part shot does damage anyways, why would you ever not shoot for the body parts?

It feels like every game I've ever played with this mechanic somehow under-delivers on it or renders it mostly optional. Typically shots to limbs or body parts do less damage, and when you run the numbers, for a short enough fight, it's not worth it to even bother. (The FO series, in particular, as an example. Shooting out both a dude's legs only really mattered when you're so grossly outclassed you need to be able to kite them.) I don't think anyone really wants to have to shoot every bit off a guy before they can kill them. It's supposed to be a tactical choice. Nor do I necessarily like "Gotta shoot this thing or you get wrekt." Depends on how well it's balanced so it feels like a smart tactical choice instead of a check list of body parts you need to blow off so you don't lose 3/4 of your guys.

I'm not saying it can't be good in PP. I just wonder if it actually will be. I idea of shooting into more than an amorphous blob of HP in a TBS game always sounds great, and it really shows off their procedural generation of enemies to good effect. It's just as I was watching the video my gamer brain went "Ok, you obviously can't survive until you get rid of those claws. And since she's basically crippled for proactive melee then, why not shoot off her legs and her abdomen spawner while she scuttles around? Why even bother going up underneath her?" Again, I know it was for demonstration purposes.

All boss fights are, when you think about them, puzzles of one sort or another. Figure out how not to die, figure out how to win, because they're special and need to feel like a threat and most boss fights cannot be won simply be skill, unless you consider "figuring out immediately what you're supposed to do" a skill. And this too seems like a puzzle, just not a super convincing one. I dunno.

Whenever I get a really strong "Gee whiz!" moment out of pre-alpha video like this, it always gives me pause.

Also not quite sure how I feel about reaction fire. I get it, it makes sense, but I dislike the idea of attrition of that variety, on something as basic as trying to kill your enemies. Maybe PP will be more generous with the healing than XCOM, but I'd kinda doubt it. Makes me think the game will trend toward larger HP pools and stuff since they're constantly chipping away at it.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on June 07, 2017, 12:42:05 am
I kind of like the reaction fire.
With XCOM 1/2, the game is structured so most of the challenge is finding "solutions" to firefights that either end the battle before the enemies' turn or prevent them from hurting your troops. With the reaction fire system, damage is pretty much inevitable and the battles will actually feel like battles. I like the XCOM 1/2 way, but this seems interesting and adds variety.
And while I see most of your points, I do want to point out that the ability to target body parts is something that costs [MP].

yeah i suspect there will be mostly evolutionary changes in tactical combat - someone mentioned the will point stuff as well as being able to take each move in turns, and i think most of these things are not finalized yet; plus there's the novelty of fighting big bosses; and i think the vehicle stretch goal has been hit?
Vehicle stretch goal has indeed been hit. Vehicles actually may be the most interesting part of Phoenix Point - I've always wanted vehicles in an XCOM(-like) game, and the unmanned reskins tanks never really satisfied me.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on June 07, 2017, 11:42:21 am
Dismemberment/shooting specific body parts only works if there's a concrete reason to do so which goes above just 'headshots for more damage quicker or take out weapons to maybe take less damage'. That balance is never fun and is difficult to work out on the fly - it's usually always better to kill stuff quicker.

It needs more than that, like if a monster has a buffing/nerfing limb that can be taken out, or something like The Surge where they'll drop the weapon attached to that limb.

That being said, if they make it core to the gameplay (like Dead Space I guess) then that can work too - it's a bit like zombie games requiring headshots, it works because it makes otherwise trivial enemies a bit harder to deal with.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on June 07, 2017, 12:06:08 pm
I think (so far) they take roughly the same damage from limbshots. You get to disable something (might happen with other shots as well those don't always hit the torso either), but in turn you need to spend will points.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: TheDarkStar on June 07, 2017, 12:35:58 pm
I hope that limb shots do less damage or, more importantly, can only do so much damage to. It's silly to think that repeatedly shooting a hand will actually kill something in a short amount of time. It will cause pain, lots of bleeding, and make that limb nearly useless, but short of shooting the upper leg or other places with gigantic arteries you're not going to be able to quickly cause lethal harm through limb damage.

The exception is heads or other appendages that contain vital organs. Weird mutated human hybrid things might have different biology, but enough damage to the central nervous system, lungs/lung equivalents, or important circulatory system parts will kill anything.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sanctume on June 07, 2017, 12:52:41 pm
I hope that limb shots do less damage or, more importantly, can only do so much damage to. It's silly to think that repeatedly shooting a hand will actually kill something in a short amount of time. It will cause pain, lots of bleeding, and make that limb nearly useless, but short of shooting the upper leg or other places with gigantic arteries you're not going to be able to quickly cause lethal harm through limb damage.

The exception is heads or other appendages that contain vital organs. Weird mutated human hybrid things might have different biology, but enough damage to the central nervous system, lungs/lung equivalents, or important circulatory system parts will kill anything.

Ahh, but I remember a blurb about the Alien / AI adapting and/or mutating to the player's tactics.

So I would assume that say the first month, I figure out Enemy type A can be dealt with shooting the weapon arms. 
But by the 2nd or 3rd month, type A mutated to type Ax where their weapon arms have extra shield/armor/shell that shooting it will not be as efficient as before.

Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on June 07, 2017, 01:33:26 pm
More like they just have more arms, logarithmically increasing the amount of dakka needed to win.

Or they evolve into their final form where they're just a ball and their whole body is a weapon. And thus we come full circle.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: TheDarkStar on June 07, 2017, 01:52:38 pm
Obviously if shooting the arms makes everything else useless, the rest of the body (minus maybe arms) is just dead weight. Thus the next step is a shotgun/machine gun/rocket launcher with legs.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sanctume on June 07, 2017, 03:45:38 pm
Didn't that queen used one of the soldier like a dildo, killing him in the process?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: umiman on June 07, 2017, 05:22:34 pm
The extreme similarities this has with XCOM 2 down to the same icons they're using makes me wonder if this is using the same engine under license.

-----------

Edit: Did some Googling and found out Phoenix Point uses Unity whereas XCOM uses Unreal Engine.

So why are they so incredibly similar? The cinematic mode angles are almost identical, the cover shields, the movement lines, the status notifications, etc. Even the character models. Everything looks like a straight rip off.

I mean, I don't mind it too much since I like XCOM 2's design of the turn-based combat but I'm curious if this is even legal.

Knowing Jake Solomon and the XCOM 2 team... it might be possible that they allowed Julian to use these assets.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on June 07, 2017, 05:48:17 pm
It definitely doesn't look identical to me. It looks like many things have been directly based on XCOM, but I don't think they ripped any assets at all.

But with that being said, isn't this a very early alpha? Developers typically use placeholder assets in alphas like this and I'm sure they haven't finished adding mechanics that differentiate it from XCOM. Phoenix Point is obviously using XCOM's mechanics as a base to evolve from.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on June 08, 2017, 12:10:22 pm
I can't really consider it a rip off if he's the guy that originally made XCOM....

I know what you mean though, but I'm kinda thinking of this as just another game in the XCOM series. A bit like Total War games; they're different due to timeframe and mechanics, but pretty much the same.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on June 08, 2017, 12:24:40 pm
I'd love to see more XCOM-like games made in a bunch of different genres/settings.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on August 31, 2017, 03:28:03 pm
Just read a backer Dev update. Lots of very interesting things in it!

To start, the geoscape map is going to work somewhat like the original X-Com but crossed with a 4X game. There will be hundreds of points of interest scattered around the globe and as you expand outwards from your base you will have the opportunity to explore these and interact with them. They could be havens (independent or part of another faction), scavenger sites, alien bases, and the like.

The overall map of the game is built at the start using a simulation of the factions and aliens expanding out into the world and competing, so there promises to be a lot of variation from game to game on what is where any why.

Weapon Ballistics is also getting a full overhaul and is going to be much more like the original X-Com with each individual shot being modeled out. A missed shot could still hit someone, and cover is going to be just that. Cover based on whether or not it gets in the way of the shot or not. You'll be able to see some stuff when firing to get an idea of the overall chance to hit as well as what cover is likely to get in the way.

Sounds like things are shaping up interestingly. Hopefully we'll get some more demo videos and the like soon so we can see what all of this looks like in-game.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on August 31, 2017, 06:06:47 pm
Were they at gamescon?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 02, 2017, 08:40:54 pm
Just read a backer Dev update. Lots of very interesting things in it!

To start, the geoscape map is going to work somewhat like the original X-Com but crossed with a 4X game. There will be hundreds of points of interest scattered around the globe and as you expand outwards from your base you will have the opportunity to explore these and interact with them. They could be havens (independent or part of another faction), scavenger sites, alien bases, and the like.

The overall map of the game is built at the start using a simulation of the factions and aliens expanding out into the world and competing, so there promises to be a lot of variation from game to game on what is where any why.

Weapon Ballistics is also getting a full overhaul and is going to be much more like the original X-Com with each individual shot being modeled out. A missed shot could still hit someone, and cover is going to be just that. Cover based on whether or not it gets in the way of the shot or not. You'll be able to see some stuff when firing to get an idea of the overall chance to hit as well as what cover is likely to get in the way.

Sounds like things are shaping up interestingly. Hopefully we'll get some more demo videos and the like soon so we can see what all of this looks like in-game.

what i took from the update

"we are adding back in all the good things that the dumb-downed firaxis reboot took out"
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on September 02, 2017, 09:26:18 pm
Let's just go ahead and not do that again, Zero.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Virtz on September 03, 2017, 06:28:32 am
what i took from the update

"we are adding back in all the good things that the dumb-downed firaxis reboot took out"
Somehow I doubt that'll be the result. Their main inspiration is the reboot and its sequel, and I doubt they'll suddenly put back all the simulation aspects from the battlescape. Not with the reboot's movement system, at least.

Not to mention when recently asked if he'd played turn-based titles that made the genre more complex, like Jagged Alliance 2 or Silent Storm, Gollop said:
Quote
Yes, I have played them, but not a great deal. I don't think they have had any influence on my game design.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on September 03, 2017, 06:34:26 am
idk, Gollop has single handedly lead more dev teams making turn-based tactics game than probably anyone else on the planet, for almost 40 years ... I wouldn't be worried about lack of inspiration. If you want to guesstimate his thinking on game design then the thing to look at would be e.g. Tom Clancy's Ghost Recon: Shadow Wars, which he headed for release in 2011.

The guy's made a large number of other turn-based tactics games since X-Com came out, so saying he's just cribbing from the X-Com reboots seems unlikely. That would only make sense if he'd semi-retired after X-Com and suddenly appeared back in the game dev scene, with them tacking his name on the box. But that's not really the case since the guy is a pretty hard working dev always working on new titles.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Majestic7 on September 03, 2017, 06:42:39 am
Silent Storm was great (before those powered armor came) and I really enjoyed the ballistics and exploding thingies. It was a shame other games didn't copy all that. It is a shame likewise that the shady funding system behind Phoenix Point (which includes those disreputable Double Fine guys) prevents me from buying this, no matter how good the game ends up being.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Virtz on September 03, 2017, 08:23:19 am
idk, Gollop has single handedly lead more dev teams making turn-based tactics game than probably anyone else on the planet, for almost 40 years ... I wouldn't be worried about lack of inspiration. If you want to guesstimate his thinking on game design then the thing to look at would be e.g. Tom Clancy's Ghost Recon: Shadow Wars, which he headed for release in 2011.

The guy's made a large number of other turn-based tactics games since X-Com came out, so saying he's just cribbing from the X-Com reboots seems unlikely. That would only make sense if he'd semi-retired after X-Com and suddenly appeared back in the game dev scene, with them tacking his name on the box. But that's not really the case since the guy is a pretty hard working dev always working on new titles.
So Shadow Wars (https://www.youtube.com/watch?v=mCDb6oQXMmA)... yeah, not exactly confidence inspiring if you're expecting complexity. Neither was Rebelstar: Tactical Command.

Like I don't doubt he'd be capable of making another X-Com, I just don't think he believes it'd sell, or he just doesn't care for such games any more. Or at least that's my takeaway from his recent portfolio and what he's said in interviews.

Also, looking over some of the interviews, the news of ballistics being properly simulated is pretty old news.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZebioLizard2 on September 03, 2017, 08:30:31 am
Rebelstar was actually pretty good for a GBA tactical game.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: sluissa on September 03, 2017, 04:32:08 pm
I respect Gollop, but a lot of what made X-Com such a big deal was simple serendipity and it wasn't Gollop alone that made that.

You had Gollop, already an experienced turn based strategy game maker. Micropose, an already experienced strategy game publisher. You had a market that simply hadn't seen anything quite like X-Com yet with it's split level global strategy and ground based tactical modes.

For example, I'm going from vague memory of some old interviews here, but X-Com was never meant to have the Geoscape section of the game, something more akin to a linear campaign with scripted missions was the original intent. Huge success with Civilization pushed Micropose to heavy hand Gollop into putting a global strategy function into X-Com. I forget details, but this wasn't the only design decision that ended up being not entirely Gollop's idea.

I love a lot of the games he's done since then. Most of them have been mentioned already. The man does know how to make a squad level turn based strategy game. But I think we've reached the point where he's got such a history that we simply won't find another team up like Microprose. The people who respect him for what he does won't tend to guide him away from what he wants to do to make any groundbreaking new combinations. (Or he won't tolerate working in such an environment anymore now that he's a celebrity of some note in the industry.) The people who would be able to break new ground don't see a dinosaur and honestly, sort of a one trick pony like him, as worth the trouble to get where they want.

All of this leads to the point where Gollop will simply keep iterating on what he does best, but making no real breakthroughs and never stretching himself out beyond what he knows works and companies that want to do that don't want to bother with him and will take their chances on rising stars.

Phoenix Point at least seems to acknowledge the need for a more complex connecting layer between battles, but from what I've seen it's still little more complex than X-Com was and could fit within newCOM as a strategy layer there without raising any eyebrows. It's ground he's tread before.

This will probably be a decent game, as most of his games have been, but I'm not surprised he's having a hard time finding someone to bankroll it, nor will I expect it to be anything at all of a lasting icon like X-Com was.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on September 03, 2017, 10:33:20 pm
I kind of disagree, at least in that Phoenix Point isn't breaking new ground. Sure, lots of it is old XCOM stuff. But the whole 'the enemies literally evolve to deal with the strategies you use' thing is pretty new. How well he'll pull it off, that is hard to say. But it's got potential to be something very different from any of the XCOM games.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on September 04, 2017, 01:33:08 am
Hmmm... supposedly xcom apoc did it, but the claim was likely untrue
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on September 04, 2017, 01:43:19 am
Also Metal Gear Solid V. And Shadow of Mordor kind of does it, though not as directly - the guys with the traits that do best against you will be more successful.

It's not exactly groundbreaking, I feel. It's relatively new compared to any of the new and old XCOM games, but it's a feature that's been in numerous very well known games.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on September 04, 2017, 01:58:24 am
Not to be a nitpick but xcom apocalypse WAS ol the oldcom gamss.

I never got to feel the tactical adaption and susprct its something that got axed early, like many other things in xcom, despite being in the manual
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on September 04, 2017, 02:36:36 am
I don't really count Apocalypse in that category. Kind of, maybe. But I thought all it did was scale the difficulty based on your performance. So if you're doing really well they'll get better stuff faster. That kind of stuff. Nothing really meriting changes in response to specific strategies.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: zaimoni on September 04, 2017, 05:17:37 am
Hmmm... supposedly xcom apoc did it, but the claim was likely untrue
XCOM Apocalypse made the claim for alien tactics, not the aliens themselves.  It's noticeable if you savescum a lot in the early game or otherwise replay the same battle multiple times (the aliens do tend to alter their routing to die more slowly), but not noticeable to the casual player.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on September 04, 2017, 12:16:22 pm
In terms of AI tactics, a while back I had an interesting conversation with a dev who worked on Crysis. They were trying to create the most awesome enemy AI, which could hunt in a pack and constantly react to the player's tactics.

Apparently the problem wasn't that it was too hard to do that, but more that it just felt like the AI was cheating to the player and it wasn't any fun. A single combatant couldn't possibly outflank 5+ enemies, even with a super suit.  Even when their QA testers could see the AI reacting in a cool way, they still said it felt rubbish. It's similar like when you get one shot sniped in *insert FPS* - it just feels unfair even if it is realistic/not cheating.

Therefore I think it's a really, really tricky line to walk unless you can demonstrate really obviously (like mutations) what's happening. I've high hopes, but I don't imagine that it'll allow for a sort of endless tactical challenge.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 05, 2017, 10:55:53 am
It is a shame likewise that the shady funding system behind Phoenix Point (which includes those disreputable Double Fine guys) prevents me from buying this, no matter how good the game ends up being.

this is the dumbest of all possible positions to take
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on September 05, 2017, 01:51:09 pm
...No, there is no theoretical limit to how dumb a position can be. It's turtles all the way down, so to speak.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on September 05, 2017, 02:00:30 pm
It is a shame likewise that the shady funding system behind Phoenix Point (which includes those disreputable Double Fine guys) prevents me from buying this, no matter how good the game ends up being.

this is the dumbest of all possible positions to take

I get not backing a game for that, but seems odd not to purchase a finished game because of their original funding platform.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Majestic7 on September 05, 2017, 04:58:56 pm
It is a shame likewise that the shady funding system behind Phoenix Point (which includes those disreputable Double Fine guys) prevents me from buying this, no matter how good the game ends up being.

this is the dumbest of all possible positions to take

I get not backing a game for that, but seems odd not to purchase a finished game because of their original funding platform.

As described in previous posts in this very thread, the platform is not just funding platform. It continues to operate when the game starts selling and a big chunk of the money will go to Double Fine guys.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on September 05, 2017, 04:59:44 pm
It is a shame likewise that the shady funding system behind Phoenix Point (which includes those disreputable Double Fine guys) prevents me from buying this, no matter how good the game ends up being.

this is the dumbest of all possible positions to take

I get not backing a game for that, but seems odd not to purchase a finished game because of their original funding platform.
What if the original funding platform  was blood diamonds and slave children?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on September 05, 2017, 05:16:57 pm
What if the original funding platform  was blood diamonds and slave children?

Sure, anything can be taken to a truly horrible level. But while DoubleFine might be shady, they're not that bad.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: MetalSlimeHunt on September 05, 2017, 05:23:33 pm
I still don't even know what happened with Double Fine. I completely missed out on whatever The Controversy is. They made Rocket Age and it sucked, or something? Money was used in some manner that was not considered appropriate by the providers of that money? Tim Schafer was discovered to have received the reincarnated soul of Hitler?


Anyway, I don't think it's unreasonable for the platform that was used to market to small investors getting a cut of the ROI. Or are Double Fine's sins just that bad? Are there blood diamonds?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Criptfeind on September 05, 2017, 05:50:45 pm
From what I understand Broken age was seemingly hilariously mismanaged, despite getting roughly all the money in the world it still was super delayed and they needed to release it in two parts. But more egregiously is space base DF9, which sits in the pile of tons of shitty early access games that never got anywhere and were abandoned by their dev. After selling it to their fans for a year in early access they decided it wasn't selling well enough so they canned the team working on it, released it as a "complete" game out of early access and told the community to finish it if they want.

I dunno if there's any other controvery, but space base df9 seems enough to blacklist them to me if that's the sorta thing one does.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on September 05, 2017, 06:06:41 pm
If you want to know what the BFD is, you can literally read up the thread.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 10, 2017, 12:55:34 pm
It is a shame likewise that the shady funding system behind Phoenix Point (which includes those disreputable Double Fine guys) prevents me from buying this, no matter how good the game ends up being.

this is the dumbest of all possible positions to take

I get not backing a game for that, but seems odd not to purchase a finished game because of their original funding platform.

As described in previous posts in this very thread, the platform is not just funding platform. It continues to operate when the game starts selling and a big chunk of the money will go to Double Fine guys.

because they are publishing the game

it is literally how all publishers work

(nobody tell him how steam works)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 10, 2017, 12:57:00 pm
...No, there is no theoretical limit to how dumb a position can be. It's turtles all the way down, so to speak.

true
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Majestic7 on September 10, 2017, 01:19:11 pm
....yes, so what is exactly dumb about boycotting an unethical publisher? Same logic applies to any purchase decisions where the reputation of the company is tarnished. It is exactly the same as avoiding Nestle or Comcast or any other company with soiled reputation. That is how consumers are supposed to have an effect on the free market, duh.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: MrWiggles on September 10, 2017, 06:04:17 pm
DF9 doesnt seem to be nearly as failure as folks want it to be. They worked on, until it ran out of money. Which is exactly what they said they would do. They didnt even have a road map out. They had list of stuff they wanted to do, but werent able to. Broken Age may have been and probably was mismanage, but that doesn't mean DoubleFine is duplicitous. Its still one of the early crowd source games, and they failed to understand the extra work and cost of the stretch goals. Stretch goals for larger things now, are now preplanned.  Even Giant in the Playground ran into the same problem. They ran out of their crowd source money, and werent done with all their stretch goals either.

And then there issue where crowd source projects are disadvantage when trying to negotiate prices, as their capitcal is public. Its one of the few legit things that plauged the Ouya. It makes a lot of stuff more expensive then first figured.

At least double fine announced that DF9 closed down. A lot of early access game dont even do that. They just diappear.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on September 11, 2017, 01:29:39 am
I love a lot of the games he's done since then. Most of them have been mentioned already. The man does know how to make a squad level turn based strategy game. But I think we've reached the point where he's got such a history that we simply won't find another team up like Microprose. The people who respect him for what he does won't tend to guide him away from what he wants to do to make any groundbreaking new combinations. (Or he won't tolerate working in such an environment anymore now that he's a celebrity of some note in the industry.)The people who would be able to break new ground don't see a dinosaur and honestly, sort of a one trick pony like him, as worth the trouble to get where they want.

I really don't know about that. Look at the games he released in the last 10 years. They include Chessmaster for XBox Live, an action game (Assassin's Creed III: Liberation) for PS Vita, and a Tom Clancy game for 3DS. He seems to have no problem collaborating on other people's IP and on games that aren't turn-based tactics games, either, and also on releasing things on a wide variety of different hardware.

What you're saying about his personality just sounds extremely unlikely for someone who was already a celebrity, but spent 10 years happily working on other people's games at a major studio. He's not some "celebrity-snob" "one-trick-pony" who only makes tactics games and doesn't work well with others, because he's too stuck in the mud to listen to their ideas. That's just not consistent with what we know about his track record.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on September 11, 2017, 03:31:42 pm
At least double fine announced that DF9 closed down. A lot of early access game dont even do that. They just diappear.

I wouldn't mistake being too well known to quietly fuck off for some moral obligation to be straight with backers. IIRC they only said DF9 was shutdown after going radio silent for a long time and people going "WTF is going on with this game, are you guys going to finish it or not."

I'd also accept "it was the early days of crowdfunding" for a first time developer who got in over their head. That is abso-fucking-lutely not Double Fine, who had been cranking out games in a publisher environment for years prior to Kickstarter. And when they start doing it, suddenly they don't understand budgets? BS. I think it was a test to see how much they could get out of crowd funding a loosely developed game and, shock, discovered people don't like it when they pay you for something you're only half-committed to finishing.

The fact they made DF9 then immediately turned around and birthed Fig tells me they learned how the market works in crowdfunding and decided it was way more profitable and less risky to be a facilitator than a creator.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 12, 2017, 02:36:37 pm
....yes, so what is exactly dumb about boycotting an unethical publisher? Same logic applies to any purchase decisions where the reputation of the company is tarnished. It is exactly the same as avoiding Nestle or Comcast or any other company with soiled reputation. That is how consumers are supposed to have an effect on the free market, duh.

how is fig unethical?

it's also not "the double fine guys". one of the three founders was from double fine. the other two aren't. their board is full of non-double fine people.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on September 12, 2017, 02:44:15 pm
I'd explain and link shit but you know what? I've done that multiple times in this thread. Read if you want to know.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 12, 2017, 02:58:33 pm
I'd explain and link shit but you know what? I've done that multiple times in this thread. Read if you want to know.

well, i didn't ask you, but since you've responded: you linked one youtube video back from the psychonauts 2 campaign, and whined that fig is not assuming any risk in publishing the game while standing to receive a cut of the sales. which of course is no different than any publisher; you use one person's money to fund a third person's game, and pay back the one person's money plus extra, keep some yourself, and hopefully there's some left over for the developer. it's not even really different than kickstarter: give a developer a platform to solicit donations/make pre-sales, and then keep a percentage for the privilege of hosting the fundraiser on kickstarter.

and it's not like Fig doesn't actually pay money out: https://www.polygon.com/2017/8/10/16125828/fig-first-profitable-game-equity-investment-kingdoms-and-castles

so again, what is the unique problem that Fig has that is somehow worse than kickstarter or any other publisher?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on September 12, 2017, 03:09:01 pm
Quote
https://www.polygon.com/2017/8/10/16125828/fig-first-profitable-game-equity-investment-kingdoms-and-castles

So it took until last month before they had a Fig success story worth talking about? Well blllllllllooooooooooowwwwwwwwwwwww me down. The system clearly works. I wonder if they have any stats about how much money was pissed away on other projects that never showed a return, and how much money Fig made off their failure?

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well, i didn't ask you, but since you've responded: you linked one youtube video back from the psychonauts 2 campaign, and whined that fig is not assuming any risk in publishing the game while standing to receive a cut of the sales. which of course is no different than any publisher; you use one person's money to fund a third person's game, and pay back the one person's money plus extra, keep some yourself, and hopefully there's some left over for the developer. it's not even really different than kickstarter: give a developer a platform to solicit donations/make pre-sales, and then keep a percentage for the privilege of hosting the fundraiser on kickstarter.

You forgot the fact the companies are structured so that literally overnight they could pull the plug and everyone, including developers, would be completely fucked.

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so again, what is the unique problem that Fig has that is somehow worse than kickstarter or any other publisher?

Because Fig is a money making pyramid scheme dressing itself up as an advocate for indie developers. EA, Ubisoft, WB, they may all suck but at least you know where they stand. They're not selling you, indie game developer and minimum wage gamer, a pipe dream about becoming rich through your hobby or chosen profession. And with Kickstarter, they take a flat cut of the pledges and that's fucking it. The rest of it goes to the developer. No revenue sharing, no "minimum sales requirements on return." None. Of. That. Shit.

Let me put it another way though. Kickstarter asked you to gamble your money so you might get a fun game and some developer might earn a living. Fig is literally asking you to gamble your money to make money. I know these days people seem to think it's ok to pollute the entire entertainment sector with cash incentives for fucking everyone. To me, that's poisoning the well, by making it about something other than a good game.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 12, 2017, 03:17:18 pm
Quote
https://www.polygon.com/2017/8/10/16125828/fig-first-profitable-game-equity-investment-kingdoms-and-castles

So it took until literally last month before they had a Fig success story worth talking about? Well blllllllllooooooooooowwwwwwwwwwwww me down.

development takes years. unsurprising that a small city builder-type game was the first to release (the fundraising target was under $200k). the platform launched in 2015.

Quote
well, i didn't ask you, but since you've responded: you linked one youtube video back from the psychonauts 2 campaign, and whined that fig is not assuming any risk in publishing the game while standing to receive a cut of the sales. which of course is no different than any publisher; you use one person's money to fund a third person's game, and pay back the one person's money plus extra, keep some yourself, and hopefully there's some left over for the developer. it's not even really different than kickstarter: give a developer a platform to solicit donations/make pre-sales, and then keep a percentage for the privilege of hosting the fundraiser on kickstarter.

You forgot the fact the companies are structured so that literally overnight they could pull the plug and everyone, including developers, would be completely fucked.[/quote]

this isn't remotely true, but keep listening to your gator youtube videos.

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so again, what is the unique problem that Fig has that is somehow worse than kickstarter or any other publisher?

Because Fig is a money making pyramid scheme dressing itself up as an advocate for indie developers. EA, Ubisoft, WB, they may all suck but at least you know where they stand. They're not selling you, indie game developer and minimum wage gamer, a pipe dream about becoming rich through your hobby or chosen profession. And with Kickstarter, they take a flat cut of the pledges and that's fucking it. The rest of it goes to the developer. No revenue sharing, no "minimum sales requirements on return." None. Of. That. Shit.

1) do you have any clue what a "pyramid scheme" is? they're not asking their backers to recruit other backers, who are then supposed to recruit other backers, etc. even if fig were a 100% scam, that's not what they're doing.

2) why exactly do you think they're selling pipe dreams? they're not offering anyone who isn't already a clearly established developer a chance to publish a game.

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Let me put it another way though. Kickstarter asked you to gamble your money so you might get a fun game and some developer might earn a living. Fig is literally asking you to gamble your money to make money. I know these days people seem to think it's ok to pollute the entire entertainment sector with cash incentives for fucking everyone. To me, that's poisoning the well, by making it about something other than a good game.

so literally your objection is that when a normal AAA game is successful, some of the profits go to the AAA publisher (Ubisoft, WB, etc), wherewas when a fig game is successful, some of the profits go to the game's backers.

which is somehow "poisoning the well"

i guess all the kickstarter backers are so much happier to have t-shirts and their names in-game instead, huh
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on September 12, 2017, 03:33:41 pm
Quote
development takes years. unsurprising that a small city builder-type game was the first to release (the fundraising target was under $200k). the platform launched in 2015.

And development takes less than years, too, as we've seen plenty of times from Kickstarter.

Quote
this isn't remotely true, but keep listening to your gator youtube videos.

He did the research. He actually looked at their filings. You have done....what, that I should give more weight to your opinion than his factual information, exactly? Do you understand how shell companies and liability work?

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1) do you have any clue what a "pyramid scheme" is? they're not asking their backers to recruit other backers, who are then supposed to recruit other backers, etc. even if fig were a 100% scam, that's not what they're doing.

You might not get how pyramid schemes work either. Fig sits at the top. They lure the developers. The developers, who don't want to front any of their cash, in turn recruit backers. And then the marketing campaign starts. So yes, I think fits the definition of a pyramid scheme quite well, where the people at the bottom fuel the success of the people at the top, and assume the risk. If the game is a flop or development tanks or something goes wrong, first it's the backers who lose out. Then the developers lose out. Fig? Fig and its owners and its board are completely insulated from any losses due to how they structured the companies that make up the operation.

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2) why exactly do you think they're selling pipe dreams? they're not offering anyone who isn't already a clearly established developer a chance to publish a game.

Quote
I’m interested in using Fig for my game. Are you accepting pitches?
Yes, we’re always on the lookout for great new games and would be happy to review your pitch. If you’d like to submit your game for consideration, please email pitches@fig.co and tell us more about what you’re working on. Due to a high amount of interest, it may take up to a week for us to get back to you -- thanks in advance for your patience!

Yeah. They really look like they're only going for accredited and established developers, and not just casting a net for any fish with a dream. All the super professional outfits I know just have a general submission email for new business traffic. A game selling $1 million in its first two weeks, for indie games, is not normal. It's not the standard. That's the pipe dream they're selling, both to developers and to the people that are like "Well shit if I throw in $1000 I could make $1000 by this time next year!"

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so literally your objection is that when a normal AAA game is successful, some of the profits go to the AAA publisher (Ubisoft, WB, etc), wherewas when a fig game is successful, some of the profits go to the game's backers.

which is somehow "poisoning the well"

i guess all the kickstarter backers are so much happier to have t-shirts and their names in-game instead, huh

Like I said. Some people like this brave new world where we talk games but everyone, including players, has a profit motivation. Some people don't see anything wrong with CS:GO gambling sites or gambling-esqe MTX in single player games, or any of that. I do. Kickstarter has already shown what happens when your devs are as hungry for sourcing money as they are making their game. We've seen what publicity does for these things: they either are stupidly successful beyond anyone's imagination or they publicly crash and burn in spectacular fashion. And that's before there's even a playable game.

I *like* a financial divide between the people that make the games and the people that play them. I don't like what money does to the relationship either out of game or in game between players and developers. There are too many opportunities for manipulation and straight up fraud when the people you're asking to be fans are also the ones funding your game and stand to make or lose money on it. It's only half about the game at that point, and I get too many half games already out of crowdfunded projects to want to see it become even more prevalent in the gaming space.

I like Kickstarter as a reasonable compromise. Dev studio asks for money to make a game, facilitator takes a small cut of just the pledge, and all the backer has to worry about is whether it gets finished and whether or not they'll like it. Christ, even without standing to profit from a game, Kickstarter backers are deeply concerned where the money goes and how it's spent. And that's already more than I want to be invested in most games.

In the end though, it's the fact they worked so hard to be allowed to deal with unaccredited investors. I.e. people who probably don't know shit about investing and may not be financially stable enough for it to be a good idea for them to invest, that pisses me off the most. Fig is targeting a vulnerable population and trying to get them to gamble their money so they can enrich themselves, all in the name of "indie" and "community!" and "games!"
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 12, 2017, 04:18:06 pm
Quote
development takes years. unsurprising that a small city builder-type game was the first to release (the fundraising target was under $200k). the platform launched in 2015.

And development takes less than years, too, as we've seen plenty of times from Kickstarter.

That is exactly what I'm saying, genius. The Castles and Kingdoms campaign finished in January 2017. The OLDEST campaign on fig finished in september 2015. no fig game has even gone through "years" of development yet.

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He did the research. He actually looked at their filings. You have done....what, that I should give more weight to your opinion than his factual information, exactly? Do you understand how shell companies and liability work?

That's exactly it. I'm a tax lawyer. I couldn't do anything but roll my eyes through most of the video (especially starting around 10 minutes onwards) because all of it is true - but completely elementary and meaningless to anyone who has any clue how financing works. Everything outlined in the video is completely elementary - and not even particularly complex to someone who's cased delinquent taxpayers for years. There's nothing interesting to see there.

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You might not get how pyramid schemes work either. Fig sits at the top. They lure the developers. The developers, who don't want to front any of their cash, in turn recruit backers. And then the marketing campaign starts. So yes, I think fits the definition of a pyramid scheme quite well, where the people at the bottom fuel the success of the people at the top, and assume the risk.

No. A pyramid scheme relies on each level recruiting yet another level. It's not like fig backers are encouraged to go out and recruit more backers and earn a cut of whomever they recruit. Fig has 3 well-defined and explicit levels, which, coincidentally, exactly match how the industry already works. The only difference is that you replace big corporate money and investors with crowdfunding.

(I was in a pyramid scheme once, in the late 1990s. I got a free ipod out of it.)

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2) why exactly do you think they're selling pipe dreams? they're not offering anyone who isn't already a clearly established developer a chance to publish a game.

Quote
Quote
I’m interested in using Fig for my game. Are you accepting pitches?
Yes, we’re always on the lookout for great new games and would be happy to review your pitch. If you’d like to submit your game for consideration, please email pitches@fig.co and tell us more about what you’re working on. Due to a high amount of interest, it may take up to a week for us to get back to you -- thanks in advance for your patience!

Yeah. They really look like they're only going for accredited and established developers, and not just casting a net for any fish with a dream. All the super professional outfits I know just have a general submission email for new business traffic.

they do. for example paradox's is newgames@paradoxplaza.com

it's starting to seem like you really don't know much about any of this but watched an alarmist youtube video made by a guy who gets ad revenue exploiting your credulity

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A game selling $1 million in its first two weeks, for indie games, is not normal. It's not the standard. That's the pipe dream they're selling, both to developers and to the people that are like "Well shit if I throw in $1000 I could make $1000 by this time next year!"

i'm not sure where you get this idea from. i think you watch too many youtube videos.

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Like I said. Some people like this brave new world where we talk games but everyone, including players, has a profit motivation. Some people don't see anything wrong with CS:GO gambling sites or gambling-esqe MTX in single player games, or any of that. I do. Kickstarter has already shown what happens when your devs are as hungry for sourcing money as they are making their game. We've seen what publicity does for these things: they either are stupidly successful beyond anyone's imagination or they publicly crash and burn in spectacular fashion. And that's before there's even a playable game.

I *like* a financial divide between the people that make the games and the people that play them. I don't like what money does to the relationship either out of game or in game between players and developers. There are too many opportunities for manipulation and straight up fraud when the people you're asking to be fans are also the ones funding your game and stand to make or lose money on it. It's only half about the game at that point, and I get too many half games already out of crowdfunded projects to want to see it become even more prevalent in the gaming space.

I like Kickstarter as a reasonable compromise. Dev studio asks for money to make a game, facilitator takes a small cut of just the pledge, and all the backer has to worry about is whether it gets finished and whether or not they'll like it. Christ, even without standing to profit from a game, Kickstarter backers are deeply concerned where the money goes and how it's spent. And that's already more than I want to be invested in most games.

as i said once before in this thread, you're assuming that investing on fig is somebody trying to make money. it's just as fair to assume they're someone willing to get little or no return so that they can invest in a developer or idea they like. buying a $1000 fig share of a game instead of paying $1000 for an NPC named after you seems reasonable.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on September 12, 2017, 04:32:46 pm
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That is exactly what I'm saying, genius. The Castles and Kingdoms campaign finished in January 2017. The OLDEST campaign on fig finished in september 2015. no fig game has even gone through "years" of development yet.

So if they've had one project go from campaign to release and sales in 6 months....where are any of the other success stories, or stories period, of how things have fared on Fig?

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but completely elementary and meaningless to anyone who has any clue how financing works. Everything outlined in the video is completely elementary - and not even particularly complex to someone who's cased delinquent taxpayers for years. There's nothing interesting to see there.

So I guess we'll assume that everyone who is planning on using Fig is as educated and well informed as a tax lawyer? Because I didn't know any of this and when I did, it made my decision for me not to use Fig. Interesting to a tax lawyer. Gee I guess not. Interesting to the rest of us rubes? Yeah, I'd say so.

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It's not like fig backers are encouraged to go out and recruit more backers and earn a cut of whomever they recruit.

What exactly do you call exhorting backers to spread the word, get more backers, to get the game they have a financial interest in to get more money, so it can potentially sell better and make them more money back? Because that sounds like recruitment to me. I've also worked in a pyramid scheme before. Only I saw it for what it was in orientation and walked out.

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The only difference is that you replace big corporate money and investors with crowdfunding.

That isn't the only difference. Another difference is in how they sell you on who they are. EA, Ubisoft, big publishers are faceless. They're monolithic. This is the good old "hey, we're people just like you who love games! We're not greedy and self-serving like the ebil publishers. We're about community! And definitely not bending you over as fast as EA or anyone else for a buck." Another difference is EA isn't courting unaccredited investors to fund their games. They damn well would if they could, and after Fig got permission I wouldn't doubt if they're exploring their own avenues of offloading development costs directly on consumers.

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it's starting to seem like you really don't know much about any of this but watched an alarmist youtube video made by a guy who gets ad revenue exploiting your credulity

And you seem like you've got horseblinders on with a Fig logo on them. Gee isn't it fun when we both pillory each other? Or how about we just drop the snide personal attacks like anyone is winning points here.

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i'm not sure where you get this idea from. i think you watch too many youtube videos.

I read industry news, from developers, who talk about their profits and what's likely versus not likely in the indie space. $1 million in two weeks is not normal, or even average. $10,000 in a couple weeks for your garden variety indie game is much closer to the mark.

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it's just as fair to assume they're someone willing to get little or no return so that they can invest in a developer or idea they like. buying a $1000 fig share of a game instead of paying $1000 for an NPC named after you seems reasonable.

If someone wants to donate just out of the goodness of their heart or for a t-shirt, why would they seek the profit option at all? By definition you have a profit motivation if you seek the for-profit option. Ergo, your focus is not just on supporting the developer or the game, you've got an ulterior motive of personal enrichment as well.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on September 12, 2017, 04:42:09 pm
It would be interesting to know if many people use the profit option.
When you are just a regular backer there is no difference for you compared with kickstarter. You pay your money and pray to the gods of gaming that there will be a game at the end that you like playing.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Draignean on September 12, 2017, 04:56:18 pm
So, is there any discussion of a game here, or just a bunch of stiffies quivering with oh-so-righteous anger?

Personally, the dev-logs are a bit... I don't know, worrying. It's a personal thing, but I kinda dislike it when a game continuously defines itself in relation to other games. Realistic Ballistics also kinda makes my eyebrows levitate spontaneously, particularly considering the videos already shown. I get what they're doing, and I like it, I just think they're overselling a wee bit. I'm going to be interested to see how cover will actually work out, considering that I really like the idea of what they're doing, but it has the potential to make a couple of things really... wonk.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on September 12, 2017, 06:05:46 pm
For the record I'm still only at half-mast.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on September 12, 2017, 07:26:28 pm
It's a personal thing, but I kinda dislike it when a game continuously defines itself in relation to other games.
This is concerning in general, but what worries me more is the idea that the exploration phase is inspired by Stellaris and that's something they want to brag about. Like... you've got your mystery boxes, usually there's nothing in them, often there's goodies you can build harvesters over if you control the area, and sometimes there's boxes inside the boxes which you can then open again for immediate goodies or goodies to build harvesters over if you control the area. That's Stellaris exploration, at least, so unless you're amassing society research I'm not sure why "our map has grey question marks on it" warranted pointing at a particular precedent.

Realistic Ballistics also kinda makes my eyebrows levitate spontaneously, particularly considering the videos already shown. I get what they're doing, and I like it, I just think they're overselling a wee bit. I'm going to be interested to see how cover will actually work out, considering that I really like the idea of what they're doing, but it has the potential to make a couple of things really... wonk.
Every part of this sounds wonky and awful. FPS aiming to get around boxes on top of Fallout-style limb targeting? I don't see how that's going to work without making you wish it hadn't.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 12, 2017, 10:22:18 pm
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That is exactly what I'm saying, genius. The Castles and Kingdoms campaign finished in January 2017. The OLDEST campaign on fig finished in september 2015. no fig game has even gone through "years" of development yet.

So if they've had one project go from campaign to release and sales in 6 months....where are any of the other success stories, or stories period, of how things have fared on Fig?

so far they're at 0% "that which sleeps" incidents so it's doing better than kickstarter

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So I guess we'll assume that everyone who is planning on using Fig is as educated and well informed as a tax lawyer? Because I didn't know any of this and when I did, it made my decision for me not to use Fig. Interesting to a tax lawyer. Gee I guess not. Interesting to the rest of us rubes? Yeah, I'd say so.

You still don't "know" anything. You don't know if this structure is normal for investment vehicles (it is) or why it was done, or what it means.

It's like if I told you the atomic number of cesium was 55. HOLY SHIT 55?!? Guys we need to call the DOE right now; 55 is a big number!

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It's not like fig backers are encouraged to go out and recruit more backers and earn a cut of whomever they recruit.

What exactly do you call exhorting backers to spread the word, get more backers, to get the game they have a financial interest in to get more money, so it can potentially sell better and make them more money back?

Again, that's not how a pyramid scheme works. In a pyramid scheme you only get money relative to your own recruitment. Your pyramid income is 100% based on the bricks below you, not on somebody else's bricks, or the overall success of the enterprise.

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The only difference is that you replace big corporate money and investors with crowdfunding.

That isn't the only difference. Another difference is in how they sell you on who they are. EA, Ubisoft, big publishers are faceless. They're monolithic. This is the good old "hey, we're people just like you who love games! We're not greedy and self-serving like the ebil publishers. We're about community! And definitely not bending you over as fast as EA or anyone else for a buck." Another difference is EA isn't courting unaccredited investors to fund their games. They damn well would if they could, and after Fig got permission I wouldn't doubt if they're exploring their own avenues of offloading development costs directly on consumers.

EA is traded on the goddamn NASDAQ. Do you have to be an accredited investor to buy stock in EA? of course they take money from unaccredited investors.

And let's be real; being an accredited investor doesn't mean anything anyway. half the goddamn population of the US lives in a household with an "accredited investor."

Exhibit #300 in "you watched a youtube video with a lot of big words but don't understand what any of it really means."

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it's starting to seem like you really don't know much about any of this but watched an alarmist youtube video made by a guy who gets ad revenue exploiting your credulity

And you seem like you've got horseblinders on with a Fig logo on them. Gee isn't it fun when we both pillory each other? Or how about we just drop the snide personal attacks like anyone is winning points here.

well if you keep dropping the parts where you're objectively wrong (like "reputable companies don't solicit game ideas through email") then there won't be much left, huh?

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i'm not sure where you get this idea from. i think you watch too many youtube videos.

I read industry news, from developers, who talk about their profits and what's likely versus not likely in the indie space. $1 million in two weeks is not normal, or even average. $10,000 in a couple weeks for your garden variety indie game is much closer to the mark.

You misunderstand. Where did you get the idea that Fig is out there telling people they'll all sell $1 million of games in two weeks?

Fig has a total of, what, 12 funded projects? And many of them are sequels to well-established franchises (Psychonauts 2, Wasteland 3, Pillars of Eternity 2). Where is the dumbass accusation that Fig is somehow trolling for rubes coming from?

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it's just as fair to assume they're someone willing to get little or no return so that they can invest in a developer or idea they like. buying a $1000 fig share of a game instead of paying $1000 for an NPC named after you seems reasonable.

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If someone wants to donate just out of the goodness of their heart or for a t-shirt, why would they seek the profit option at all? By definition you have a profit motivation if you seek the for-profit option. Ergo, your focus is not just on supporting the developer or the game, you've got an ulterior motive of personal enrichment as well.

so ok, this whole line of argumentation is fine. it's an aesthetic argument about the proper relationship between the artist and the audience, which i don't agree with, but it's not really objectively wrong (unlike literally every other argument you've made).

the thing is, how can you argue this while also arguing that Fig is somehow a pyramid scheme or a scam? either it's ruining indie kickstarting by introducing a profit motive, or it's not because it's a scam that doesn't deliver games. you can't argue both.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on September 13, 2017, 12:31:14 am
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Draignean on September 13, 2017, 12:48:57 am
Realistic Ballistics also kinda makes my eyebrows levitate spontaneously, particularly considering the videos already shown. I get what they're doing, and I like it, I just think they're overselling a wee bit. I'm going to be interested to see how cover will actually work out, considering that I really like the idea of what they're doing, but it has the potential to make a couple of things really... wonk.
Every part of this sounds wonky and awful. FPS aiming to get around boxes on top of Fallout-style limb targeting? I don't see how that's going to work without making you wish it hadn't.

See, I treat games like I treat my hookers- I hold off the dirty talk until after I've paid. I'm trying to look at things in a positive light, and there is a bit of a silver lining. Let's assume that 'realistic ballistics' means more than 'hit scan random rays comprising a cone to simulate shots fired', which it damn well should.* Since we're not exactly dealing with significant ranges here, that means that material penetration and impact geometry is potentially a thing- which could be cool. Taking the basic crab man we've seen so far, it means that going for a headshot takes you perilously close to the heavily sloped chitin plates above and behind the head. Likewise it means that shots from elevation actually give your better angles to strike plates with, theoretically giving you a better chance of punching through. As far as cover goes, it means that a soldier with a PDW might be forced to try and shoot an exposed elbow, you can tell your heavy who's humping a pig to just unload on most light cover and punch straight through. That has the potential to lead to moments more like, say, this (https://youtu.be/5uIVkhtU1Ls?t=8m36s) (You only need to watch until the end of the scene, about 30 seconds), with the right squad composition.

Now, granted, my skepticism is currently screaming in the background that there are damn good reasons why games about small groups of survivors don't feature realistic ballistics, and that, in realistic ballistics, that arm cannon we've seen the crab people using would fuck up anything this side of a tank. Bah. He's likely throwing it around as a buzzword, when he means the conic ray trace- which is going to break down to percentage chances however you slice it.

I want to set aside my skepticism and be optimistic, but I'm not terribly impressed in they way they talk about their features. It's not that I mind the features, exactly, I just wish they'd be a bit more honest with them. Go into the details of why they're cool, and how they're more skill based and less prayer focused. Can we adjust the tightness of our shot spread? Can we free aim shots, go gull auto, and hit max spread to try and clip multiple bunched targets?


PPE: Looked at the actual 'detailed' post on the ballistics. (http://forums.snapshotgames.com/thread/realistic-ballistics-progress-report/) It does not fill me with hope. This feels like the kind of thing that ends in screaming frustration when a soldier has the wrong pose behind cover.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 13, 2017, 10:19:01 am
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so far they're at 0% "that which sleeps" incidents so it's doing better than kickstarter

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Fig has a total of, what, 12 funded projects?

You don't get to play with both sides of the coin.

Then neither do you.

You accuse Fig of trying to lure small hobbyists with the promise of get-rich-quick, when that's patently false. Most of the projects on Fig are by well-known developers and/or part of well-known franchises.

You seem concerned that Fig investments are a scam, when so far there's been literally 0 evidence of that ever happening and nothing in their corporate structure is unusual for a company that needs to divvy up shares in individual games that they're publishing.

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You still don't "know" anything. You don't know if this structure is normal for investment vehicles (it is) or why it was done, or what it means.

I can read, I've got a brain and it's not rocket science. You can judge the terms of a deal based on the average for how most people succeed in the indie game market and judge it as shit.

Again, no.

1) Most of these aren't even "indie" games. They are games by established developers or part of established franchises that have been published before, like Pillars of Eternity 2 or Rock Band 4. Fig is not some place where you get to gamble on indie developers.

2) The "terms of the deal" has nothing to do with Fig's corporate structure.

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Again, that's not how a pyramid scheme works. In a pyramid scheme you only get money relative to your own recruitment. Your pyramid income is 100% based on the bricks below you, not on somebody else's bricks, or the overall success of the enterprise.

Fig makes money no matter what. It's just a question of how much they make. But they can't make anything without developers.

That has nothing to do with pyramid schemes.

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Developers get money no matter what. They get the pledge at a bare minimum. But only if they have backers.

Again, nothing to do with pyramid schemes.

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Backers get fuck all unless it actually succeeds, and to recoup their investment at least the game has to be a huge success or it takes 10 years. Their take is proportional to what they're willing to put in. Fig scheme IS 100% based on the bricks below them.

Again, that is not what a pyramid scheme is. Your success in a pyramid scheme has nothing to do with the game being a huge success or taking 10 years.

We're talking about launching a discrete product, which will have a sales arc and product lifespan. You can buy shares in the launching of that product.

If you think Fig is a pyramid scheme then every stock IPO in the world is a "pyramid scheme."

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And let's be real; being an accredited investor doesn't mean anything anyway. half the goddamn population of the US lives in a household with an "accredited investor." of course they take money from unaccredited investors.

1) Half of joint US households make over $300,000k each year? Try again. (https://www.google.com/search?client=firefox-b&q=average+us+household+income&oq=average+us+hou&gs_l=psy-ab.3.0.0l4.1780580.1782152.0.1783323.14.10.0.0.0.0.199.1124.0j7.7.0....0...1.1.64.psy-ab..7.7.1119...0i67k1j0i131k1.sfD3KlxDHFw)

My bad - I read a chart on household net worth wrong. It's more like 10-15% of the US population, not half. The point is that it's incredibly common. "Accredited investors" are not some special club of stock geniuses.

Your link isn't helpful, though, because average doesn't tell you anything about distribution. Also, income is only one way to become an accredited investor.

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2) EA isn't directly asking investors to pay for the development of their next game. Because actual investors would say "Kiss my ass."

Of course they are. What business do you think EA is in? What do you think you're investing in when you buy stock in EA? Do you think they engage in any other business besides developing and publishing games?

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3) Accredited investor status is there to protect both the investor and the business. But it's mostly to ensure people don't gamble their livelihood away in the stock market.

IT LITERALLY DOES NOT DO THAT

Nothing is stopping you from gambling every dollar you have or can borrow on the stock market, whether you're accredited or unaccredited. That is NOT what accredited investor status does.

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You can get all that from Google by the way. Or "that youtube video which I just took as gospel and is factually correct but no one should actually listen to it."

Yes, you can get a fundamental misunderstanding of what "accredited investor" status means from googling or watching ill-informed youtube videos.

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well if you keep dropping the parts where you're objectively wrong (like "reputable companies don't solicit game ideas through email") then there won't be much left, huh?

You're really gonna stand by Paradox as your example?  They've pulled some shady BS on their own time too. So no, I don't consider that me being "objectively wrong" because I don't hold up Paradox as some exemplar of professionalism or huge business. And more to the point, to Fig, developers are as much bricks in the pyramid as backers in Fig's eyes. They need developers as much as developers need backers.

all publishers needs developers, genius. all publishers need funding. publishers don't just pop up in the middle of nowhere, fully funded, ready to spend money developing games. publishers get their money from somewhere, and it's usually equity investment firms or parent media corporations (like Warner Brothers) that have exactly the same funding setups that fig have. all fig has done is replaced the source of the money with crowdfunding. Instead of Warner Brothers Entertainment Inc. being the money behind WB Games Inc. who then publishes a game on behalf of a developer.

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You misunderstand. Where did you get the idea that Fig is out there telling people they'll all sell $1 million of games in two weeks?

I didn't, because you're putting words in my mouth. Fig does the usual "investing is a risky business" spiel just like Kickstarter. The difference is they pitch making money as the thing that makes their platform special, as if making a plug nickle on half a dozen indie games is likely at the rate at which they have to sell for you to actually see a return. You've shown an example that proves their model, and what I"m telling you is it's an exception, not a rule. It's the Jackpot on the slot machine.

With Kickstarter it's "Ah shit, there's goes my $60 bucks and my fun" when it fails. Or it just doesn't take off to meet the hype and that's the end of it. With Fig it's "How did you not make me money!!!!" Those are two very different realities. As if making games wasn't hard enough to please publishers, now you got a fan base that also expects your game to be a financial success not just for its health but for their wallets too.

I understand this argument to some extent. The problem is that it's not an "exception" or a "rule." It's the first game to launch from a brand new funding system. Turns out it made a shitton of money. It's one data point; all it proves is that Fig isn't going to run away with all the money (so far). It proves the model, not that all Fig games are going to make investors lots of money. Your jackpot analogy is shitty because nobody has been plugging nickles in this whole time, waiting for the jackpot.

The other problem with your concern about what's "normal" for indie games is that they're not publishing every indie game that comes along. They are clearly picking projects more likely to succeed. If anything, Kickstarter has the problem you're concerned about: they will let almost anyone create almost any project and take a cut of the funds, with little concern for if the product ever materializes. That Which Sleeps is one of a million examples of vaporware games. You will never see that on Fig.

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Where is the dumbass accusation that Fig is somehow trolling for rubes coming from?

When they started trying to bring average people with average incomes into an investing scheme, using their favorite past time as bait.

It's much harder to invest in Fig, than say, buy stock in a game publisher or any other company associated with a hobby you like. Funding of these games is very limited, and it's not really going to be something the "average" person does. Who is the "average" person who is lured into dropping $1000 on a risky investment?

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the thing is, how can you argue this while also arguing that Fig is somehow a pyramid scheme or a scam? either it's ruining indie kickstarting by introducing a profit motive, or it's not because it's a scam that doesn't deliver games. you can't argue both.

Control F on this thread and look for scam. Look who hasn't said it.

Jesus dude. You called it a pyramid scheme. A pyramid scheme is a kind of scam.

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I do think it's a pyramid scheme though. It just happens to be a pyramid scheme that sometimes has a happy ending and produces an actual product.

Ok, so you do think it's a scam. Unless by "pyramid scheme" you really do mean "works how all investing works." You spend money with the hope to get money based on the success of the enterprise.

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It's putting low dollar investment in front of average people and asking them to gamble like actual investors do with their money. And I find that pretty scummy.

I'll admit, I generally have a low opinion of investing period and that does color my bias. It's fine when it's not intruding on my world. But when someone is trying to change the way games get made and suddenly average fucking gamers are trying to make money, it's not really a hobby anymore is it? Real money trading in games, gambling on skins you can then sell for $1000, microtransactions, it's all about siphoning money away from people in little bits via their hobby. Buying the game isn't enough and hasn't been for a while. Now you need to keep giving them money. Now, even paying for it to be made isn't enough. You can' get people to foot the ENTIRE BILL for it right? Right? There aren't enough whales for that right? Unless....what if you turn average people can't afford to spend money like that in to gamblers, just telling them to pull the lever and maybe they'll be rich without having done a thing (except risk their money.)

It's not even low!! Ubisoft shares are 60 euros right now. EA shares are $120. $1000 for a share of a Fig game is going to eliminate all of these "average people" you're concerned about. What "average person" has $1000 they're ready to spend on something that, best case scenario, doesn't pay out for years? And that's assuming they ignore all the fair warnings that "this project may fail and your investment will disappear." The average person isn't about to buy $1000 worth of anything on a whim, even if they love gaming.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on September 13, 2017, 10:31:10 am
I don't think you can compare share prices like that. How much return are you promised for 60 Euros in Ubisoft, how much for $120 in EA and how much for $1000 of a Fig game? That's apples and oranges. A "share" is whatever it's worth. A share that's worth half of another share may or may not be a bargain. You can't compare them. It's a economically meaningless complaint.

$1000 could well be a bargain, if you're getting a $200 return per share. Without more information you can't tell if it's a good deal or a bad deal. The price doesn't tell you jack shit. If you think so, here I'll sell you a pile of defunct dotcom-era shares for a penny a piece. Bargain!

Just the fact that you can get "8 EA shares" for that prices doesn't tell you anything. What's the dividend like on EA shares?

On the other hand, most people who paid full retail price for the X-Com reboot and X-Com 2, people with money to burn, will probably be buying Phoenix Point. Whether some old-school dudes on indie game sites say it's not like the glory days of the 1990s is not relevant here. Gollop has a pretty solid track record working on recent AAA titles as well as running his own company etc. People here call him a "dinosaur" but that's ignoring the work he's done in recent years for modern franchises and platforms. He spent most of the last decade as a project lead at Ubisoft, calling him a "dinosaur" ignores that - implying he randomly popped out of retirement to make new games now since the X-Com reboot was a hit. At this stage it's not longer reasonable concerns,s it's just random mudslinging from people who want to find as many things wrong as possible, so they're making shit up now, like the argument about share prices, which doesn't really make any sense. Setting a high barrier to investment is actually less predatory, since anyone who can't really afford it is dissuaded from investing at all. It doesn't mean you get any more or any less of a percentage return.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on September 13, 2017, 10:55:53 am

Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 13, 2017, 12:57:54 pm
I don't think you can compare share prices like that. How much return are you promised for 60 Euros in Ubisoft, how much for $120 in EA and how much for $1000 of a Fig game? That's apples and oranges. A "share" is whatever it's worth. A share that's worth half of another share may or may not be a bargain. You can't compare them. It's a economically meaningless complaint.

$1000 could well be a bargain, if you're getting a $200 return per share. Without more information you can't tell if it's a good deal or a bad deal. The price doesn't tell you jack shit. If you think so, here I'll sell you a pile of defunct dotcom-era shares for a penny a piece. Bargain!

Just the fact that you can get "8 EA shares" for that prices doesn't tell you anything. What's the dividend like on EA shares?

That's really my point. If nenjin's worried that "Joe Average" investor is going to drop thousands on Fig shares without understanding anything, why does it matter what the actual returns are? And why doesn't it matter that literally -anybody- can make a schwab/td ameritrade/etc account and spend the exact same money investing in video games? The whole point is that if people aren't going to read the offering circulars or do research, there's already nothing stopping them.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 13, 2017, 01:04:07 pm
3) Accredited investor status is there to protect both the investor and the business. But it's mostly to ensure people don't gamble their livelihood away in the stock market.

Can I get an answer just on this one?

In what way does being an unaccredited investor prevent you from gambling away your livelihood on the stock market?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on September 13, 2017, 01:07:24 pm
Can we maybe keep this to its own thread or PMs?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 13, 2017, 01:10:50 pm
Can we maybe keep this to its own thread or PMs?

I don't see how. If the argument is "I'm not going to buy this game no matter how good it is because of its funding method" then the funding issues are key to discussing the game.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Draignean on September 13, 2017, 01:20:29 pm
Can we maybe keep this to its own thread or PMs?

I don't see how. If the argument is "I'm not going to buy this game no matter how good it is because of its funding method" then the funding issues are key to discussing the game.

There could be a nice dedicated 'How I Learned To Begin Worrying and Hate the Fig' thread! You could have your own alerts and wouldn't be troubled by these bizarre people who want to interrupt your discussion of financial policies by talking about this irrelevant 'Phoenix Point' game-thing.

Just imagine what you could do if you weren't pouring lant in everyone else's corn flakes!

Your mutual hissy-fit is like if someone says 'I'm not going to by this game because I'm a Christian and it features the Devil being a good guy!' and you then proceed to debate the nature of Christianity, artistic meaning, and the purpose of games. It's fucking irrelevant. If he doesn't want to buy it because of the funding method, okay, tough. That's his problem, and it's beyond the context of discussing the game. You want to discuss fig, discuss fig, but it kills my desire to talk about this game in any way when it's filled armchair economics and general pissing.

Would you kindly take it where it belongs? Fig is not Pheonix Point. The Pheonix Point thread does not deserve to be Fig's nidus of Hate.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on September 13, 2017, 01:28:55 pm
In that case you should probably be addressing me, not him, as I'm the one with a problem with it. I've tried to spoiler since point to point replies take up pages. But I'll just knock it off.

Quote
In what way does being an unaccredited investor prevent you from gambling away your livelihood on the stock market?

Some will not deal with unaccredited investors because of the risk they pose. You can still gamble away your livelihood on the stock market as an unaccredited investor but it takes far more work than investing with Fig. Which is the whole point.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 13, 2017, 01:51:24 pm
Can we maybe keep this to its own thread or PMs?

I don't see how. If the argument is "I'm not going to buy this game no matter how good it is because of its funding method" then the funding issues are key to discussing the game.

There could be a nice dedicated 'How I Learned To Begin Worrying and Hate the Fig' thread! You could have your own alerts and wouldn't be troubled by these bizarre people who want to interrupt your discussion of financial policies by talking about this irrelevant 'Phoenix Point' game-thing.

Just imagine what you could do if you weren't pouring lant in everyone else's corn flakes!

Your mutual hissy-fit is like if someone says 'I'm not going to by this game because I'm a Christian and it features the Devil being a good guy!' and you then proceed to debate the nature of Christianity, artistic meaning, and the purpose of games. It's fucking irrelevant. If he doesn't want to buy it because of the funding method, okay, tough. That's his problem, and it's beyond the context of discussing the game. You want to discuss fig, discuss fig, but it kills my desire to talk about this game in any way when it's filled armchair economics and general pissing.

Would you kindly take it where it belongs? Fig is not Pheonix Point. The Pheonix Point thread does not deserve to be Fig's nidus of Hate.

Fair enough.

Nenjin, perhaps you should post here (http://www.bay12forums.com/smf/index.php?topic=160973.0) instead of parachuting into every thread (http://www.bay12forums.com/smf/index.php?topic=161038.0) about a Fig game.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on September 13, 2017, 02:11:54 pm
That's fair. I don't consider it parachuting but I understand why you're calling it that.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Toady One on September 13, 2017, 04:12:15 pm
Yeah, hopefully this can be kept civil no matter where it lands.  The tone is getting out of hand.  If you can make the same point without slipping insults into the post, please try to do so!
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on September 13, 2017, 05:21:24 pm
I haven't read absolutely all of the lengthy debate/argument about fig - and the whole armchair economics stuff quickly degrades into a game of 'what ifs'. That being said, it's fair to say that Fig is pretty much universally seen as pretty shady funding mechanism - it tries to sell the 'investor' bit, and the returns are very doubtful. It was set up with a whole host of shell companies and get out of payment clauses which go way beyond just corporate arse covering.

I don't think anyone here is saying that it's going to be an incredible investment or anything, so I think we're all on the same page - dodgy, but not quite possible yet to say if it's really dodgy or not.






Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Teneb on September 13, 2017, 05:23:56 pm
Spoiler: Figpost (click to show/hide)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on September 13, 2017, 05:45:38 pm
Getting back to despair and hatred about the game itself:
PPE: Looked at the actual 'detailed' post on the ballistics. (http://forums.snapshotgames.com/thread/realistic-ballistics-progress-report/) It does not fill me with hope. This feels like the kind of thing that ends in screaming frustration when a soldier has the wrong pose behind cover.
Yeah this reminds me heavily of DF's "screw damage values, let's emulate physics" approach. Which... physically works, I guess, but has some wonky-ass and not necessarily desirable results, like armor of a material rendering you virtually immune to weapons of said material.

In a similar vein, when he talks about how awesome the combat is but then admits that it physically prevents him from conveying information to the player and that the exact pose of your soldier is going to super matter and that it still can't model this other complex thing he wants to do, I find it hard not to worry that he's got madness in his eyes and is going to make a Best Thing Ever that doesn't really make the game better.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: DAPARROT on September 13, 2017, 05:50:57 pm
PTW
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on September 13, 2017, 05:54:29 pm
Hmm. That's, like, pretty much the same system that the game Valkyria Chronicles uses. It doesn't seem particularly difficult to use in that game.
(On your turn, you get to move one of your soldiers at a time within their movement range. If you move in front of an enemy, they'll just overwatch shoot at you continually until you move out of the way. When you shoot, it goes over the shoulder and you get a little circle representing where your bullets might go, which you can move manually to aim for headshots and such.)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 13, 2017, 06:24:32 pm
Getting back to despair and hatred about the game itself:
PPE: Looked at the actual 'detailed' post on the ballistics. (http://forums.snapshotgames.com/thread/realistic-ballistics-progress-report/) It does not fill me with hope. This feels like the kind of thing that ends in screaming frustration when a soldier has the wrong pose behind cover.
Yeah this reminds me heavily of DF's "screw damage values, let's emulate physics" approach. Which... physically works, I guess, but has some wonky-ass and not necessarily desirable results, like armor of a material rendering you virtually immune to weapons of said material.

In a similar vein, when he talks about how awesome the combat is but then admits that it physically prevents him from conveying information to the player and that the exact pose of your soldier is going to super matter and that it still can't model this other complex thing he wants to do, I find it hard not to worry that he's got madness in his eyes and is going to make a Best Thing Ever that doesn't really make the game better.

Personally the sense I got from it was that he was trying to return to original X-Com/TFTD/Apoc-style shooting where a bullet's trajectory checked if it hit something else, instead of just hitting or missing. The difference being that, as far as I recall from nuCom, you couldn't hit a friend/alien behind the target. You either hit or your missed, and you might damage cover but you'd never hit someone else.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Draignean on September 13, 2017, 06:35:01 pm
Personally the sense I got from it was that he was trying to return to original X-Com/TFTD/Apoc-style shooting where a bullet's trajectory checked if it hit something else, instead of just hitting or missing. The difference being that, as far as I recall from nuCom, you couldn't hit a friend/alien behind the target. You either hit or your missed, and you might damage cover but you'd never hit someone else.

Yeah, that does seem the most likely option. It does, however, seem silly that you can't derive a hit percentage. I just really, really, really dislike 'realistic ballistics' when what they mean is 'randomized raytrace'.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on September 14, 2017, 02:15:35 am
Quote
Matthew 21:19
In the morning, as Jesus was returning to the city, He was hungry. Seeing a fig tree along the road, He went up to it but found nothing on it except leaves. “May you never bear” fruit again! He said. And immediately the tree withered. 20When the disciples saw this, they marveled and asked, “How did the fig tree wither so quickly?


Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: TheDarkStar on September 14, 2017, 02:37:54 am
Personally the sense I got from it was that he was trying to return to original X-Com/TFTD/Apoc-style shooting where a bullet's trajectory checked if it hit something else, instead of just hitting or missing. The difference being that, as far as I recall from nuCom, you couldn't hit a friend/alien behind the target. You either hit or your missed, and you might damage cover but you'd never hit someone else.

Yeah, that does seem the most likely option. It does, however, seem silly that you can't derive a hit percentage. I just really, really, really dislike 'realistic ballistics' when what they mean is 'randomized raytrace'.

That's a good point, but "randomized raytrace" is still better than "50% chance to shoot through three allies and a concrete wall, 50% chance to hit something 10 meters away from the intended target.".
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Draignean on September 14, 2017, 10:04:25 am
I'm not down on the mechanic, I'm just nervous about the way they're talking about it. It makes me skittish when people start throwing around 'realistic' like its a buzzword. I think, or at least I want to think, that this can be done really well- but I'm going to slap a caveat in there.

The part about snipers being able to grab headshots against enemies who think they're safe, that's again something that I could come down on either side of depending on how its implemented. If it lets the Sniper shoot through cover as a skill, I'm going to roll my eyes a bit. If it highlights an enemy's body so that cover offers no concealment and the high-powered sniper rifle is intrinsically able to shoot through cover, then I'm happy. If it means that snipers can call a shot every once in a while to fire on a point instead of the normal cone, I'm also fairly happy.

I want to be able to love this game, it's just the dev posts that activate all of my 'Danger, Will Robinson, Danger!' sensors.

On another note, I'm still ambivalent about the world map, but that's again largely due to the comparisons they make to other games, Stellaris being of note. However, if it's used more tonally- more in the 'It's dark, we've got a plane full of people, low supplies, half a tank of gas, no idea where Chicago is, and there aren't enough sunglasses to go around' vibe where the map is a threatening thing. In Stellaris, each individual point on the map usually feels me with pangs of regret and resignation, as I know I'm going to have marry, sleep with, or kill every one of those points in order to win the game. If I look at the 200 points on the geoscape and recoil with fear because I know 85% want to kill me personally, that's good. If I look at the 200 points on the geoscape and recoil because I know I'm going to have to tediously grind through these fucking pop-up events, that's bad.

We'll have to wait and see. In all honesty, I'd be happy if this game stayed pretty far away from the 'realistic' adjective.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: TheDarkStar on September 14, 2017, 11:23:06 am
iirc one of the dev logs mentioned that people would only end up visiting a fraction of all locations and would sometimes have to pick one/a few out of many available choices.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 14, 2017, 03:06:43 pm
iirc one of the dev logs mentioned that people would only end up visiting a fraction of all locations and would sometimes have to pick one/a few out of many available choices.

i like that idea. the stellaris comparison creates a huge pitfall: it's a slog to search every star, but you're obviously supposed to, but then the game falls off a cliff once you have.

better to make it highly impractical to do so relative to the length of the game/objectives, e.g., with some ramping threat that you have to deal with faster than you could possibly visit all the locations.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on September 14, 2017, 05:56:26 pm
Other options could be the other factions also visiting the locations and/or making at least some of them time sensitive.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on September 14, 2017, 07:42:46 pm
In other words, XCOM 2's geoscape.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: TheDarkStar on September 14, 2017, 10:49:21 pm
In other words, LW2's geoscape.

FTFY
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on September 15, 2017, 12:19:43 pm
In other words, XCOM 2's geoscape.

aside from the common element of "time-sensitive missions" ... no?

actually, city-states from civ 5 might be the better comparison?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on September 30, 2017, 12:15:32 pm
Couple of interviews from EGX with Gallop. Here (https://phoenixpoint.info/blog/2017/9/27/phoenix-point-at-egx?utm_source=Phoenix+Point&utm_campaign=43505179b2-EGX_Roundup_Non_Backers&utm_medium=email&utm_term=0_0f91b4b9df-43505179b2-184652737&mc_cid=43505179b2&mc_eid=d638bb9c43).

First one has him going over the history of XCOM for him and then into Phoenix Point. It does show a demo of the geoscape layer doing its world gen simulation and a bit of him moving around exploring stuff. Which looks pretty interesting so far.

He also mentions that the tactical targeting system is in fact very similar to how Valkyria Chronicles does it. Apparently he had a similar idea in a game he was working on in 1999 that got cancelled and was interested to see that exact system show up later on.


Second video is Gallop and Solomon chatting about their respective games (original XCom/Pheonix Point and Firaxis X-Com respectively) and design decisions within them. Pretty neat stuff!
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on October 01, 2017, 01:57:33 am
The 1999 game was an X-Com follow-up. The story is apparently that a dubious firm (Titus Interactive: they had a bit of a reputation for making really shitty games based on other IP) did a share takeover of Interplay, the real publisher, they then gutted all the IP and moved all development to their in-house team, while cancelling every game in development. That dubious firm then went bankrupt with huge debts a couple of years later. So they were basically bankrolling takeovers on credit, looting the IP, then trying to bootstrap all these shitty rip-off games in-house.

That basically fucked Gollop since his whole studio was invested in producing the game, and is the reason his next few releases were smaller ones as he clawed back from being completely broke.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ventuswings on October 01, 2017, 09:37:19 pm
The 1999 game was an X-Com follow-up. The story is apparently that a dubious firm (Titus Interactive: they had a bit of a reputation for making really shitty games based on other IP) did a share takeover of Interplay, the real publisher, they then gutted all the IP and moved all development to their in-house team, while cancelling every game in development. That dubious firm then went bankrupt with huge debts a couple of years later. So they were basically bankrolling takeovers on credit, looting the IP, then trying to bootstrap all these shitty rip-off games in-house.

That basically fucked Gollop since his whole studio was invested in producing the game, and is the reason his next few releases were smaller ones as he clawed back from being completely broke.

Huh. Surprising how much drama there seem to be within gaming development, but maybe it's something I should expect from all businesses.
In regards to the game I am glad that Phoenix Point is trying something distinct from both original and Firaxis X-COM.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on December 01, 2017, 02:13:12 pm
Neat dev diary today on base buildings with concept art and info on map generation. And apparently drivable vehicles will be in as DLC, despite being an unmet stretch goal.

https://phoenixpoint.info/blog/2017/11/28/haven-design-and-map-generation
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on December 01, 2017, 02:33:28 pm
I really appreciate it when devs are hyping their DLC in pre-alpha. Starting to look more and more like AAA every day. Just waiting to hear they're going to do loot boxes.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on December 01, 2017, 02:48:06 pm
I'd be more upset if it wasn't a free DLC. That's more a promise that they'll do it, just not by release. I'm ok with that.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Jopax on December 01, 2017, 03:15:14 pm
It's the other way around actually. The vehicles were a stretchgoal that was met and one was showcased (and it was buttfucking-ugly holy shit how do you make something so bad looking from a design standpoint). What wasn't met was some sort of floating base thing and they've said they'll be adding that as a free DLC post update, which is pretty sweet.

Also, reading stuff before linking it is usually a good practice :V
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Puzzlemaker on December 01, 2017, 03:26:00 pm
I think more stretchgoals should be treated like that, free DLC's that get added later.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: umiman on December 01, 2017, 03:36:40 pm
I wish their designs had more colour.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on December 01, 2017, 04:15:54 pm
Also, reading stuff before linking it is usually a good practice :V

some of us are at work and can only skim!

it was a big dev diary, actually
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on December 01, 2017, 04:16:40 pm
I wish their designs had more colour.

i thought the posts were only for the "new jericho" faction described as ultramilitarist etc, with brutalist architecture, so lots of concrete, less on color?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on December 01, 2017, 10:15:01 pm
I think more stretchgoals should be treated like that, free DLC's that get added later.
Yeah, prevents the game from fucking imploding due to sticking extra stuff in...
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: GiglameshDespair on December 03, 2017, 05:49:47 am
Of course, they then have to make sure the game is still balanced after adding new stuff. If you suddenly have tanks after the DLC and they're still using oversized haddock it won't be too much of a fight.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on February 19, 2018, 03:16:16 am
So there was a playable demo at, uh, "PC Gamer Weekender 2018."
Link to the part of a twitch stream where Julian plays through a demo with the host. (https://www.twitch.tv/videos/230299082?t=04h13m40s) I couldn't find any better source for the video, sorry.

It's not a radical change from the last gameplay video, but it's interesting to see how it's developed. Certainly more polished and even more game-looking. Looks like the stuff in the video is an example of mid-game equipment, with the weapons and armor shown.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on February 19, 2018, 10:13:01 am
Yeah, it doesn't look bad. Some of the animations aren't quite there yet but Q4 2018 looks like a good release window.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on March 27, 2018, 03:15:55 pm
First backer build is set to release April 30. Be interesting to see what they've come up with.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Pencil_Art on April 27, 2018, 12:31:00 am
Bump with a video! (https://www.youtube.com/watch?v=0LhBR3XIo14)

It's some footage of the pre-alpha build, featuring some crabmen and an incomplete spider queen, as well as a brief overview of some of the combat mechanics. Still looks quite promising, despite being pre-alpha.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on April 27, 2018, 09:47:22 am
Code: [Select]
[url=https://www.youtube.com/watch?v=saU3_xJJrCg]yourtexthere[/url]
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on May 01, 2018, 11:40:40 am
pre-alpha backer build dropped last night. i played around with it a bit over launch. seems like it's just the tactical demo build they've been showing off at conventions but it's pretty solid. the body part targeting stuff works out better than i expected.

it also feels much more dynamic than x-com. there's a lot more back-and-forth return fire and other stuff of that nature.

the graphics aren't as x-comy as i expected either. it seems that way if you're watching, but once you're playing, the scope feels more "zoomed out" because maps seem to be much larger, so you have a different perspective than you would in x-com. animations are still kinda janky, though.

edit: the streamers are already on it: https://www.twitch.tv/directory/game/Phoenix%20Point
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: LoSboccacc on May 03, 2018, 04:03:33 am
just watched some footage. it appears there's no random hit/miss but damage depends entirely on cover, positioning and weapons. is that right? is there a blog post specifically about combat?

if they really removed the chance to hit for a more strategic approach I'm sold
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Dorsidwarf on May 03, 2018, 04:27:21 am
just watched some footage. it appears there's no random hit/miss but damage depends entirely on cover, positioning and weapons. is that right? is there a blog post specifically about combat?

if they really removed the chance to hit for a more strategic approach I'm sold

I was under the impression that there was random shot deviation rather than “binary hit/miss and then we add a shoot effect”, but I might be confused
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on May 03, 2018, 07:54:40 am
just watched some footage. it appears there's no random hit/miss but damage depends entirely on cover, positioning and weapons. is that right? is there a blog post specifically about combat?

if they really removed the chance to hit for a more strategic approach I'm sold

nah, theres definitely some random chance involved. i dont think anything's been fully explained out yet, though.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on May 03, 2018, 09:02:26 am
I know the original plan was to have more original XCOM style ballistics where every bullet hit or missed on its own (and could hit other targets). Not sure if they have kept to that plan or not.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: LoSboccacc on May 03, 2018, 09:05:01 am
I know the original plan was to have more original XCOM style ballistics where every bullet hit or missed on its own (and could hit other targets). Not sure if they have kept to that plan or not.

as long as it's random deviation from aim and not critical hit/miss I'm fine. on a second watch tho I saw a hit % on the ux, so I'll wait for some more let's play
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on May 03, 2018, 09:15:34 am
I know the original plan was to have more original XCOM style ballistics where every bullet hit or missed on its own (and could hit other targets). Not sure if they have kept to that plan or not.

as long as it's random deviation from aim and not critical hit/miss I'm fine. on a second watch tho I saw a hit % on the ux, so I'll wait for some more let's play

i had more of the feeling that the % hit was chance to hit taking the deviations into account, because it seemed to improve a lot based on enemy parts i was targeting. parts that were physically larger were generally easier to hit but only if i had a clear shot of them (no cover etc). but then cover was also very destructible.

it's got a lot of interesting stuff going on but i'm not going to spend much time with it at this point.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Jopax on May 03, 2018, 10:57:10 am
It feels pretty much like the VATS system from fallout tbh. Regular shots which aim at the center mass and are susceptible to shot deviation (but to the extent that it's simulated shot spread not just random chance to hit/miss) and aimed shots which are pretty much the same but you get more control over where they may hit.

Which is a pretty neat thing to have and adds an extra layer of options and approaches while not neccessarily bogging down regular play where you can just use the general aiming most of the time.

A minor nitpick I have tho is that the interface is too damn similar to the new Xcoms, not that there's anything wrong with that, it's a perfectly serviceable interface, but I feel it's doing the game a disservice where folks might assume it's a mod for Xcom or something.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on May 03, 2018, 11:16:28 am
It feels pretty much like the VATS system from fallout tbh. Regular shots which aim at the center mass and are susceptible to shot deviation (but to the extent that it's simulated shot spread not just random chance to hit/miss) and aimed shots which are pretty much the same but you get more control over where they may hit.

Which is a pretty neat thing to have and adds an extra layer of options and approaches while not neccessarily bogging down regular play where you can just use the general aiming most of the time.

yeah i agree. at most ranges youre not going to use part targeting against most enemies with most soldiers. maybe a sniper, or when you a really good shot on an exposed part (like flanking the shield guys), or when you're fighting a boss.

i do like that the battlefield doesnt feel as cramped, so everything isn't about goofy swings around a corner.

Quote
A minor nitpick I have tho is that the interface is too damn similar to the new Xcoms, not that there's anything wrong with that, it's a perfectly serviceable interface, but I feel it's doing the game a disservice where folks might assume it's a mod for Xcom or something.

yeah, but it works. it's like how FPS controls became very standardized very quickly.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: GiglameshDespair on May 03, 2018, 11:35:15 am

A minor nitpick I have tho is that the interface is too damn similar to the new Xcoms, not that there's anything wrong with that, it's a perfectly serviceable interface, but I feel it's doing the game a disservice where folks might assume it's a mod for Xcom or something.

If it ain't broke, don't fix it.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on May 15, 2018, 07:23:34 am
they pushed out a new backer update. i haven't had a chance to play it yet; anyone?

update: delayed until summer 2019 nooooooooooooooo
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sanctume on May 15, 2018, 09:11:26 am
I saw a play through of PP by Beaglerush on twitch. 

The "free aim" looks frustrating as the body parts (like head in the middle of a chest/torso) highlights and unhighlights because it animates.

I am thinking if you just want called shots to a body part, just make the UI similar to battletech fixed point with % to hit. 

PP approach hybrid to TU turn units and new-XCOM blue move/sprint makes the UI seem tediuos. 

I get it that in the og XCOM, the isometric view works ok with UI, and free aim shooting in some direction towards fog of war is a matter of moving the mouse cursor and pressing space to shoot. 

This concept of free aim in animating 3D FPS view is something not for me.  I'm bias though since I don't like FPS views.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on May 15, 2018, 09:38:32 am
I am pretty sure they are still working on the UI.

I am downloading now, but no idea if my toaster will run it.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Blood_Librarian on May 15, 2018, 01:13:27 pm
Looks pretty neat.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on May 15, 2018, 01:42:37 pm
It is fun. I lost the random mission twice and won the Fort Freiheit one. But probably just because the queen bugged out and didn't move. Ammo is really tight, It would be nice if everyone had 2 reloads.
The 2nd random map loss was mostly because my heavy and sniper had both lost use of one arm. They could use the pistol (one between them) to kill 2 of the crabmen, but after explosives were exhausted the only damage on the queen was by the lone trooper (the other one had died pretty early). When he ran out of ammo he hat to try and run to another crate, but was killed while retrieving ammo. The sniper had died as well by then and gunner crabs were closing in on the heavy. So he made a run for the crate, where there was pistol ammo and grenades. But he was killed by a close combat crab. The queen had around 15-20 HP left and was bleeding heavily.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on November 01, 2018, 10:00:51 pm
They released a new trailer for the game. (https://www.youtube.com/watch?v=6qTArKX-DLg)
Cool, but nothing anyone already following the project probably hasn't already seen.

However, early access (https://phoenixpoint.info/) (bought, of course) is available for non-backers now. $50 for early access. It's the "deluxe edition", so it also includes some digital goodies and in-game stuff. $30 to pre-order "from" June 2019 on Steam/GoG.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: NullForceOmega on November 01, 2018, 10:41:10 pm
Wow, that trailer was pretty solid, I was already interested but that whets my appetite for more info.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: EnigmaticHat on November 02, 2018, 03:18:23 am
From the Beaglerush gameplay, it looks like what they're trying to make is something that looks and plays like nucom, but has oldcom mechanics running under the surface.  Like you don't actually make long moves like in nucom, instead you spend TUs to take normal steps.  But it would be hard to tell from the interface.

Its intriguing.  Not 50$ intriguing, but worth watching.  I feel crazy even suggesting this, but my biggest concern is that it seems sort of derivative of nucom.  The way the levels are built and the blue/yellow lines to indicate where you can move is really similar.  The enemy variety could be a huge weakness since its competing against two whole games worth of nucom enemies.  I also share Beagle's dislike of the reaction fire mechanic, its bizarre that you can run around a warzone all you want in total safety but firing a gun from behind cover incites cross-map retribution.  Xcom's suppression/overwatch mechanics captured the feeling of being shot at much more than this games' reaction fire mechanic in its current state.

I do like how they used limited ammo to balance out the fact that guns have infinite range.  It takes two mechanics that would make the game super tedious, but together they justify their inclusion.  They also seem to have a mana system instead of a cooldown system for abilities, which makes sense.  Since your entire inventory is consumables your ability bar doesn't have to be.  This adds a little more choice since you can presumably choose which of multiple abilities you want to use (as opposed to nucom where you're going to want to use everything by the end of the mission).

Spoiler: programming digression (click to show/hide)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on November 02, 2018, 05:25:12 am
I have no idea how Oldcom calculated its percentages ("calculated", hahaha!), but it had mechanics both for soldier accuracy and projectile drift. And since the projectiles were physically modeled inside the game (as best as they could do with isometric 2D, anyways), you got all sorts of aggravating awesome situations like pinging off of a fire hydrant nearby or thudding into the physical representation of the wall underneath the window you were trying to shoot through, which was neat, forced you to consider non-berserk friendly fire, and led to extremely awkward turns where a newbie would fire at an enemy in the street and their shot would just lazily float past the enemy, down the street, over the gas station, and across a field before smacking into a survivor standing on a roof at the other end of the map.

I recognize that Oldcom's reaction mechanics were a bit clunky, but I actually quite liked them for what they were.


And then there's Apocalypse (which I also quite liked. So shoot me [with your dual-wielded sniper rifles]).
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: LoSboccacc on November 02, 2018, 05:54:34 am
I really liked most how jagged alliance 1.13 Fab patch did accuracy. You get a visual representation of spread for each subsequent bullet and all bullets hit within that. % are useful if the shots aren't calculated, but if the ux is clear enough to show where projectiles actually go become superfluous
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: USEC_OFFICER on November 02, 2018, 07:17:47 am
I have no idea how Oldcom calculated its percentages ("calculated", hahaha!), but it had mechanics both for soldier accuracy and projectile drift.

Oldcom's accuracy never actually accounted for bullet spread or projectile drift. Rather, accuracy just determined how tight the shot would be. More accuracy means that the shot is less likely to go wide and has a smaller deviancy when it does go wide. So your actual chance to hit is all over the place depending on distance, terrain, etc, etc. Accuracy has nothing directly to do with percentages, so it was a little silly that it was shown that way.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on November 02, 2018, 11:32:28 am
Rather, accuracy just determined how tight the shot would be.
Ah, right... I think I might have somehow mixed things up a bit with how the blaster bomb projectiles deviate very slightly in their flight paths.

Blaster bombs, man. Fuck those things.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: EnigmaticHat on November 02, 2018, 12:40:19 pm
IIRC oldcom's accuracy wasn't the chance of hitting the target, it was the chance of firing a perfectly accurate projectile.  As a result of that (and the fact that certain partial cover could block the perfectly accurate shot) firing rapid fire was the best choice 90% of the time.  Since a "miss" could still hit and a hit could still do 0% damage.  The only reason to take aimed shots was if you were very far away, or if you had to shoot past friendlies.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on November 02, 2018, 12:43:06 pm
IIRC oldcom's accuracy wasn't the chance of hitting the target, it was the chance of firing a perfectly accurate projectile.  As a result of that (and the fact that certain partial cover could block the perfectly accurate shot) firing rapid fire was the best choice 90% of the time.  Since a "miss" could still hit and a hit could still do 0% damage.  The only reason to take aimed shots was if you were very far away, or if you had to shoot past friendlies.
Even without those considerations, auto shot was still mathematically the best option when looking at the given percentage chances. And then Xenonauts came along and said "Hey, what if we shot three projectiles like auto shot, but gave it the TU cost of a snap shot?", and thus shotguns were born.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Dohon on November 03, 2018, 09:05:01 am
A new trailer is out. (https://www.youtube.com/watch?v=Il6GoZR1IIk)

Already posted, disregard please.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: BurnedToast on November 03, 2018, 09:54:18 am
IIRC oldcom's accuracy wasn't the chance of hitting the target, it was the chance of firing a perfectly accurate projectile.  As a result of that (and the fact that certain partial cover could block the perfectly accurate shot) firing rapid fire was the best choice 90% of the time.  Since a "miss" could still hit and a hit could still do 0% damage.  The only reason to take aimed shots was if you were very far away, or if you had to shoot past friendlies.

Which is kind of realistic, modern assault rifles have burst fire for a reason, and given ammo was not free (unless you abused the magazine fill-up bug/feature) you were basically trading less damage (on average) per bullet for more damage per turn overall. But then it seems like every xcom clone in existence reacted by making auto shot the worst shot choice in every situation :/

I actually totally forgot this game existed before this thread popped up again and now I'm starting to get hyped about it. I'm not sure I really like the alien design - it seems a little too "generic biological-based aliens", but other than that it seems really good so far.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on November 03, 2018, 03:51:00 pm
I'm not sure I really like the alien design - it seems a little too "generic biological-based aliens"
Probably inevitable given their commitment to procedural generation. If they'd tried very, very hard I'm sure they could have made every single component of every single creature both recognizable and narrowly thematically consistent, but more likely we were always going to end up with kind of a grab bag.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on November 10, 2018, 01:41:22 pm
I mean, they're drawing on some pretty classic sources for inspiration. The flip side of classic is generic. But I think the parts look pretty good, honestly, it's the core forms and their dynamics in motion that are a bit limited. I assume that's due to animation limitations, since something fluid like a centipede or a gibbon is a lot harder to animate than a crab or a shambling humanoid, and those limitations are more the case when they need to interact with varied terrain (which is why serpentine bosses are more common than serpentine mobs in games) and it's even more the case in this particular game where parts may be quite different in form; you can't rely on the exact forms to make awesome top-tier animations.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on November 10, 2018, 01:56:42 pm
The next backer build is set to arrive on monday, btw.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cthulhu on November 14, 2018, 09:36:54 am
Have we heard anything new about the monster evolution?  Thats the most exciting feature bit the most concerning as well since its literally never good when its in a game.

If i were a magic video game man I'd probably do something where the enemy randomly generates units and then randomly iterates on them according to success or failure, so at first you get a grab bag of random dudes and it starts narrowing into distinct classes as the best units get reproduced and focused and the shitty ones disappear, with a slow stream of new randoms in each mission.

But typically this means "you researched rocket launchers so now everybody resists explosives" which feels gamey at best and makes getting new stuff feel bad at worst

Like the crysis analogy earlier, often these mechanics are too under the hood for the player to appreciate so it just feels like cheating.

Another comparison would be alien isolation vs something like amnesia.  In alien the monsters have senses and complex behaviors and amnesia its just acting on a script, but unless youre really looking, on the player end theres really no discernible difference
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on November 14, 2018, 11:12:58 am
One answer to the "you use rocket launchers, so the ayys all become blast resistant and you're back to square one" thing is that adaptations like that which counter specific builds give penalties to that unit's base stats. If your average crabman has to spend extra resources growing a hard shell, they're going to end up with less health, accuracy, movement speed and such.

Could also make a mechanic of different units taking different amounts of time to grow, so big and complicated things are more powerful, but take longer to adapt than the little crawlers.


These are things you can communicate to the player, so... hopefully they will be!
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: umiman on November 14, 2018, 12:13:53 pm
Yeah, the whole "adapts to you" shtick isn't that fun after awhile.

In Homeworld this was super annoying as if you beat the previous mission with lots of corvettes for example, then the very next mission would be full of anti-corvette. If you beat the previous mission by slowly farming all the resource points and building up like you're supposed to, then the next mission slams you with a supermassive enemy fleet. So in every case you're actually better off selling all your shit before you advance and that way the next mission is piss easy.

What I'm getting at is that when faced with an AI that basically "cheats" to adapt to you, players will feel incentivized to do gamey things as they feel the AI is being gamey too. For example, if the AI adapts to my rocket launchers, then I'm just going to use the shittiest weapons in the game. Or however it works in this.

They'd have to do it really right.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on November 14, 2018, 12:23:20 pm
I do recall them talking about this exact issue at one point, so they are at least aware of the fact that adaptive enemies can be frustrating and unfun if done poorly. So hopefully they've come up with a good solution to the problem.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cthulhu on November 14, 2018, 06:48:43 pm
In the AMA Julian says there's a random element and it's not just automatically resisting everything you do.  I'm hoping that means it'll be something like I suggested, though it's the kind of thing that'll need many many fights to really notice.  Like ten different completely random enemies your first fight, then next match it's all the best three or so from the last match with some random changes scattered throughout, plus a few more completely random ones, just slowly (and randomly) iterating on its designs and replicating what has the best results.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on November 15, 2018, 10:02:24 am
I really need to get around to playing the new backer build. Haven't had a chance to look at it yet.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Hanzoku on November 15, 2018, 04:39:31 pm
As Umiman said, adapting enemies promotes strategies to game the system in return. Use lasers for three missions so now everything has laser reflective carapaces? Time to break out the ballistic rifles for a few missions so your advanced laser rifles are worth a damn again.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on November 15, 2018, 07:40:34 pm
As Umiman said, adapting enemies promotes strategies to game the system in return. Use lasers for three missions so now everything has laser reflective carapaces? Time to break out the ballistic rifles for a few missions so your advanced laser rifles are worth a damn again.
If you read the AMA that Cthulhu mentions, it doesn't seem like it'll be an issue honestly. We'll see.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cthulhu on November 16, 2018, 11:39:42 am
It could be.  It depends on how it works.  Random could mean an evolutionary system where enemies develop abilities randomly and propagate the ones that get results, or it could just be each unit has a chance to develop an adaptation to your tactics, so it's not automatically becoming immune to everything you do.

It'll be a tough balance.  The important part is making it so you have to vary your tactics within a match, rather than making it an all-or-nothing thing where you have to change your whole setup each time.

I got the alpha.  It has a pretty simple geoscape, you can move your skyranger around and explore the various locations, looks like there's currently no way to enter havens but you can scavenge ruins.  I do like the new shooting mechanics, feels a lot more natural than the new XCOM games and makes it less swingy.  Enemies tend to last longer since you're not hitting them with your full burst every time but your guys also aren't as likely to get roasted in one hit.

So far I've only seen three enemies.  Crabmen feel like mutons, and they can sometimes have shields which they plant in the ground for cover and (I believe) free return fire.  Not all crabmen return fire and I think it's the shield doing it.  The shield is a body part but its damage doesn't transfer to the crabman itself and it seems really hard or impossible to break it enough they can't use it anymore.

Mindfraggers are little spider things that are small enough you can't see them over low cover, and they wrap around your head and mind-control you.  Only the engineer with the robot arms can remove them.

Mist sentinels are huge immobile mushroom things, I have no idea what they do, but when I shot one it said it was "preparing."  I killed it before I got to see what it was preparing for though.  It may relate to enemy spawns, enemies seem to spawn infinitely from spots on the map, so the goal is to scavenge as much as you can and then leave.

Looks like your guys will automatically move back into cover if you move them out and leave enough action points at the end of the turn, which is a nice touch.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on November 16, 2018, 12:35:35 pm
Looks like your guys will automatically move back into cover if you move them out and leave enough action points at the end of the turn, which is a nice touch.

This is really nice - I always thought that the XCOM games could do with having the soldiers be a little bit more 'clever' - it's not that I want the AI to do everything for me, but stuff like reloading, overwatch, cover etc. could be a bit more automated. It sort of breaks immersion for me when my super squad just stands around in the open doing nothing because I've forgotten to go through all the actions.

Really looking forward to this - sounds great. Hopefully the evolution system lives up to the hype, but even if it doesn't at launch I'm sure it can be easily tweaked/modded/etc.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on November 16, 2018, 12:40:23 pm
Hmm. Sounds good, because it makes your soldiers seem more like they have a sense of self preservation, and it'll cover for when you just make a dumb mistake. But it does seem kind of like it might get in the way of your plans sometimes. If you want to leave a soldier in the open as bait or something, you need to waste all their time units somehow. :P
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cthulhu on November 16, 2018, 01:02:37 pm
It's a little buggy, I may have misunderstood how it works.  I had a sniper get hit in melee, then after he shot the enemy he teleported to the position he started the previous turn:  about ten squares away and on top of a building.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on November 16, 2018, 08:25:29 pm
It could be.  It depends on how it works.  Random could mean an evolutionary system where enemies develop abilities randomly and propagate the ones that get results, or it could just be each unit has a chance to develop an adaptation to your tactics, so it's not automatically becoming immune to everything you do.
He consistently referred to it as though it's a per-unit thing. I thought he was pretty clear on the system: If a unit is successful, keep it, if it demonstrates low performance (he didn't say how they quantify this) then that basic unit chassis gets a random mutation – it swaps one or more body parts out with a replacement. Although that body part is chosen at random, it presumably has some kind of weighting and possibly limitations based on the flow of the game, but even with no weighting a system like this would allow natural selection to over time create enemies more effective against your strategy.

Quote
It'll be a tough balance.  The important part is making it so you have to vary your tactics within a match, rather than making it an all-or-nothing thing where you have to change your whole setup each time.
I don't agree with the notion that all meaningful gameplay should be at the tactical level, at the expense of the strategic. The tactical gameplay doesn't seem that dull to me that you need to mix things up within the (somewhat arbitrary, with regards to gameplay loop) bounds that are the beginning and end of a single skirmish.

Quote
Mist sentinels are huge immobile mushroom things, I have no idea what they do
Spread mist, from the sound of it. I don't know what that means since it wan't in the previous backer build and I've not had time to peruse gameplay footage since the new one dropped, but it was described as a "literal fog of war", so I guess it's like smoke grenades and probably other enemies will have the potential to utilize it for special abilities if they roll the right body parts. Edit: Saw someone say that the mist not only occludes your vision but also, everything that it touches is visible to the enemy regardless of line of sight.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cthulhu on November 16, 2018, 09:01:49 pm
That's not what I mean.  I mean I want to see something where you have to build your squad for different threats in the tactical game, not one where you're switching from one one-trick layout to another as the enemies become immune to whatever your last setup was.  Which it seems it won't be.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on November 16, 2018, 11:52:13 pm
The AMA definitely implied it'll be changing only one enemy unit at a time, and that there would be a clear break with the old unit type, which would be retired before you see the next one. Since units are phased out one at a time, there will be continuity to the system.

If you always use flamethrowers, then one by one, the old enemies will be replaced by ones which handle the flamethrowers better, but they won't all magically gain flame-resistance at once.  So, if no enemy is good against flamethrowers then at first they'll be very effective, but gradually less-so.

Also, because the game looks at performance-data then it won't necessarily have hard-coded ideas in it like "if player uses flame weapons, add flame resistance", because adding flame resistance isn't necessarily the best use of limited resources for dealing with flamethrower attacks. snipers would be more cost-effective, or leaping melee units. The enemy that's the most-useless against your flamethrowers will be phased out first, meaning that you'll still be able to use the flamethrowers against some enemies, but you'll have to be planning for new enemies to appear, at the same time.

As for metrics, I'd imagine that each unit class would have a different mission role, and thus have different metrics. You definitely don't want something naive like keeping all units that survived a long time. Cheap meat-shields and/or tanks should be there to draw fire, so even if all your "zombie" units died during a battle, that might be a great success, because they drew fire away from your heavy-dps wizard-type creature. So, for shield/tank units, the percentage of player fire that they drew during the battle should be one of the metrics.

For the metrics, hand-crafting them seems like it would be pretty iffy. If I was doing it, I'd set the AI to battling other AIs, collecting data about each unit's performance (this would include all actions taken by the unit, and also against the unit), then feeding that into a *randomized* set of metrics. Different AIs then optimize their armies based on their random metrics, and the dumbest AIs get weeded out and the best AIs get mutated. Thus, you can evolve AIs which are better at working out how to evolve their armies.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on November 19, 2018, 05:51:12 am
As for metrics, I'd imagine that each unit class would have a different mission role, and thus have different metrics. You definitely don't want something naive like keeping all units that survived a long time. Cheap meat-shields and/or tanks should be there to draw fire, so even if all your "zombie" units died during a battle, that might be a great success, because they drew fire away from your heavy-dps wizard-type creature. So, for shield/tank units, the percentage of player fire that they drew during the battle should be one of the metrics.

For the metrics, hand-crafting them seems like it would be pretty iffy. If I was doing it, I'd set the AI to battling other AIs, collecting data about each unit's performance (this would include all actions taken by the unit, and also against the unit), then feeding that into a *randomized* set of metrics. Different AIs then optimize their armies based on their random metrics, and the dumbest AIs get weeded out and the best AIs get mutated. Thus, you can evolve AIs which are better at working out how to evolve their armies.

I'd love it to be that performance based, but I'm sceptical about how they'd pull it off. It's less that they don't have the skill (I'm sure they do) it's more that I believe it'd be extremely tricky to balance.

I had a friend that worked for a big FPS games company back in the the mid-00s, they helped developed some incredibly 'realistic' AI for an FPS - it could work as a team, adapt to your strategies and flank almost perfectly. The issue was that it was super, super frustrating for players and so they had to scrap all the hard work they did and make an incredibly cut down version of it. It didn't matter that it was cool, it got super annoying to be facing someone that could adapt to your strategies well - part of what we like in games is winning (or at least finding out a working strategy as in DF) and if it was constantly destroyed by an AI it becomes no fun.

All that to say, I imagine that it'd be a better option for them to just go 'if player has x> snipers: give some enemies long range cloaks' - you'll probably end up with the same result as a paired down survival-of-the-fittest based AI without the hassle of building it.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: umiman on November 20, 2018, 01:26:48 pm
As for metrics, I'd imagine that each unit class would have a different mission role, and thus have different metrics. You definitely don't want something naive like keeping all units that survived a long time. Cheap meat-shields and/or tanks should be there to draw fire, so even if all your "zombie" units died during a battle, that might be a great success, because they drew fire away from your heavy-dps wizard-type creature. So, for shield/tank units, the percentage of player fire that they drew during the battle should be one of the metrics.

For the metrics, hand-crafting them seems like it would be pretty iffy. If I was doing it, I'd set the AI to battling other AIs, collecting data about each unit's performance (this would include all actions taken by the unit, and also against the unit), then feeding that into a *randomized* set of metrics. Different AIs then optimize their armies based on their random metrics, and the dumbest AIs get weeded out and the best AIs get mutated. Thus, you can evolve AIs which are better at working out how to evolve their armies.

I'd love it to be that performance based, but I'm sceptical about how they'd pull it off. It's less that they don't have the skill (I'm sure they do) it's more that I believe it'd be extremely tricky to balance.

I had a friend that worked for a big FPS games company back in the the mid-00s, they helped developed some incredibly 'realistic' AI for an FPS - it could work as a team, adapt to your strategies and flank almost perfectly. The issue was that it was super, super frustrating for players and so they had to scrap all the hard work they did and make an incredibly cut down version of it. It didn't matter that it was cool, it got super annoying to be facing someone that could adapt to your strategies well - part of what we like in games is winning (or at least finding out a working strategy as in DF) and if it was constantly destroyed by an AI it becomes no fun.

All that to say, I imagine that it'd be a better option for them to just go 'if player has x> snipers: give some enemies long range cloaks' - you'll probably end up with the same result as a paired down survival-of-the-fittest based AI without the hassle of building it.
Yeah, I definitely agree with this.

It's what bugs me a lot when people complain about the AI in strategy games. I understand it's easy to riff on them being stupid, but they as the player seem very unaware that they themselves are super dumb.

All it takes is one single MP match to humble them into the ground or make them ragequit forever.

They complain that they want better AI but I'd bet infinity money that these same dumbasses wouldn't want to play a game with that same better AI because they are garbage.

I mean, look at those Dota 2 bots. Given time no human can even remotely hope to challenge that. And even if it was nerfed to 1/5th the power most humans couldn't handle it.

To program an AI that can balance between the idiots and the geniuses as some tier of god-level programming.

Incidentally, in my personal taste I actually disable these AI learning features in games. I did it in Metal Gear Solid 5 for example, where the AI slowly ramps up their stuff based on what you do. I just turned it off because it's super annoying when every enemy has night vision and body armor and heightened senses and decoys don't work, etc. etc.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on November 20, 2018, 02:27:54 pm
Y'all want some fun AI? Find yourselves a copy of Battlefield 1942 and play a match against bots. Before Battlefield 2, Dice hadn't quite learned the intricacies of hamstringing an AI's accuracy... As such, every AI sniper is quite literally an aimbot and will completely dominate the entire map until another AI sniper shows up at counter-snipes him.

The response was apparently strong enough that for Battlefield 2, the AI sniper was nerfed to the point where they couldn't hit the broad side of a barn if the barn had a target painted on it and was black.


As for RTS games though, AIs aren't actually that good at playing them in a general sense. They obviously cannot be beaten in micro, but strategy and maneuvering are not really their forte. Similarly for the DOTA 2 bots, while they have completely unmatched reaction times and preternatural awareness of health levels and stun timers, they're also hysterically predictable and uncreative.

What makes these AIs stand out is how well the general gameplay structure happens to support their strengths, or how much weight it instead puts on the aspects that they're not as good at. There's definitely a lot of "toning down", but there are also some intelligent behaviors that are remarkably difficult to implement.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on November 21, 2018, 12:08:06 am
Yeah, I definitely agree with this.

It's what bugs me a lot when people complain about the AI in strategy games. I understand it's easy to riff on them being stupid, but they as the player seem very unaware that they themselves are super dumb.

All it takes is one single MP match to humble them into the ground or make them ragequit forever.

They complain that they want better AI but I'd bet infinity money that these same dumbasses wouldn't want to play a game with that same better AI because they are garbage.

I mean, look at those Dota 2 bots. Given time no human can even remotely hope to challenge that. And even if it was nerfed to 1/5th the power most humans couldn't handle it.

To program an AI that can balance between the idiots and the geniuses as some tier of god-level programming.

Incidentally, in my personal taste I actually disable these AI learning features in games. I did it in Metal Gear Solid 5 for example, where the AI slowly ramps up their stuff based on what you do. I just turned it off because it's super annoying when every enemy has night vision and body armor and heightened senses and decoys don't work, etc. etc.
I don't think the idea that people who want better AI are dumb necessarily follows from this particular anecdote. Especially when you bring in comparisons of multiplayer and single player, you're making fallacious assumptions. There's no particular reason to suppose that people who think it should be smarter only play single player, first of all, and even if someone is bad at multiplayer (which I doubt has any strong causal relationship with opinions on AI) that doesn't invalidate their opinions on AI whether in a singleplayer or multiplayer context. Besides, most games have a lot of space in between the status quo and an actually good AI.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: umiman on November 21, 2018, 04:09:01 am
Yeah, I definitely agree with this.

It's what bugs me a lot when people complain about the AI in strategy games. I understand it's easy to riff on them being stupid, but they as the player seem very unaware that they themselves are super dumb.

All it takes is one single MP match to humble them into the ground or make them ragequit forever.

They complain that they want better AI but I'd bet infinity money that these same dumbasses wouldn't want to play a game with that same better AI because they are garbage.

I mean, look at those Dota 2 bots. Given time no human can even remotely hope to challenge that. And even if it was nerfed to 1/5th the power most humans couldn't handle it.

To program an AI that can balance between the idiots and the geniuses as some tier of god-level programming.

Incidentally, in my personal taste I actually disable these AI learning features in games. I did it in Metal Gear Solid 5 for example, where the AI slowly ramps up their stuff based on what you do. I just turned it off because it's super annoying when every enemy has night vision and body armor and heightened senses and decoys don't work, etc. etc.
I don't think the idea that people who want better AI are dumb necessarily follows from this particular anecdote. Especially when you bring in comparisons of multiplayer and single player, you're making fallacious assumptions. There's no particular reason to suppose that people who think it should be smarter only play single player, first of all, and even if someone is bad at multiplayer (which I doubt has any strong causal relationship with opinions on AI) that doesn't invalidate their opinions on AI whether in a singleplayer or multiplayer context. Besides, most games have a lot of space in between the status quo and an actually good AI.
I can also see why there might be confusion.

We're talking about adaptive "realistic" AI opponents here. AI that predict and change according to your actions as a player. The context of the conversation thus far has been how that usually ends up being bad despite it appearing good.

We're not talking about non-functioning AI like Stellaris or Civ 6 because yeah, that definitely needs to be improved. I'm not sure they even qualify as AI in their current state.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on November 21, 2018, 08:34:47 am
Ah, yeah. I thought you were making a point about AI in general, more inspired by the discussion of adaptive AI than contained entirely within it. Civ VI did come specifically to mind as the Civilization series as a case where some people think they're good while people who play online multiplayer would consider them scrubs. I think any good AI will adapt to the player to some extent, but that becomes a matter of semantics.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on November 21, 2018, 10:05:05 am
That is a remarkably different post from its original draft.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on November 22, 2018, 12:44:14 pm
Ah, yeah. I thought you were making a point about AI in general, more inspired by the discussion of adaptive AI than contained entirely within it. Civ VI did come specifically to mind as the Civilization series as a case where some people think they're good while people who play online multiplayer would consider them scrubs. I think any good AI will adapt to the player to some extent, but that becomes a matter of semantics.

I think there's an important thing to pull out here - a lot of the times (especially for things like 4x games) the AI in single player isn't geared towards being challenging, it's more geared towards letting the player experience more stuff. So it'll be different by design from multiplayer, where you're aiming to win instead of let the other player experience lots of stuff and provide a bit of a challenge.

One of the things which has always bugged me is how limited interaction is with AI in 4x (and similar) games - most of the time it's just a set of options that pushes a modifier up or down (give gift, make alliance, go to war). I always think they could do so, so much more with diplomacy and getting the AI to act like a cohesive person rather than just 'if x do y'
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on November 22, 2018, 12:52:37 pm
IMO, in a 4X game the opposing AI should not act like a player, but like a nation.

The AI in phoenix point should not act like a player trying to win the match, it should act like aliens, trying to... do whatever it is aliens want to accomplish. Eat tasty humans and not get wiped out? Sure, that sounds good.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Retropunch on November 22, 2018, 02:12:01 pm
IMO, in a 4X game the opposing AI should not act like a player, but like a nation.

The AI in phoenix point should not act like a player trying to win the match, it should act like aliens, trying to... do whatever it is aliens want to accomplish. Eat tasty humans and not get wiped out? Sure, that sounds good.

Yeah, person was the wrong word, I sort of meant that I wish AI had more of a cohesive 'drive' behind it - so often they seem to lack any sort of personality.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: EnigmaticHat on December 03, 2018, 11:40:44 am
Personally I think making the AI play a symmetrical game to the player is a mistake.  Most of the things humans find fun (most things in general really) AI is either really good at, or really bad at.  For example positional play; there are ways to fake it, there are ways to brute force it.  But for an arbitrary play area with a limited "budget" of processor time, there's no known way for video game AI opponents to match a human player.  Likewise anything involving input precision (fighting games, aiming in shooters) is going to feel janky because the AI doesn't actually have buttons they need to press.  Simple shit like how you can sidestrafe in Overwatch to throw off people's aim is almost impossible to convincingly simulate.

Compare to say Left 4 Dead, where reviewers have mentioned that the special infected AI is "smart"* even tho Valve still hasn't invented an AI that can navigate a level on its own.  The special infected can be smart because they aren't playing the same game as the player, the survivor AI will always seem stupid and aimbotty because its trying to imitate a human.

*although I'm not sure experienced players would agree with them
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on December 03, 2018, 11:44:14 am
I remember the days of playing the L4D2 demo version with a few of the other forumites.

I remember using the console to spawn in approximately 20-30 survivor bots, all of them Coach.

I remember the mayhem.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on February 23, 2019, 07:30:27 am
To double-post with some content, the game is apparently now available for purchase (https://buy.phoenixpoint.info/?utm_campaign=2019+Direct+Store+-+BOP+-+DC&utm_source=fb&utm_medium=paidsocial&utm_term=Tier+2+Geos+-+1%25&utm_content=DS1&fbclid=IwAR2tcRdwnffpnaT5SjnypGGG-CSVqFWMtimYHYQ0X8SnKgZZ2VjnZk5yfWA), with the $60 version also granting a key to the early access build.

I'm gonna do a quick poke around to see if I can find some videos of someone playing the early access version. Or trying to play it, at least. It's early access, after all...
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on February 23, 2019, 07:39:28 am
Should be possible, there was no NDA as long as you say that it is an alpha beforehand.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on February 23, 2019, 08:34:49 am
I'm finding alpha videos that were posted 4+ months ago. I guess this isn't quite as new a development as I'd thought.

Anyways, here's (https://www.youtube.com/watch?v=5Ppu4CxuWOk) an official gameplay recording from the community manager from a couple weeks ago. It starts off with trailer footage, the actual in-game stuff starts at around 1:10.


That's probably rather canned material however, so here's (https://www.youtube.com/watch?v=eTiiewKY_z0) someone with a British accent and a long intro to show off some other things.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on February 23, 2019, 11:10:53 am
Yeah, based on the videos people have made, this has the potential to be a great game, but I can't imagine the play experience being better now than at release. Why pay extra to test an alpha?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on February 23, 2019, 11:27:57 am
Yeah, based on the videos people have made, this has the potential to be a great game, but I can't imagine the play experience being better now than at release. Why pay extra to test an alpha?
So you can get ++gud by training and honing your skills, and then dab on the nubs by showing off how you got all the achievements on day 1 of 1.0.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on March 12, 2019, 03:46:34 pm
So...this is a thing (https://www.youtube.com/watch?v=FmjFZMEoEZ0&utm_source=Phoenix+Point&utm_campaign=eebd96a75f-EPIC_ANNOUNCEMENT_B&utm_medium=email&utm_term=0_0f91b4b9df-eebd96a75f-184652737&mc_cid=eebd96a75f&mc_eid=d638bb9c43).

Basically, Phoenix Point is only going to be in the Epic store for at least the first year of release.
Anyone who preordered or backed the game will get the first year's worth of DLC free.
Refunds will be available for anyone who does not wish to have the game on the Epic store/platform.


Which...I guess I already have the Epic launcher, so, eh? Would have preferred Steam, but a DLC or two for free is a nice bonus.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on March 12, 2019, 03:50:53 pm
I won't buy things from that store until they actually work to improve it and not just buy exclusives. Can always get it on steam in a year.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on March 12, 2019, 05:16:00 pm
*Snork*... Yeah, I wonder how well Epic's "Just throw money at things" strategy is actually going to pay off on this venture of theirs.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Persus13 on March 12, 2019, 06:00:06 pm
That dislike to like ratio though. And the comments.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ggamer on March 12, 2019, 06:37:57 pm
I never understood that. I figured it's just the general 'they changed it so I hate it' reaction of peeps who don't wanna move to another distribution platform. Anything to add some competition to the market and get valve to make some long-needed changes to Steam is good in my eyes, even if it is a little inconvenient. Honestly, the biggest problem I had was every publisher and their mother making a brand new distribution platform for like, six games. Here's looking at you, origin.

Anyway, this game looks like cash fucking money. I'll buy it once the price goes down a tad, seeing as how I'll be picking up WOTC soon since I waited for the same from it.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on March 12, 2019, 07:52:21 pm
I never understood that. I figured it's just the general 'they changed it so I hate it' reaction of peeps who don't wanna move to another distribution platform. Anything to add some competition to the market and get valve to make some long-needed changes to Steam is good in my eyes, even if it is a little inconvenient. Honestly, the biggest problem I had was every publisher and their mother making a brand new distribution platform for like, six games. Here's looking at you, origin.

Anyway, this game looks like cash fucking money. I'll buy it once the price goes down a tad, seeing as how I'll be picking up WOTC soon since I waited for the same from it.
Having to use many different programs is detrimental for the consumer, both because of the inconvenience (remember that the main benefit of Steam initially is that unlike other methods of buying games, it is was more convenient than piracy) and because the more small launchers there are, the greater the chance one you're using will go under and take your games with it. Remember the shenanigans with Impulse, the old Steam-killer? Or what about Desura, slightly more recently? It's not at all unreasonable to place limited faith in the longevity of the current batch of challengers. Furthermore, there's the ethical issue. Desura and Impulse both stood on pretty solid footing in this regard, before they were bought out, and that change hastened both of their demises even if mismanagement was a bigger factor in Desura's case. As a final nail in the coffin, these things typically have a terrible user experience, and Epic is no exception. Personally, I just recently opened the program and found that they got hacked and blocked my password. That's what they should do if they get hacked, but... Steam doesn't really get hacked. And it took me a bunch of tries to reset my password because I needed a new password email for each of the shitty errors they threw. And even when it worked, that wasn't victory, because I didn't know it worked – the password reset threw an error then too.

On the plus side, after I got into it, it gave me Slime Rancher for free. In fact, it seems they give a free game every two weeks. Which is cool except... I could have got it for free easier by pirating. Getting free shit on the internet isn't hard. People like Steam because it's better than free.

As for this game, for me, this has shunted it into the same category as Six Ages: looks good, but I won't be playing it on anything like launch even though I would if I conveniently could.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on March 12, 2019, 07:59:48 pm
Yeah I log into Epic every two weeks for the free shit. Other than that don't really use it, including to play said free shit.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cthulhu on March 12, 2019, 09:36:49 pm
Penny Arcade puts the problem best (https://www.penny-arcade.com/comic/2019/01/30/being-an-account-of-the-conflict)

This kind of shit is what playing on PC was supposed to avoid.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: anexiledone on March 12, 2019, 10:20:35 pm
The biggest issue to me is that developers are promising release on multiple platforms then springing Epic exclusivity on the consumers. Phoenix Point was promised to be available on Steam and GoG according to their kickstarter. They said screw that promise when someone threw them more money. It doesn't develop a healthy relationship with the consumer, and without a healthy consumer relationship your game will get absolutely shredded by the community unless it's perfect. I'm not saying I agree with how fickle the gaming community can be, but it's usually what ends up happening

I'm more upset with Epic than I am all of these developers though. Keep throwing money at exclusive rights but you can't throw the money at actually improving the launcher itself or it's security
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Glloyd on March 12, 2019, 11:49:20 pm
Yeah, it's a really shitty way to approach your relationship with your fanbase. Which is why I don't really like the console wars analogy, because I can't think of a single example where a game was made exclusive to a console days before release after having been advertised and sold for pre-orders on the store of the opposing console since it had been announced, as was the case with Metro. It's just a really scummy move from Epic, and also the publishers/developers who go along with it. I get why it's hard for devs to pass up the free money from Epic, but it seems like a lot of them, especially smaller devs like Snapshot, are just shooting themselves in the foot for short term gain.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cthulhu on March 13, 2019, 01:07:30 am
Thankfully I had no interest in Metro, I've no longer any patience left for Russian games.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Malus on March 13, 2019, 05:40:46 am
Well, at least the refund process was painless. I picked up the $80 tier a year ago and was looking forward to it, too, but reneging on their stated contract is not cool. If they were offering the game on their site DRM-free as well, then okay, whatever, I wanted (and paid for) a Steam key, but I could accept that -- but I'm not supporting Epic exclusivity. I'm sure this is a good business decision for them: Epic offers "sales guarantees" and, from what I hear, more money than they even raised on fig + preorders, up-front, but still, it's a terrible way to treat your earliest, most avid supporters.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on March 13, 2019, 06:08:14 pm
Eh. It's just a goddamn store platform. And considering they offered full refunds too, I think it's perfectly fine on their hand whether you care about the store it's on or not. If they were to go "no refunds, deal with it" then it'd be a problem regardless of your opinion of the Epic store, but that's not the case.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: E. Albright on March 13, 2019, 08:35:29 pm
No refunds would be them defrauding you to steal your money under false premises. This is "merely" them defrauding you to obtain an interest-free loan under false premises. Is the latter as bad as the former? No. Is it unremarkable? Also no.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Persus13 on March 13, 2019, 09:08:27 pm
No refunds would be them defrauding you to steal your money under false premises. This is "merely" them defrauding you to obtain an interest-free loan under false premises. Is the latter as bad as the former? No. Is it unremarkable? Also no.
That's a bit excessive. False premises and fraud would be if they planned the whole time to release on Epic, and were never planning on offering Steam/GoG support. And they still are offering Steam support. I'm not saying their decision was a smart one, or the right one, but calling it fraud is definitely an exaggeration.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on March 13, 2019, 09:39:40 pm
They switched to a different storefront and are giving easy full refunds to anyone who no longer wants to buy/play the game.

call the police
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: E. Albright on March 13, 2019, 11:00:05 pm
They specifically committed to releasing on particular platforms, and then weaseled around outright breaking the campaign promise by releasing it to those platforms a year later (and yes, PR firefighting via refunds - that they are offering those upfront is a sign that they're not total bastards, but also that they understand they're reasonably vulnerable to criticisms of going back on their very-explicit campaign commitments). They obtained the initial crowdfunding by making commitments that they did not take seriously, and they would not have received the same funding had their end decision - which is why I referred to it as obtaining interest-free loans under false pretenses rather than theft. They are not honoring their commitments, they are a prominent and high-profile crowdfunding project whose behavior (and public acceptance of said behavior) will be carefully observed by developers, and while this is better than e.g. crowdfunding for a PC game then releasing it exclusively on consoles for a year, painting it as benign moves us a step closer towards a situation where that would be argued to be acceptable.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on March 13, 2019, 11:59:51 pm
I don't expect to die any time in the next year, so even if I refuse to play it on anything but steam my overall ability to play the game at some point in my life is not decreased at all.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on March 14, 2019, 11:32:19 am
First they fund it with the whackadoo Fig process. Now they double dip by getting guaranteed income from Epic, while also bait and switching the backers who expected it to be on the platform it was promised for.

I am Jack's complete lack of surprise. This shit had greed written all over it from top to bottom from the start, and is why I didn't let XCom Nostalgia make a sucker of me.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on March 14, 2019, 12:34:58 pm
I think "greed" is even too strong a word.

Game studios are closing down or going out of business all the time. This decision is about survival. Look at Telltale Games recently closing down. Then, try and tell me that Gollop's studio is in a better position that Telltale Games was, a studio with a number of bonafide hits under their belt.

I bet if Telltale had the opportunity to sign a deal with Epic (thus not having to close down) gamers would be freaking about about the bald-faced "greed" of Telltale Games.

Game studios are one flop away from bankruptcy most of the time. We're not talking publishers here. Going for a guaranteed income means they can guarantee that they can pay people, thus staving off those near-constant layoffs or studio closures that people also put down to greed.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on March 14, 2019, 12:45:38 pm
You can talk about “greed” when he doesn’t need money to fund the development of an entire AA-like game and also keep himself alive.

Don’t expect other people to be starving artists just for ~you~. Passion alone does not make a video game.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: LoSboccacc on March 14, 2019, 12:52:58 pm
You can talk about “greed” when he doesn’t need money to fund the development of an entire AA-like game and also keep himself alive.

Don’t expect other people to be starving artists just for ~you~. Passion alone does not make a video game.

he got the money tho  :P
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on March 14, 2019, 01:08:09 pm
Basic math helps here. They have 30 employees, and raised $765000 from fig. Exactly how long would that money keep paying wages? This is not a big budget.

Since the game isn't finished they have two main choices.

First choice, would be to release a half-finished game and start selling it to get the money they need to fix it. Then, have people complain about the bugs, get bad publicity and bad reviews, and have people upset about having to patch it. This would be a PR disaster.

Second choice, is to get additional funding (that's where Epic comes in) and actually complete the game and do bug-fixes before it's released. People aren't going to be happy about that, but that avoids the slew of shitty reviews they'd get if they instead funded ongoing development by selling a half-finished game.

Third choice would be to keep their integrity and merely state they ran out of money and can't complete the game at all. No option is going to make the uber-entitled modern consumer happy.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Malus on March 14, 2019, 02:21:06 pm
They raised $765,000 on fig and continued selling the game on their site: this article from last Summer tells us they'd raised a total of $2,000,000 (https://www.gamesindustry.biz/articles/2018-08-13-phoenix-point-crowdfunding-breaks-usd2-million-heres-how-it-was-done) at that point in time. Looks like they were bringing in ~100k-200k per month back then, from their preorder sales through their site. Obviously not enough to sustain their company indefinitely, and maybe not even enough to finish the game -- I don't disagree with you there -- but still a lot more than $765,000.

Taking the Epic money is just good business, and I don't fault them for that, but the preorders they were selling explicitly stated they'd give you Steam/GOG keys and access to backer builds. I don't think it's "uber-entitled" to wish for the fulfillment of that contract. Snapshot Games was already delivering the backer builds directly: I have their launcher kicking around on my hard drive somewhere. If they can't offer Steam keys because of their exclusivity deal with Epic, the very least they could do is continue providing DRM-free builds to their current backers/preorderers, similar to how Steam preorders of Metro Exodus were handled after the Epic deal.

The issue, I think, a lot of people have is that Epic is actively taking agency away from us. Phoenix Point is easily the worst offender so far, because we've already given them our money and now they aren't letting us play their game (for a year) unless we download and use Epic's launcher, which just validates Epic's strategy. If Epic wants to bankroll exclusives, I don't really have a problem with that -- I'm only frustrated in this case because I already bought the product and the terms have been changed under my nose.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Glloyd on March 14, 2019, 02:33:01 pm
In Gollop's AMA they confirmed they didn't need the money from Epic to release the game. So it's not entirely a matter of survival.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on March 14, 2019, 02:50:49 pm
When enough isn't enough.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on March 14, 2019, 04:24:47 pm
Then, try and tell me that Gollop's studio is in a better position that Telltale Games was, a studio with a number of bonafide hits under their belt.
Telltale had been circling the drain for a while though, I think mostly because they didn't have a solid enough core audience. I agree with your general point, but I'd have used THQ as the example. They invested heavily into something that flopped (although it was a peripheral) and the next game they made was just kinda okay, when they needed a hit (and to make matters worse, launched the same day as a game that was a hit). Gollop isn't overinvesting in peripherals, but since this is the first game from Snapshot on anywhere near this scale, it's still very much an "all eggs in one basket" situation.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on March 14, 2019, 09:37:17 pm
No option is going to make the uber-entitled modern consumer happy.
I'll echo that "uber-entitled" is an interesting charge to levy.

In Gollop's AMA they confirmed they didn't need the money from Epic to release the game. So it's not entirely a matter of survival.
Not immediately, no. But from here he has to immediately invest the profits from the game into additional support and expansions or an entirely different project, start another crowdfunding campaign, or give up on making games. If the first option doesn't pan out, he'll be stuck with the third option and also wishing he'd kept the money. If the second doesn't pan out, he'll be back to the third and- depending on where it failed- will also face a great deal of backlash and accusations of fraud, incompetence, and/or greed.

His position wasn't ruinous from what we know, but it's hard to call it secure.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: LoSboccacc on March 15, 2019, 01:15:36 am
anyway, if you intend to register to epic make sure you don't register with oauth (Gmail or Facebook logins)

apparently lot of emails from the various lists got registered preemptively https://news.ycombinator.com/item?id=19394880
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on March 15, 2019, 09:26:36 am
Sheesh.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Glloyd on March 15, 2019, 02:17:40 pm
Yeah, my buddy tried to make an account to get Subnautica back when it was free and someone had already signed up with his email, and as far as I know he still hasn't heard back from Epic support. Their customer service and UX is so bad, I've had other friends have issues with them before. For the longest time you couldn't even change your account's associated email without getting in touch with customer support, who take months or longer to respond to any request. That might still be the case, but I don't use Epic, so I don't know.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sirus on March 15, 2019, 03:15:54 pm
but its just another storefront you guys
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Toady One on March 15, 2019, 05:12:18 pm
(it has been suggested this thread may become a bit heated as it goes - so yeah, please just make sure you are being calm with each other and so forth)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on March 15, 2019, 06:19:09 pm
No option is going to make the uber-entitled modern consumer happy.
I'll echo that "uber-entitled" is an interesting charge to levy.

Maybe it seems hyperbolic when attached to a particular game-development effort, but I was speaking generally. People are generally acting that way in relation to basically every in-development title, to some degree.

People also bring up breach-of-contract as the main point. However, game development isn't like delivering a load of a specific number of widgets, by a certain date, to a certain place. People and companies who have been running large game development projects for over 3 decades still can't assure any of those things, for basically any game project, except the most mundane.

Game projects are not a commodity that can be specified exactly by contract, every game development project (except for by-the-numbers sequels) is solving a list of unknown-unknown type problems. If games are made up of widgets that can be expected to have a "contract" to deliver, then the widgets are made of an unknown material, of a yet-to-be-decided shape and purpose, with an unknown number of widget types and widget amounts per type, to be delivered at an unknown date to an unknown place, but with a vague understanding of the overall shape the pile of widgets must resemble.

The alternative is just not how game development even works. That's not how games are pitched to big name investors. Big name investors are extremely used to schedule slippages, budget overflows, requests for more money, and the game being redesigned midstream, because those are just the basic realities of what it's like to create video games.

it's the norm, not the exception, for just about every detail except for the broad game concept to be different by the end compared to the start. Except big name investors don't freak out because the details changed, including platform of delivery, final date, pricing etc. All of those are expected to be different by the end compared to when the investors put the money in. This level of specificity is in fact the industry norm, not some exceptional breach of "contract".

If any one thing is going to kill crowd-funding of game projects, it's the way the crowd responds to the changes that occur during a game development effort. That's where the sense-of-entitlement comes in and is much different to how a regular investor would react.

Sure, maybe game developers shouldn't promise these things if they "can't deliver" but that's basically like saying game developers shouldn't make any new games at all. If devs only made what they knew they could deliver, only the shittiest clone games would ever get made.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Teneb on March 15, 2019, 06:27:40 pm
I think the main problem with Epic is that they are trying to compete with Steam not by being better, but by just gating games behind their service. And that sucks for anyone not in North America or Western Europe, since there is no regional pricing, meaning the rest of the world pays MORE than they would in Steam or GOG or even Origin and Uplay.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on March 15, 2019, 06:40:53 pm
However, for the breach of contract idea, was there ever a contractual date locked into this thing?

If there was no promise date then as long as it gets on Steam / GoG eventually, that's in line with the original promise.

The fact that it was playable on another platform first wasn't ever promised not to happen, unless there was a specific contractual promise that nobody else could play it before the Steam users got at it.

If we incite the "breach of contract" argument then we need to actually take contract law into account here. Anything not specifically excluded from a contact is in fact legitimate behavior.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on March 15, 2019, 06:55:40 pm
I feel like the sketichness of an endeavor is directly proportional to how many hairs you end up splitting over it. But this the internet, 2019.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on March 15, 2019, 08:44:13 pm
Regarding the question of the Steam date, releasing on Steam later doesn't actually fulfill the agreement, since it wasn't just about releasing. They need to actually give backers the steam key. If they'll still do that, then fine. It's no different than a delay, really. But I doubt the folks at Epic will be happy to have the people that they wanted to be a captive audience being given an easy transfer incentive like that, so it's questionable whether they're going to prohibit that in some way, even beyond the year of exclusivity.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on March 15, 2019, 09:03:06 pm
it's the norm, not the exception, for just about every detail except for the broad game concept to be different by the end compared to the start. Except big name investors don't freak out because the details changed, including platform of delivery, final date, pricing etc. All of those are expected to be different by the end compared to when the investors put the money in. This level of specificity is in fact the industry norm, not some exceptional breach of "contract".

If any one thing is going to kill crowd-funding of game projects, it's the way the crowd responds to the changes that occur during a game development effort. That's where the sense-of-entitlement comes in and is much different to how a regular investor would react.

Sure, maybe game developers shouldn't promise these things if they "can't deliver" but that's basically like saying game developers shouldn't make any new games at all. If devs only made what they knew they could deliver, only the shittiest clone games would ever get made.
Crowdfunders are not big name investors with no interest in a game beyond its investment returns, and they're not being sold "a financially successful product" with no other details. They're consumers purchasing a product for personal use, having been assured of specific features and qualities.

If making games that way is literally impossible, then it's fraud by virtue of promising something that's impossible. At best this means game developers have to deceive people into spending money on products they don't want to run their business, which is incredibly shady.

I would instead posit that game developers have the option to be honest, but a lot choose not to and hope the backlash isn't too damaging and they get lucky and everything works out; which, perhaps not surprisingly, is how a lot of businesses end up operating in general. If so, the takeaway would seem to be that backers aren't entitled so much as gullible- a common criticism of crowdfunding- or even not entitled enough- letting shady things fly so long as it mostly sort of looks like things will work out at some point in the future.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Persus13 on March 15, 2019, 09:10:30 pm
I think the main problem with Epic is that they are trying to compete with Steam not by being better, but by just gating games behind their service. And that sucks for anyone not in North America or Western Europe, since there is no regional pricing, meaning the rest of the world pays MORE than they would in Steam or GOG or even Origin and Uplay.
This summarizes my problem with Epic pulling stunts like this. I don't have a problem with Gollop trying to get more secure funding for his game. I do have a problem with Epic throwing enough money at Gollop to buy out all the backers to get exclusivity instead of spending it to have a better store than Steam's.

However, for the breach of contract idea, was there ever a contractual date locked into this thing?
They actually delayed the release date of Phoenix Point a month or two ago, and most people were fine with it.

Regarding the question of the Steam date, releasing on Steam later doesn't actually fulfill the agreement, since it wasn't just about releasing. They need to actually give backers the steam key.
My understanding from my look at the announcement and Reddit was that they're still going to give backers a Steam key if they so desire, just a year later.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on March 16, 2019, 04:10:38 am
Yeah, afaik we'll get the steam/gog key in addition to the epic key. It really shouldn't bother epic anyway, because the backers already spent their money.
It'll be interesting if we get all the DLC on the alternative platforms as well, or only for epic.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on March 16, 2019, 05:01:50 am
The best thing you could do then is not to pay for it on Epic. Epic then pays out to Gollop under their guaranteed income policy and you can save your cash to buy it through a direct channel later.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on March 16, 2019, 05:16:01 am
I already backed. And I won't buy on Epic anyway. I even try avoiding buying on steam. If you insist on a Launcher, I won't buy your game unless it is at least 50% reduced. And if it is on gog as well, I'll buy there even if I pay a bit more.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: scriver on March 17, 2019, 01:20:28 pm
So earlier this year I was thinking of have to decide whether to pick up this or Xenonauts 2 this year.

But I guess this makes the choice for me. Thanks Phoenix Point!
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on March 25, 2019, 04:24:24 am
So earlier this year I was thinking of have to decide whether to pick up this or Xenonauts 2 this year.

But I guess this makes the choice for me. Thanks Phoenix Point!
Don't be hasty. I think you need to consider carefully which of those has more balaten before making the purchase
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on April 30, 2019, 02:04:37 pm
They raised $765,000 on fig and continued selling the game on their site: this article from last Summer tells us they'd raised a total of $2,000,000 (https://www.gamesindustry.biz/articles/2018-08-13-phoenix-point-crowdfunding-breaks-usd2-million-heres-how-it-was-done) at that point in time. Looks like they were bringing in ~100k-200k per month back then, from their preorder sales through their site. Obviously not enough to sustain their company indefinitely, and maybe not even enough to finish the game -- I don't disagree with you there -- but still a lot more than $765,000.

Taking the Epic money is just good business, and I don't fault them for that, but the preorders they were selling explicitly stated they'd give you Steam/GOG keys and access to backer builds. I don't think it's "uber-entitled" to wish for the fulfillment of that contract. Snapshot Games was already delivering the backer builds directly: I have their launcher kicking around on my hard drive somewhere. If they can't offer Steam keys because of their exclusivity deal with Epic, the very least they could do is continue providing DRM-free builds to their current backers/preorderers, similar to how Steam preorders of Metro Exodus were handled after the Epic deal.

The issue, I think, a lot of people have is that Epic is actively taking agency away from us. Phoenix Point is easily the worst offender so far, because we've already given them our money and now they aren't letting us play their game (for a year) unless we download and use Epic's launcher, which just validates Epic's strategy. If Epic wants to bankroll exclusives, I don't really have a problem with that -- I'm only frustrated in this case because I already bought the product and the terms have been changed under my nose.

There's an interesting breakdown of the money side here: https://www.resetera.com/threads/phoenix-point-fig-backers-have-accrued-191-return-to-date-can-we-calculate-the-epic-moneyhat.112525/

Based on the Fig investor email sent out a couple days ago, Epic paid around $2.25 million for 1 year of exclusivity (reverse-engineered from the fact that Fig/Snapshot has announced all the Fig backers will get a 91% ROI in May, from Epic's sales guarantees).

Basically it just makes too much sense for Snapshot. They get a better deal on Epic, they get money now, etc.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on April 30, 2019, 02:39:38 pm
Well, if the version on Steam has the first year's worth of add-ons and DLC, it may even be better for patient consumers in the long run.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Majestic7 on April 30, 2019, 03:34:50 pm
Isn't the whole Fig thing run by the scammers behind Spacebase 9 etc?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Persus13 on April 30, 2019, 03:54:40 pm
If you want to see people argue over whether or not Fig is shady, you can go back about 10 pages (default forum settings) on this thread.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on April 30, 2019, 06:17:46 pm
Well, if the version on Steam has the first year's worth of add-ons and DLC, it may even be better for patient consumers in the long run.

Part of why I'm happy to wait. It's not like there isn't enough other stuff to keep me busy. 10 years ago I would have been pissed but I really don't have time to waste on a Paradox-style "It'll be good eventually" game anymore.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: EuchreJack on April 30, 2019, 11:00:07 pm
Is the game any good?
EDIT: Ah, its not out yet.  From what I could tell on the scant screenshots, the X-Com remake might very well be a better game.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on April 30, 2019, 11:52:04 pm
We'll have to see. Some early videos I saw showed promise, but I think it'll really be the monsters evolving that'll make or break it. And I haven't seen any actual gameplay videos of that other than dev blog type stuff which just shows off what is possible.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on May 01, 2019, 02:28:52 am
Well then you're not really looking that hard, I'm pretty sure there are already a couple LPs out with people playing early backer builds.

It's a bit skin and bones, yes, but there's... Promise. I still don't really know what I think about the aiming system.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on May 01, 2019, 05:15:44 am
I don't think they know either.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on May 01, 2019, 08:33:15 am
The aiming system seems pretty cool to me. I guess it could be annoying to feel like you have to do it every time, but even if you do, it's not like you have to consider that carefully every single time.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on May 01, 2019, 08:42:07 am
The aiming system seems pretty cool to me. I guess it could be annoying to feel like you have to do it every time, but even if you do, it's not like you have to consider that carefully every single time.

you don't do it every single time - at least not in the super early builds (i haven't played one since like, BB1). iirc it's like an aimed shot option vs snap shot vs auto fire.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on May 01, 2019, 10:26:30 am
I briefly played the current build and didn't use it. But against boss aliens it might very well be the difference between a tpk and a win.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on May 01, 2019, 08:46:34 pm
It's a cool system, but iirc they've changed the interface for it multiple times, which points towards it being something that's hard to get right.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sirus on May 02, 2019, 09:13:21 am
Maybe they'll have it nailed down by the time it gets released on Steam  :P
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Egan_BW on May 02, 2019, 04:10:02 pm
One can only hope.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on May 02, 2019, 06:42:56 pm
I am skeptical about the mutations being much different from XCOM2's dark events
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on November 08, 2019, 05:23:38 pm
PC Gamer has an article up with a decent overview of information (https://www.pcgamer.com/phoenix-point-release-date-trailer/). Including the fact that the game will come out on the Epic Store December 3rd.

Since I was a backer and have the epic store on my computer anyway, I'll be giving it a go. Hopefully it's fun!

Also, I got a coupon for $10 off the Season Pass if anyone wants it. I'm getting the Season Pass for free for being a backer, so I won't need it. It directs to the Phoenix Point site directly, so I assume it's good for whichever platform.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on November 09, 2019, 10:02:07 pm
Good to know. Should be interesting even if it's not exceptional.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: scriver on November 09, 2019, 10:27:59 pm
I'm probably not getting it as long as it's only on Epic so I'll be very interested in hearing what you have to say when it releases
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on November 10, 2019, 12:09:39 pm
Looks like it is also coming out on the Microsoft store according to that article. Steam is probably a year out, but I haven't seen any exact details on that so it may have been changed.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: scriver on November 10, 2019, 12:13:09 pm
Is the Microsoft store just an outlet or another platform like Steam or Epic?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on November 10, 2019, 12:25:49 pm
Is the Microsoft store just an outlet or another platform like Steam or Epic?

I honestly have no idea. Never looked into it.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: scriver on November 10, 2019, 12:55:05 pm
Quick check seems to point to just being an outlet, which is nice. That would mean I could the Outer Fallouts too, which is nice.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on November 11, 2019, 06:15:11 am
The Microsoft Store is a platform in that it integrates with Windows to install Windows programs. However, ownership would by definition be tied to your Windows user ID. So it's like Steam in the sense that you're not buying a transferable copy of the stuff on the store, you're paying for a license to install it on devices which have the same Windows user ID.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: scriver on November 11, 2019, 10:57:06 am
Windows... user... id? What?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on November 11, 2019, 11:25:23 am
Windows... user... id? What?
When you set up an account on a machine running newer versions of Windows, you now get an option to, instead of making it a local thing with your credentials saved only on the system, instead connect to a server and store your credentials there, using a unified account that also can be used for the Microsoft's OneDrive (cloud storage), windows store and other bogus web 3.0 trash.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: scriver on November 11, 2019, 11:31:55 am
Oh... I must've turned that down (I have windows 10). I guess the windows store is not an option for me then.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on November 11, 2019, 12:52:01 pm
Oh... I must've turned that down (I have windows 10). I guess the windows store is not an option for me then.
It shouldn't be hard to get if you actually want it. I have it, and find it to be generally innocuous. But I'm still going to wait until the game comes out on Steam, on general principle as well as for my own convenience.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Biowraith on November 11, 2019, 02:01:18 pm
Also, I got a coupon for $10 off the Season Pass if anyone wants it. I'm getting the Season Pass for free for being a backer, so I won't need it.

I have the same coupon available should a 2nd person want it.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Greenbane on November 11, 2019, 03:07:24 pm
I'm betting hard on this one (preordered both the game and the season pass), hoping Gollop still has spunk in him, unlike a number of other luminaries of an earlier age. Those who made one great work, made gaming history and then failed horribly when attempting a comeback 20 years later.

Not expecting a masterpiece, but something good enough at least.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on November 11, 2019, 03:38:03 pm
He's got some intermediate cred, too. Chaos Reborn, while not exactly a masterpiece, is pretty good and leverages interesting ideas well. Definitely one of the reasons I have faith in Phoenix Point having some cool stuff even if it's mostly just a NewCOM clone.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on November 11, 2019, 05:30:09 pm
I'm not too worried. Based on the gameplay I've seen, it should be decent at least. And considering I only spent $25 to back it and am getting the season pass thrown in there for free, I figure it'll easily be worth the money even if it's not as good as XCom.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on November 11, 2019, 07:45:57 pm
Those who made one great work, made gaming history and then failed horribly when attempting a comeback 20 years later.

Not expecting a masterpiece, but something good enough at least.

Except that doesn't describe Gollop. He's been making good games constantly, pretty much like clockwork, every three years, for a couple of decades. The hiccup for him however was in ~1999 - 2000. His studio was working for publisher Interplay on the next X-Com at the time, but then Interplay got bought out by a game company who are effectively IP trolls. They buy up IP / other companies, then gut the development teams, move everything in house then churn out shoddy titles. Gollop's studio went broke and he clawed back by developing tactical games for hand-helds in the 2000s, becomes kinda the go-to guy for that, for example he did Tom Clancy's Ghost Recon: Shadow Wars for 3DS, then helmed Assassin's Creed III: Liberation for Playstation Vita. So he's rebuilt his career at least once, and become known and trusted for doing adaptation for portables as well as the tactical stuff.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on November 11, 2019, 08:55:46 pm
that wizard war tactics game was pretty solid too. he needed something else to dress it up in, an IP or a larger game setting, but there was a good game there.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on November 12, 2019, 01:46:15 am
 I looked Gollop's body of work up because of Reelya's post and he also did Magic and Mayhem, which is a first class game that deserves to be remembered as fondly as any from that era. If Snapshot's MO is doing remakes and spiritual successors of his old stuff, I sure hope they don't skip that one. Between the way the narrative is handled, the highly functional and narratively consistent blend of RPG and strategy, and the consistently authentic old school fantasy vibes, with aspects of myth and mysticism in a structure both alien and inherently credible, I don't think I'm exaggerating when I call it the single most kino game I've ever played.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on November 12, 2019, 03:44:02 am
Oh shoot, he did Magic and Mayhem? Hell yeah, that game was ace for what it was. The sequel ended up falling a bit flat though, so I dunno how much oomph the IP has in it.

Would be pretty cool to see some kind of remake/reimagining though.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on November 12, 2019, 05:14:10 am
A lot of Phoenix Point seems to be completing the game they fucked up when the IP trolls took over Interplay, although the HP Lovecraft aspect is new. So with PP Gollop is like "finally I can finish what I started 20 years ago when they tried to destroy my career".

https://en.wikipedia.org/wiki/The_Dreamland_Chronicles:_Freedom_Ridge

As for the company who fucked him over, it was the now-defunct Titus Interactive. The same company responsible for the infamous Nintendo 64 Superman game (see angry video game nerd review), and also responsible for a 2003 Robocop game with a 2.2/10 score on gamespot.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Iduno on November 12, 2019, 09:40:17 am
game with a 2.2/10 score on gamespot.

Fuck. I don't think they give war crimes less than an 8.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on November 12, 2019, 10:50:12 am
game with a 2.2/10 score on gamespot.

Fuck. I don't think they give war crimes less than an 8.

War crimes are at least usually fun.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on November 12, 2019, 02:19:08 pm
Oh shoot, he did Magic and Mayhem? Hell yeah, that game was ace for what it was. The sequel ended up falling a bit flat though, so I dunno how much oomph the IP has in it.

Would be pretty cool to see some kind of remake/reimagining though.
It seems you can blame Titus for the sequel.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on November 12, 2019, 05:54:07 pm
Oh shoot, he did Magic and Mayhem? Hell yeah, that game was ace for what it was. The sequel ended up falling a bit flat though, so I dunno how much oomph the IP has in it.

Would be pretty cool to see some kind of remake/reimagining though.
It seems you can blame Titus for the sequel.

I don't think they ended up with that. Magic and Mayhem was published by Bethesda, not Interplay, so wasn't touched by Titus. The sequel was also published by Bethesda so they probably have the IP rights, not Gollop. When Gollop was getting re-established he re-did his 1980s titles: those are the ones that the big publishers don't have their meathooks in.

EDIT: I spoke too soon, seems the situation was a little more complex than that. Bethesda did the North American releases, but Virgin Interactive did the European release of Magic and Mayhem 1, and Virgin Interactive was owned at this point by Interplay & Titus. However, the relevant factoid may be that the studio making Magic and Mayhem 2 actually went broke during development, right at the time Gollop's Mythos Studios went broke, and the employees had to take the unfinished game to a new studio to get it done, and then Bethesda released it. It's possible Titus was responsible for sending them broke.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: deoloth on November 12, 2019, 08:35:42 pm
My understanding is that Titus decided to renege on all of interplay's commitments, force games out when they could, then squeeze whatever money they could from anything they obtained from their acquisitions. Many game studios were forced to jump ship while those who were more 'directly' owned finished what they could before being liquidated and their employees went on to found new studios. Bioware, Obsidian, and Altar are the few that pop up to mind as examples.
Even Altar's UFO: Aftermath was actually based on a remake of the original Xcom called Dreamland Chronicles, that interplay had signed Jullian Gollop for, but once Titus got control they pulled all funding and canceled all contracts. Reworking what they still had control of was how that franchise and it's three games came to be. Bethesda also managed to grab a fair bit of the talent away, leading to it's sudden growth, and eventually also bought the Fallout IP off the flailing remains of what was once Interplay.

Which is a shame, so many good games and IP's were left forgotten, and so many others were wasted on half-assed sequels or side games designed to milk the IP's dry.

Would have loved to See Fallout 3 (The Project Van Buren one), A Freespace 3, or a sequal to the wonderful Giant's: Citizen Kabuto, and so many more.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sanctume on December 03, 2019, 04:48:00 pm
Anyone got an updated review? It is worth getting that it is released today or tomorrow?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on December 03, 2019, 06:58:02 pm
I'm installing it now but probably won't get a chance to really dig into it until tomorrow.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sirian on December 03, 2019, 08:18:41 pm
I played for an hour or so, so far it looks like a very formulaic X-Com-like, except for the faction system (3 factions, each with their own tech, that you can befriend). I don't really like the "protect the crates" missions to get resources - they feel very artificial. Also I don't recommend activating the annoying tutorial unless you're completely new to the genre.

I do like the free aim shooting option, and also the fact that you get a jetpack from the start on your heavy unit. You can also build a vehicle from the beginning so that's cool. So far I'm happy with my starting soldiers and gear, they aim properly, deal ok damage and don't die instantly. Oh and I recommend investing your soldier exp in speed first : mobility is king.

I also noted that with the faction system, it seems like you'll have to fight other human soldiers in addition to the mutant eldritch stuff.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: AzyWng on December 03, 2019, 09:56:07 pm
If it matters to you at all, I'm watching Beaglerush's stream right now.

He found it very, very difficult to perform free aim in cover because soldiers don't step out of cover when they prepare for free aim.

The act of shooting felt weak.

The bombs explode with no fanfare and are not as powerful as the tutorial suggests (where they kill enemies that had not previously been damaged).

Controls cannot be rebinded.

There is no way to quickly see how much health an enemy has (there is a bar, but the enemy must be selected and their info must be viewed to see the number of hit points they have).

There is also no way to see your chance to hit when in free aim. You have two circles inside one another like in Jagged Alliance 2, but no percentage.

The game's tutorial does not tell the player to bring along extra ammunition.

So, in short? Beaglerush despises this game.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on December 03, 2019, 10:25:30 pm
Haven't played the game yet myself, but I do want to point out for anyone who wasn't aware:

The game is on Game Pass for PC. In theory. Apparently it's currently waiting on certification before being actually available via game pass. But that should happen in the very near future.
I felt like I was going insane before I found this out.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on December 03, 2019, 11:24:10 pm
So, sounds like the short of it is:

* Cool gimmicks
* Uninspired mission design
* Terrible UX oversights

To me that adds up to "only fun for a bit, maybe get it on sale some time down the road".
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: AzyWng on December 03, 2019, 11:50:34 pm
I wouldn't recommend it from what I've seen on the stream.

I just...

The list of issues is long enough to make a noose (and possibly a gallows) out of.

Beaglerush said he's gonna upload his stream of the game to Youtube in a bit. I'll post the link to it when it's up.

Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 03, 2019, 11:51:07 pm
Summary verdict: It's not bad. It's not great. If you liked XCOM and want more, sure, why not. It doesn't have those stupid XCOM 'pod' spawn mechanic, so overwatch is actually useful here to camp around with. The downside is that less than... what, five hours? in, I'm finding the random maps repetitive. And, worst of all: I just shut it down to wrap up the night finishing a The X-Com Files map I stopped in the middle of.

Just did fourfive missions, skipping the tutorial as per one of the previous recommendations... yeah, the tutorial's pretty unnecessary if you're used to games of this genre; just lookup what free aiming is and figure out the rest.

Units don't really step out of cover at all, unless you tell them to... A lot of the objects are destructable too, though it won't auto-target through it... even in cases where you'd think it would, like non-bulletproof glass. Having said that, I didn't really have that problem. I could aim a shot when hiding behind a barn wall, next to the open door, like I was standing in the middle of the opening.

The tutorial not explicitly saying you should bring extra ammo I can give a pass-- on neither of my missions did I even use up more than half of anybody's ammo. To be fair, I also basically didn't use the Heavy, who only gets six shots... he's just so awkward to use, with almost no movement points and awful accuracy. His one redeeming factor is that he starts with jumpjets which gives him massive mobility, but he can't attack the same turn, so I've mostly been using him as a forward scout. Maybe I'm giving people too much credit, but if you're running out of ammo in the first few missions and you haven't figured out "It might be good to bring extra."... (On the other hand, I just came out of a fun X-Com Files mission where I accidentally equipped myself with the wrong ammo, so I had to fight my way through a factory with two crowbars, so PEBCAK's alive and well.)

The food icon feels a lot too much like the Apple logo, particularly on the white and glass food crates.

There are some weird targeting issues-- like I had one target clipping through a wall and it should have been a 100% hit, given the size. Instead, it hit the wall (and destroyed it).

I THINK the destructable terrain can deal damage-- I got a grenade thrown at a crate on the other side of a wall, and when the wall blew, I shouldn't've taken grenade damage, but my hp bar showed up when the chunk of wall went flying my way.

---

One thing that's kind of nifty is that your units get a share of the mission xp based on their contribution, but you also get 1sp for every 100xp that you can apply towards anybody or bank (presumably in the case of a future new recruit). Helps out if somebody consistently has poor contribution but you want to keep them around, or something.

Okay, it kind of bugs me how somebody can take 3 burstshot milspec assault rifle salvos to an unarmored part of the face and not die.

Appears to be no easy way to compare equipment?

---

Researching combat gear and getting new equipment doesn't quite feel as exciting. Raise a few numbers, move on.

---

Okay, that's kind of funny. You can hit targets with a melee weapon... or you can attack with a melee weapon. Which is hitting them, but, yanno. In actual gameplay terms, it doesn't seem to be a bad deal-- monstrous damage, no miss, and usually other nice side effects. The downside: Unlike an assault rifle, which can easily deal death from 10 tiles away... twice a round, if you don't move, or a sniper rifle, which can do it from like 15 tiles... you have to be in their face.

Pistols are really good weapons for snipers-- a sniper shot takes 3AP, and a pistol takes 1AP. Any kind of extended movement and they can't attack unless they've got a backup. And with the accuracy bonuses they're probably packing, a pistol at long range can do plenty in their hands.

Didn't think too much on this, but cover, by virtue of how to-hit works now, is actually... cover. Ducking behind a waist-high metal desk is going to be a lot more effective than a 3/4ths high wooden wall: The wall is going to fall apart at the first few shots, but that desk might actually survive a salvo or two. Assuming they don't just shoot you in the head.

--

Grenades look pretty weak, but they actually deal damage in a weird way that I'm not sure how it works out yet-- despite doing nominally 50 damage, the one I just used did something like 200 damage to various body parts, disabling three of them (causing an extra 30 bleed a turn, plus extra effects). They're a keeper, just not for straight damage.

At least on the default difficulty, you can restart any map you're on in case you screw up. Like sending 6 of 8 of your squad to the roof where, just out of LoS, three grenadier mobs were hanging out. Oops.

---

Will be continuing to update as impressions change.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Farce on December 04, 2019, 01:07:16 am
Free aim seems like a weird thing to have in a turn-based tactics kinda game?  Like, Future Tactics had it and the only real reason that game was cool was because Tim Follins did the music for it I think.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 04, 2019, 01:47:53 am
Free aim seems like a weird thing to have in a turn-based tactics kinda game?  Like, Future Tactics had it and the only real reason that game was cool was because Tim Follins did the music for it I think.

I don't know how the term is usually used, but in this case, instead of getting a %tohit number, you have to aim two concentric circles that represent where 100/50% of the bullets will land. It's an interesting idea-- it allows you to roughly control where the shots that miss will land (such as hitting a target behind, blowing up an oil tank, etc.), as well as letting you target specific body parts.

Like, I just had a target that was, by default, aiming at a fairly slim piece of arm and leg. That specific unit could get two shots off that turn, so I shifted the aim over to destroy a pillar first, which gave me a clear line of shot to the body. (Incidentally, about half the shots missed the pillar and hit it anyways, so... yeah.)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: scriver on December 04, 2019, 02:55:03 am
Free aim seems like a weird thing to have in a turn-based tactics kinda game?  Like, Future Tactics had it and the only real reason that game was cool was because Tim Follins did the music for it I think.

I'm now unsure what free aim means, because I assumed it was like how in Jagged Alliance 2 you can shoot everywhere.

And Jagged Alliance 2 is like the best turn based tactics game that's been made, and being able to aim everywhere is part of the reason why it's that good.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 04, 2019, 03:17:27 am
I'll just leave this here, so everybody's clear on it... it's a pretty succinct description and I don't think there's anything factually conflicting: https://www.rockpapershotgun.com/2019/12/03/phoenix-point-free-aim-and-part-damage-guide-how-to-use-the-free-aiming-system-for-more-precise-shots/
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: scriver on December 04, 2019, 04:34:45 am
Ah, i see.

By the way, is Phoenix using the xcom engine? It looks like it's using the xcom engine.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 04, 2019, 04:47:14 am
By the way, is Phoenix using the xcom engine? It looks like it's using the xcom engine.

PP is in Unity, XCOM is in UE3.5, so... probably not.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: umiman on December 04, 2019, 01:30:04 pm
It's pretty sad how little coverage this game has. It used to be such hot shit.

I didn't even realize it came out as virtually nothing is covering its release.

And there's like... 2 reviews?

Guess this is what happens when you sell your soul.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: AzyWng on December 04, 2019, 01:38:52 pm
Here's Beaglerush's stream of Phoenix Point. (https://www.twitch.tv/videos/516756811)

As I said before, it's... very negative. The later half of the stream is where Beagle really begins to trash the game.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on December 04, 2019, 03:25:45 pm
It's pretty sad how little coverage this game has. It used to be such hot shit.

I didn't even realize it came out as virtually nothing is covering its release.

And there's like... 2 reviews?

Guess this is what happens when you sell your soul.

??? there's like 12 professional reviews on metacritic, including some majors like PC Gamer, RPS, eurogamer. most of them are moderate/positive. looks fine overall. i'll probably get around to playing it at some point.

Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on December 04, 2019, 03:46:38 pm
75 / 7.4. It's doing ok as far as Metacritic stats go. Whether or not that translates to sales so people who invested get money out of it...remains to be seen.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sanctume on December 04, 2019, 03:56:16 pm
BeagleRush' review was based on the comparison from Backer's Build 5 (BB5). 

And the time in between was PP Devs (Julian Gollop) went to Epic Game Store exclusive for dev money/resources. 

Some of the critique is based on the "free aim" in PP which not the same as free aim from Original Game (OG) X-COM circa 198?.

Free aim in PP is giving a First Person Shooter aiming mechanic on a target. 
Free aim in OG is pointing your weapon on the isometric view, and watching your weapon "balistic" representation move from your soldier to beyond visual range.
They aren't the same. 

The Free aim in PP is gimmicky that "break" the flow of the tactical game. 

Example, alien target has a shield.  You Free aim and see majority 90% "shield". 
However, free aim also is based on how the target animates. 
When the target animates and exposes a limb / hand / arm as a valid target, then you basically ignore the "shield" and wait/waste time waiting and looking for the exploitable animation. 

Other items, the tutorial was more detrimental add-on than polish. 

Another item, the game was glaringly unpolished.  There is the paper doll page with nice graphics of damage, health, stats.  But when you need to see actual game numbers, you are presented with a uninspired table with a row label: .. ARM LEG ARM LEG.  Which arm or leg, left or right? 

Another.  Cursor movement to a tile, shows these graphic lines for Line of Sight (LOS).  Move to a spot on the roof looking down at an alien for a flank.  Cursor shows LOS, but move there and you have no valid shots, including no free aim opportunity. 

General imbalance from the start at inflated cost for recruits, research, and building upgrades.  So it quickly becomes a resource grind.  You are shown the story line, and tells you of 3 factions, spreading your options early on. 

You get on to those faction, learn new tech research but you are missing out on obtaining resource to do them or obtain them. 

So you grind resources, but the resources is guarded by aliens already?  By the 2nd mission of the same resource gathering, it's the same shit, just different unforgettable maps.

Oh, one of the "hooks" early on is that the AI is supposed to adapt to the player's strat.  On example was if player favor grenades often, the aliens in future encounter will start having better aoe armor / protection / shields.  But how you tell this is happening when the numbers are hidden in tactical area. 

Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 04, 2019, 05:10:46 pm
I'm probably about 25 missions in, 2 of which are faction, and 3 are main storyline, and haven't have resource shortfalls yet.

Sure, I'm still building up my bases, but I don't feel like I'm being squeezed (other than how my starter base is distressingly close to hostile territory, including the equivalent of a hostile base)... and there's plenty of territory left to explore and snag resources from.

Joining/Aiding a specific faction early isn't required, but the way things are structured, seems to be heavily favored... you can still get tech from the other factions anyways, if you choose to steal from them, though those missions are... rough.

Unfortunately, I haven't really seen the effects of 'smart adaptation' yet, if it works well at all. Same ol' units, pretty much a random mishmash. Focus fire and overwhelming damage works. Mobility and range is king.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on December 04, 2019, 07:21:53 pm
75 / 7.4. It's doing ok as far as Metacritic stats go. Whether or not that translates to sales so people who invested get money out of it...remains to be seen.

we already got the money out of it, months ago. the guaranteed sales from Epic did that. got a check for ~$950 middle of the year, after a $500 investment in late 2017.

i guess we could still get more depending on subsequent sales, i forget what the sales thresholds and caps were
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on December 04, 2019, 07:35:56 pm
Yeah, this game needs polish. It has a lot of neat ideas to it and so far it's fun enough, but definitely comes across as a bit clunky.

I'm not terribly fond of how expensive and rare new recruits are. Means I have a lot of downtime waiting for people to recover before I can really go off and do new missions, especially if I have one where a lot of soldiers got injured.

I'd say I will easily get my $25 worth, especially once the various expansions hit, but I'd be a bit hesitant to recommend people buy it for full price right now. Might have a more solid opinion on that once I get further in.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: nenjin on December 04, 2019, 08:44:33 pm
Quote
we already got the money out of it, months ago. the guaranteed sales from Epic did that. got a check for ~$950 middle of the year, after a $500 investment in late 2017.

Curious what it would have netted without EGS' cash infusion.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 04, 2019, 10:15:06 pm
I'm not terribly fond of how expensive and rare new recruits are. Means I have a lot of downtime waiting for people to recover before I can really go off and do new missions, especially if I have one where a lot of soldiers got injured.

Use medkits liberally. There's none of that heal-only-fatal-wounds thing like in X-Com, so you can just jack in a ton of drugs until you're at full health. Or do that at the first turn, while you're getting people into position. They restore 120hp, and a baseline soldier has only 180, so that's most of the way. Injuries should not be slowing you down.

The only thing you have to worry about is stamina, and that's not too big a deal, as you can probably do most easy/medium missions, at least on the default difficulty, with 5-6 without issue. The upshot to doing missions short is that they get more xp, since it's split less ways.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on December 04, 2019, 10:44:47 pm
Heh. I figured that out shortly after posting that. Does help.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Glloyd on December 04, 2019, 11:41:49 pm
75 / 7.4. It's doing ok as far as Metacritic stats go. Whether or not that translates to sales so people who invested get money out of it...remains to be seen.

Doesn't matter. They already said they got enough money from Epic that they'd be in the black even if they didn't sell a single copy.

EDIT: Missed that this had already been said, my bad. Either way, disappointed that this turned out the way it did. Also, I heard surprisingly little about the release, didn't even know it was released until I saw this pop up in my "Updated Topics". It seemed like there was a lot of hype for this before the Epic deal, I wonder what numbers will shake out to be, but I doubt we'll actually hear anything about that, and even if we did, there's no way of knowing how it would have sold otherwise.

EDIT2: Wait, the mutation system was apparently cut? Wasn't that the main selling point of the game? Can someone who has it confirm that?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on December 05, 2019, 01:11:26 am
Holy, Sirens are OP. Not only do they have extreme amounts of health with healthy armor, but they can mindcontrol way too many people at once. With no cooldown.
I had a Siren mind control three soldiers in a row (one per turn) that I sent to kill it as I was getting desperate to free my MC'd soldiers. But nope, kept on just absolutely tanking the hits then mind controlling whoever was closest.

Also, fun fact: the screen where it shows your dropship flying? Not a loading screen (at least for me). I can skip it instantly with no penalties. Did not realize that at first.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 05, 2019, 01:24:32 am
The Ambush maps are seriously annoying... you start off in the middle of a map, need to survive for three turns, and at the end of the third turn, reinforcements start spawning and you need to flee to an extraction point on the edge of map. Where's that zone? You don't know until it spawns.  >:(

EDIT2: Wait, the mutation system was apparently cut? Wasn't that the main selling point of the game? Can someone who has it confirm that?

I can't tell if they're actually changing or not, but the research for Pandoran Evolution (or something like that) seems to imply that they're actively changing still. Of course, that could just as easily be general flavor text.

Holy, Sirens are OP. Not only do they have extreme amounts of health with healthy armor, but they can mindcontrol way too many people at once. With no cooldown.
I had a Siren mind control three soldiers in a row (one per turn) that I sent to kill it as I was getting desperate to free my MC'd soldiers. But nope, kept on just absolutely tanking the hits then mind controlling whoever was closest.

Just stay back and take them out from a distance. My squad could drop one in a turn and a half of concentrated fire, even accounting for at least a quarter of my shots missing. Admittedly, I've only fought two, and I managed to get the drop on both of them, so I was in a highly advantageous position both times.

Oh, and eventually, you can MC stuff yourself:
Spoiler (click to show/hide)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on December 05, 2019, 05:07:36 am
First impressions:

Holy shit the lack of polish. The dropship scene just screams CLOSE ENOUGH! while shoving it out the door, the graphics seem pretty bad, and there's all kinds of minor UI clunkiness. Destroyed terrain falls and is removed pretty poorly too, which is highly unfortunate because it's super satisfying to blow up the world even with that.

Class system/progression seems janky. Every levelup gives 50 points, you can spend them on stats or special abilities. Classes are assault/heavy/sniper plus some more specialized ones you probably won't see right away, assault seems to be the most common/default. Not that many special abilities and a lot are meh or only good for very specific characters, but if you don't like the specials available you can just grab more stats. Which are either kinda weird or I'm just not getting them: Strength (HP, carry limit, grenade range), Willpower (mental HP and mana for special abilities), Movement (move further). Willpower doesn't seem that great, maybe I'm just not using my special abilities often enough. The other two are good but very background-ish.

Notably, I don't think the system actually makes your guys distinct very well. There's a random smattering of "personal" skills that were presumably intended to handle that, but they don't tend to define a character very well from what I've seen.

Enemies are kinda weird. There's two main types, crabmen and four-armed scuttling humanoids, but their loadout mutates every mission so they don't really have any persistent qualities. Crabmen usually have their iconic shields and the scuttlers typically go invisible and scurry off when damaged, but neither is guaranteed. There's other enemy types but they're rarer and typically much more specialized, so it's sort of like the main two plus mutation system has largely but not entirely replaced the idea of different enemy classes. The enemy shuffling is a cool system, it just feels like they stumbled into parts of it. Also, without telling me what the various parts do (they do show weapon stats, but I have no idea what a jellyfish head means) I can't really judge the mutations except on looks.

Free aim is surprisingly well integrated. The AI aims pretty competently for the most part, so I didn't usually feel like I had to manually line up shots. Crabmen are also pretty good at cowering behind their shields, so unless you flank them they usually are pretty tough.

Limb damage, HP, and medkits produce a weird minigame. You can heal up damage pretty easily with consumables, but not limb damage, so you can heal a LOT of damage but eventually their arms will break and they literally won't be able to use any weapons anymore. Also means burst damage (such as from enemy snipers) tends to be overpowered since it risks not giving you a chance to heal. Explosions also seem to wreck body parts, making them dangerous for a different reason. I don't know if all this is good or bad or what.

Missions are very short. This is actually really nice, you get lovely bite-sized seafood fests.

It's very XCOM. One of my guys got grabbed by a mind controlling facehugger, and then you've got to shoot it right off their face to free them. Haha! I have a sniper with a pistol, so I'll just- oh, it did half its health in damage. Oops, those things are pretty fragile, I thought one shot from a pistol would be enough but not quite. Oh, and uh... that guy has the special where you fire twice at enemies when they shoot you, so two minor bullets to the chest for your trouble. That's okay, because this next shot... will miss. And then you get shot more. And the next shot just nails the victim instead of the alien parasite, so then you get shot more. And then again, so you get shot more. Now my savior is moderately wounded and out of actions and there's still an alien parasite on one of my guys, so I finally have to wash it off with an assault rifle, which of course results in slight bullet-to-face syndrome for my poor victim.

Overall I'm enjoying it, but there's a lot I wish it did better or aren't sure I understand.


The Ambush maps are seriously annoying... you start off in the middle of a map, need to survive for three turns, and at the end of the third turn, reinforcements start spawning and you need to flee to an extraction point on the edge of map. Where's that zone? You don't know until it spawns.  >:(
Playing on Veteran (the default) ambushes are never difficult enough for me to care. The exits are also never more than a turn and a half away, from what I've seen, so it doesn't matter that much.

EDIT2: Wait, the mutation system was apparently cut? Wasn't that the main selling point of the game? Can someone who has it confirm that?

I can't tell if they're actually changing or not, but the research for Pandoran Evolution (or something like that) seems to imply that they're actively changing still. Of course, that could just as easily be general flavor text.
They get new weapons every map for me, and their heads/bodies shift now and then (whether this does anything I don't know; I suspect it's flat HP/armor boosts). I don't think the intended "slowly evolving to counter your strategies" bit really works, but I'm actually not sure how I'd tell.

Holy, Sirens are OP. Not only do they have extreme amounts of health with healthy armor, but they can mindcontrol way too many people at once. With no cooldown.
I had a Siren mind control three soldiers in a row (one per turn) that I sent to kill it as I was getting desperate to free my MC'd soldiers. But nope, kept on just absolutely tanking the hits then mind controlling whoever was closest.

Just stay back and take them out from a distance. My squad could drop one in a turn and a half of concentrated fire, even accounting for at least a quarter of my shots missing. Admittedly, I've only fought two, and I managed to get the drop on both of them, so I was in a highly advantageous position both times.
It also costs them Willpower to maintain, so if they grab half your goddamn squad in one turn they won't be able to keep them for long.

Needless to say my own success rate with them is poor.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 05, 2019, 06:10:03 am
It's not that the ambushes are difficult... Just that they're annoying. You can't decline them (they're ambushes, duh) like the crates, they're not really tactically interesting (I had one start me off surrounded... I killed them all on my first turn and stood around waiting for the exit.), there's not much to be had from them other than some xp, and it just doesn't make too much sense to me why the exit isn't there immediately. Or at least the location of which is shown. There's also no benefit to killing, far as I can tell-- I had a 2-man squad just run around for three turns and got the same xp.

I suspect the real reason why there are ambushes is to prevent cruising the world with a single unit for noncom events while everybody else rests up.

Finally got tagged by a siren. Had two units MC'd when it literally dropped off a tower into me which kind of hurt, but breaking its head fixed the MC quickly, and it only took me five units to kill (-1 if my heavy was available, +1 if I didn't have one of those Anu pistols... 100dam/1hit/2AP: Great for armored targets.)... Just over one turn since I'm running a 6-man team instead of the limit of 8.

Edit: And uggggh. There are actually some bugs that highly impact gameplay, rather than just being annoying or weird. Like being unable to use evac points when you're supposed to be, for unknown reasons, which is pretty bad when they're closing in. (Saving and reloading fixed this one on occasion.)  Or being unable to reload because you're out of ammo clips, despite it being right in your inventory and the onscreen indicator says you have ammo. (Which I guess this guy was lucky; it was a base assault going south.)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on December 05, 2019, 11:36:05 pm
Yeah. I’m really enjoying the game but by god is it missing polish. It’s also funny just how much the game is similar to NuCOM 2. From the map aesthetics to classes to the tiniest UI detail. Stuff like the blue/yellow tiles are to be expected, sure, but less expected is the fact that the action points are pretty much communicated in the exact same way that NuCOM communicates its moves.

It kind of feels like a very good complete overhaul mod. Though I do like NuCOM better as much as I enjoy this game.
Also god I hate how bad the UI is at any information. It’s way too hard to tell what an enemy’s health sometimes, and not once have I been aware that someone’s ammo was running low.


Fun fact: you can evacuate civilians manually by sending them to the evacuation zone and sending them away like any other soldier. Most will probably notice this themselves but I didn’t instantly pick up on it.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 05, 2019, 11:52:09 pm
Yeah. I’m really enjoying the game but by god is it missing polish. It’s also funny just how much the game is similar to NuCOM 2. From the map aesthetics to classes to the tiniest UI detail. Stuff like the blue/yellow tiles are to be expected, sure, but less expected is the fact that the action points are pretty much communicated in the exact same way that NuCOM communicates its moves.

It kind of feels like a very good complete overhaul mod. Though I do like NuCOM better as much as I enjoy this game.
Also god I hate how bad the UI is at any information. It’s way too hard to tell what an enemy’s health sometimes, and not once have I been aware that someone’s ammo was running low.

Fun fact: you can evacuate civilians manually by sending them to the evacuation zone and sending them away like any other soldier. Most will probably notice this themselves but I didn’t instantly pick up on it.

Did XCOM have the blue/yellow and dotted/solid tiles? Because I'm really liking that and I don't recall seeing it elsewhere. Another related feature is that I don't recall any other games of the genre with these macro APs allowing you to, say, move half an AP, fire 2AP, move half AP. A partial move usually counts as a whole move, or firing ends your turn.

I didn't even realize you could control the civvies by entering their sphere of influence until I ran past one towards the end of a fight and I got control of them. I was wondering why they were so dumb that they wouldn't even cower behind a desk.

One thing I could use on the UI readout is exactly what hand is holding what weapon-- depending on camera angles it can be extremely unclear and between shooting an empty arm and one holding a launcher... Also: Headshots are way overrated.

In other news, has anybody else done a Pandoran Lair (T2 base, I think?) yet? Just curious how it stacks up against my experience...
Spoiler (click to show/hide)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on December 07, 2019, 08:39:44 pm
XCOM 1/2 have 2 action points with blue/yellow lines, each representing how far you can move in one action point. Any movement within blue always takes 1, any movement in yellow always takes 2. Firing a weapon always finishes your turn but can be done with one or two points left, I think reloading always takes 1. And so on. It's a nice system. I like it about the same as Phoenix Point's system's concept (jury's still out on the execution of it though).

Pandoran Lairs are interesting. T
Spoiler (click to show/hide)

On another note, armor is... extremely punishing. Especially later in the game. That one is super fun. Starter weapons literally become useless. My assault rifles did 0 damage to enemies no matter where they could hit them. NPC factions do upgrade their guns and you do get those with new recruits, but ammo is nonexistent and it feels like they come at least a bit behind the curve so you don't get their new weapons right when you start seeing enemies invulnerable to the starter AR.

And screw those artillery guys. The worm ones feel fine, but then you come across the actual straight-up damaging artillery ones which suck. They can fire a volley every turn from anywhere on the map, and while they suffer from inaccuracy it is extremely unlikely that they won't at least get one hit which is extraordinarily damaging. And if all of their shots get their target? You're screwed.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 07, 2019, 09:58:37 pm
On another note, armor is... extremely punishing. Especially later in the game. That one is super fun. Starter weapons literally become useless. My assault rifles did 0 damage to enemies no matter where they could hit them. NPC factions do upgrade their guns and you do get those with new recruits, but ammo is nonexistent and it feels like they come at least a bit behind the curve so you don't get their new weapons right when you start seeing enemies invulnerable to the starter AR.

And screw those artillery guys. The worm ones feel fine, but then you come across the actual straight-up damaging artillery ones which suck. They can fire a volley every turn from anywhere on the map, and while they suffer from inaccuracy it is extremely unlikely that they won't at least get one hit which is extraordinarily damaging. And if all of their shots get their target? You're screwed.

Depends on the weapon; any burst weapon rapidly drops off, but things like the launcher or sniper rifles still pack a punch... and one of the Anu T1 weapons is a 100x1 pistol. I'm still using that thing (up to T3s on some of my armaments now) because I haven't found anything else with a reasonable accuracy that can punch through armor like that and only costs 2AP.

I'm guessing the artillery guys (looks kind of like a hermit crab?) actually do something on yours then? Because I've encountered them maybe a dozen times so far, and they only lob goo bombs from a distance that lock down my movement. They might do something up close, but I never got within ten paces of one yet. Don't think I've seen worms yet, unless you mean those stationary pillars that have three screaming human torsos up top?

Raiding the other havens is actually really tough too, if you haven't tried that. Worse than the lair, I'd say: The snipers they have are just as accurate, and just as damaging as yours are...
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on December 07, 2019, 10:20:20 pm
As for the yellow / blue lines bit and whether that was crimped from the X-Com reboot, I'll just point out that a similar system seems to have been used in Gollop's Tom Clancy's Ghost Recon: Shadow Wars game, which was already out before the X-Com reboots, and it uses yellow tiles for an inner movement area and blue beyond.

EDIT: actually there are signs of this in earlier Gollop games, such as Rebelstar: Tactical Command. See color-coded movement ranges in this image:

Spoiler (click to show/hide)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on December 07, 2019, 11:37:48 pm
Right -- artillery as in the big hermit crabs. They have a lot of types. I usually just get ones that throw explosive/poison worms (I think you always get a mission to deal with these types of guys at the first religious-whatever haven you find?) but sometimes the explosive ones.

Worm artillery is manageable. You get 3 worms catapulted at you, but they have to wait until the next enemy turn to act. So it just means you have to spend some actions and ammo getting rid of them. Can be annoying, and pretty bad if you're already overwhelmed. But explosive artillery? It's basically just lobbing 3 grenades at any single target in the map.

And yeah, launcher + sniper rifles are useful against armor but both have drawbacks that prevent them from just being a replacement for any gun rendered useless.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: sluissa on December 08, 2019, 12:37:32 am
My short experience with the game was frustrating.

I love the tactical mechanics. I like their take on XCOM2 style geoscape. But the whole thing is just so bland. There's no life to it, nothing to attach to. Story concepts have been done before... multiple times. Enemies were all variations on things we've seen before and nothing that was truly scary. (Admittedly, I only played about 2 hours. Something else might show up later.)

I don't like newCom, 1 or 2, mostly for nostalgia reasons, but I just don't like the way it played all that much either. But I do admit that for the most part they made a tactical battle system that was more or less solid. (Up until X-Com 2 decided to go all Dragonball Z on the power levels). But at least those games gave you something to latch on to. Central, the Shens, Vahlen, Tygan. Even shadowy Optimus Prime Council Man had you feeling something when he reappeared in 2.

Phoenix point is doing a few things very right... but missing a lot to make it a good game, in my opinion. I probably won't be playing anymore of it.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Reelya on December 08, 2019, 12:46:50 am
I'm thinking that after it finally launches on Steam there may be big changes. They might be using the Epic money / time as a kind of Beta testing.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Farce on December 08, 2019, 01:48:15 am
I guess I'm just weird because I'm not seeing a lot of the issues lots of other people are throwing at this game.

Like the worst shit to me is how fucking impossible it is to get new recruits and the EGS debacle, and the EGS debacle is basically Epic throwing their Fuck You money around.  I can absolutely understand an indie company competing with an AAA IP taking that, even if it's shitty.  Also I don't reeaallly understand the 'polish' complaint?  It seems like a very vague, generalized complaint of 'I don't like it', and I can't really understand it because the game is good and fun to me.  Someone mentioned the the jet-landing animation that is like eminently pointless and skippable, and like, sure, but that's such a whocares thing and I always skipped that shit in the New-Com games too, where you couldn't even get a cool new vehicle like you can in this one.

Annoying:  The recruits are a weird decision.  Like a new level 1 guy is just straight up more expensive than building a brand-new APC, it's really goddamn silly and I'm really aching for mods to change that so I can stop feeling like my entire faction is 5 guys in a jet spread across 3 abandoned secret underground lairs.  I GUESS it's work aroundable by just pumping medkits when I need to but that still kinda sucks.

Annoying:  It feels like there's basically no research?  Like you can ally with a faction and that seems to basically just give you all the shit they science up for free, but from what I saw you don't get any cool unique shit, it's all stuff from other factions.  There doesn't seem to really be any progression either; my very first mission was against some NJ dudes and I looted an NJ rifle that is the exact same as the rifle I got from them when I did their loyalty missions and made them ally with me and give me all their dope tech.  No upgrading from bullets to lasers to plasma, no sidegradey differentiation of weapons within a faction, no weapon or armor mods, none of that stuff.  I GUESS that makes sense since you don't ACTUALLY have any scientists, but its still kinda lame.  At the very least I kinda expected super secret techs you have to discover in Phoenix sites/bases or something.  Alas, I guess I'll have to wait for mods before I get a Phoenix Flamethrower or some kinda reviving tool that also incidentally creates a shitload of heat.

Weird:  The enemies.  Feels like the concept of the mutation system didn't really pan out, because as someone mentioned the enemies seems to just kinda select one of two things.  NotCrabman gets regen OR cloak.  Crabman gets some selection of 2 of melee arm, gun arm, shield arm or grenade arm, and (I think) always has their poison spit.  I  think there's something about how enemies that come from a xenobase will usually have the same equipment, but that's the sort of thing that's not really reliable enough to be used by a player imo.

Weird:  Man how come grenades are so worthless when I use them and so devestating when the xenos use them?  One blast from a crabman's grenade arm (which they seem to have like from the very start of the game) can cripple limbs and 2-3 definitely will while still leaving the soldier alive.  So far seems like its a fancy advanced skill from an advanced class thing from the NJ guys to heal limbs too, so one grenade can (and has) taken out soldiers by just leaving them totally unable to fight because they jacked up an arm or something.

Weird:  Seems like there's no real way to see an individual dude's stats during a mission.  That's kinda goofy.

Good:  Short missions.  The New-Com games' missions drag on for-ever and I hate them.  PP's are nice and quick.  There's no obnoxious hide-and-seek either, the xenos seems to just fucking beeline for you.  Kinda reminds me of the After____ series of Xcom-likes, those are generally quick and action-y instead of glacial badguy hunting... though tbf glacial badguy hunting WAS Original X-Com's MO too (and I hated it there as well).  Some people say that they lack variety?  But like... so did X-com??  And also, I feel like that's not really accurate???  There are defense missions where you gotta go fast to find and blow up bad guys before they break shit, scavenge missions where you can just kinda take it easy and hunt the badguys down, the admittedly somewhat annoying ambushes where you start out of cover and surrounded... Enemy variety is a little bit lackluster since (at least so far) the xenos tends to mostly deploy 2 regular troops that tend to be equipped relatively similarly along with occasional different-types like the Mindfraggers, but it's not OldCom where you would have ONE kind of guy and like maybe one DIFFERENT kind of guy if it's a terror mission, nor is it the New-Coms where your opposition could be like anything, because every kind of xeno could appear mixed with every other kind of xeno.  For variety, you get the factions and 'generic' human opponents too.

Good:  The AP system is a way better modernization of good ol' TUs than the NewCom games.  Seems like it hits all the right notes of working the same, too - you use a set percentage to shoot your gun (that is, 2 AP to shoot your rifle means it has a 50% TU cost), but the faster you are the more TUs you have, and the further you can move per each of those set percentages.  Simplifying it into 4 AP makes it way easier to understand and track than TUs were too.  Good.

Good:  I like the circle aiming system thing they have now, and its even better because it doesn't display those janky percentages that seem to never reflect reality back in Old-Com and ESPECIALLY in New-Com.  Using WP instead of cooldowns is great too.  IMO it's MUCH better than New-Com's system, because attacks are WAY more reliable AND you get multiple actions instead of '1 move, 1 move/action, but if you attack your turn is over'.  Relatedly I like the gun stats and how combat works in general.  At first ARs are good because little hits against relatively weak armor all add up to good damage, and the multiple shots make them more reliable at hitting on top of the good range and accuracy, but then anything with armor can just tank them completely.  Then you have to start transitioning to bigger guns, but the lower shot counts, higher AP costs make those harder to use... or you pack a pistol, which do enough damage to beat armor and can due to the AP cost (and sniper abilities) can be spammed super hard.  Armor is weird, but hilarious - I love how a Heavy's armor makes them super scary, even if they can barely fight because of their ridiculous speed and accuracy penalties, simply because they take next to no damage.  I had a NJ recruit in their faction armor get out of position, and with just their moderately better armor they miraculously managed to survive getting stabbed by a Siren, blasted with a shotgun, and then hosed down by 2 machine gunners, after which they just scampered away to heal because they didn't even take enough leg damage to eat a debuff.  I was expecting to have to reload, but her armor was just like 'NAH gonna totally no sell this'.  Like, I bitched about the like near-complete lack of research, but I still really like the game even lacking that kind of progression.

Also those artillery crabs freaking suck.  I always seem to get the ones that shoot explosives rather than the worm launchers.  The worm ones are absolutely fine, since I've got 2 pistoliers that can just pop those suckers, but the bomb-artillery just tears me up.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on December 08, 2019, 02:06:44 am
The factions do improve their tech over time. You should notice the game telling you about their research (and construction) projects while you're in the geoscape. It's actually pretty cool. They do develop better weapons, for sure. You also have things like
Spoiler (click to show/hide)

Though while the above is true, I do agree on some point at least. Your own research stuff is annoying. I pretty much expected this, though, considering how it works exactly the same in Apocalypse. 'Cause in Apocalypse, you get your research: it's very crappy until the endgame. You just kind of piddle around doing autopsies and boring things until you can make the 1-2 types of acid guns and ultimate armor, along with the dimensional-travelling ships. So it gets points back for the endgame, but still -- for most of the game you almost exclusively progress through looted equipment and equipment bought from the other factions (who get new stuff to sell at set time intervals throughout the game).
Honestly, I only think UFO Defense (and TFTD too sure) and the NuCom games have anything approaching a good progression/research system. NuCom doesn't have thaat much sidegrade research, but it still feels really good to progress in it, both through research and your soldiers getting better. Apocalypse is bad for aforementioned reasons, and the Afterblank series is pretty much exclusively sidegrades barring a few sidegrades that turn out to be objectively better.

Also >AFTERBLANK SERIES MISSIONS BEING "QUICK"
All afterblank battlescape gameplay is, is just playing hide and seek in the infuriatingly big and maze-like maps with strange enemy AI. Then you have stuff like the damn multi-phase missions. Which suck. I hate those missions. It's the reason I never beat Aftermath. Then you have the goddamn frequency of the missions. Aftermath does let you delegate any non-story mission optionally, Aftershock lets you build defense facilities in your bases that work kind of like UFO Defense base defenses (though Aftershock defenses suck; they give you allied NPCs in the battlescape in places where you have defenses BUT YOU AUTO-LOSE IF THEY DIE), and Afterlight lets you build missile defense facilities which basically halve your defense missions in half.
Yet it's still waaaayy too many missions. You have a gazillion defense missions a second, which can get really annoying due to the insanely weird map layouts you get in your territory.

Phoenix Point is great in terms of enemy placement. NuComs are also great; even if they have longer missions in general the maps and AI are designed so that most of battlescape gameplay is actually that -- gameplay -- and not hide and seek. UFO Defense... ugh. Terror from the Deep? Dear god, please no.
Afterblank goes between UFO Defense and TFTD, in my opinion.

(don't take this as mean please I just saw an opportunity to vent about Afterblank battlescape and I took it)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cthulhu on December 08, 2019, 05:04:44 am
I knew the evolution system wouldn't pan out.  Or perhaps it does, and it's just not obvious. Complicated under the hood mechanics always end up like that, I remember comparing the Hunter from Dead Space and the alien from, uh, Alien, on here.  One was purely scripted to show up at certain points, one would use its senses to track you through the ship and appear dynamically.  In practice, unless you played each game multiple times, these things were indistinguishable.

I figured evolution mechanics would be the same way.

In any case, apparently I didn't refund, or I refunded and they forgot.  I'll probably sit on the key for a while though, just built a bangin new computer and my CPU came with Outer Worlds, which should be a better test of just how bangin this thing is.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on December 08, 2019, 05:14:38 am
Try a fort with hundreds of dwarfs!

On my museum piece I can get to the 1st mission with long loading times, but when the game goes back to geoscape it stops working, running out of memory I assume.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Farce on December 08, 2019, 12:39:39 pm
Also >AFTERBLANK SERIES MISSIONS BEING "QUICK"
All afterblank battlescape gameplay is, is just playing hide and seek in the infuriatingly big and maze-like maps with strange enemy AI. Then you have stuff like the damn multi-phase missions. Which suck. I hate those missions. It's the reason I never beat Aftermath. Then you have the goddamn frequency of the missions. Aftermath does let you delegate any non-story mission optionally, Aftershock lets you build defense facilities in your bases that work kind of like UFO Defense base defenses (though Aftershock defenses suck; they give you allied NPCs in the battlescape in places where you have defenses BUT YOU AUTO-LOSE IF THEY DIE), and Afterlight lets you build missile defense facilities which basically halve your defense missions in half.
Yet it's still waaaayy too many missions. You have a gazillion defense missions a second, which can get really annoying due to the insanely weird map layouts you get in your territory.
Alright, yeah, that's fair.  It's been a while but I just remember missions being pretty engaging in Afterlight, because I had the 'more enemies' mod so every mission was nuts, so they didn't feel all that long.  Aftermath sucked though.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sharp on December 08, 2019, 03:56:13 pm
'Cause in Apocalypse, you get your research: it's very crappy until the endgame. You just kind of piddle around doing autopsies and boring things until you can make the 1-2 types of acid guns and ultimate armor, along with the dimensional-travelling ships. So it gets points back for the endgame, but still -- for most of the game you almost exclusively progress through looted equipment and equipment bought from the other factions (who get new stuff to sell at set time intervals throughout the game).

Apocalypse was a rushed game, lots of planned features which got cut.

The intervals between getting new stuff wasn't time but score, Apocalypse had a slightly evil mechanic in that the higher the score you got the more the game progressed in terms of aliens and weapons, you could start the game just demolishing the Cult of Sirius and then end up with mid-game aliens wrecking your shit.

I really liked lots of ideas in Apocalypse though, it's probably my favourite in the series even with the shitty looking 60's stuff.

Was really close to buying Phoenix Point but I don't want to deal with Epic Games Store, I guess it might be a blessing that I will only be able to purchase it next year when the game is hopefully more polished.

Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 08, 2019, 05:32:31 pm
XCOM 1/2 have 2 action points with blue/yellow lines, each representing how far you can move in one action point. Any movement within blue always takes 1, any movement in yellow always takes 2. Firing a weapon always finishes your turn but can be done with one or two points left, I think reloading always takes 1. And so on. It's a nice system. I like it about the same as Phoenix Point's system's concept (jury's still out on the execution of it though).

Ah yeah, that's how I recall most things that have the more macro AP system working; I'm rather liking the fractional AP system of PP. It hits a balance between modern systems and the TU of X-Com. (Though personally, I still prefer the tactical complexity of the latter.)

Another fifteen or so missions later, I still haven't encountered artillery doing anything other than lobbing giant goo balls. Which really doesn't matter much to me, since my offense is focused on snipers who are picking things off before they get into range, so as long as I'm goo'd out in the open, I'm fine.

I feel like I'm the only one not having recruit cost problems; I'm at 24 people, running 2 squads of 6 and 8, with the remainder cycling in and out. I probably could expand further, but I really don't want to bother with more crate defense missions. I'm taking it pretty slow on the main storyline though, doing more exploration, haven defense, and faction missions... I think I'm only up to my fourth storyline mission.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on December 08, 2019, 08:25:14 pm
Yeah, I've yet to encounter any kind of goo artillery. Probably the evolution system and/or, if it's relevant here, the enemy bases only making certain unit types, working indiscrutably in the background.
Which is kind of cool. Maybe.

stuff
Apocalypse was a rushed game, lots of planned features which got cut.
The intervals between getting new stuff wasn't time but score, Apocalypse had a slightly evil mechanic in that the higher the score you got the more the game progressed in terms of aliens and weapons, you could start the game just demolishing the Cult of Sirius and then end up with mid-game aliens wrecking your shit.
I really liked lots of ideas in Apocalypse though, it's probably my favourite in the series even with the shitty looking 60's stuff.

Was really close to buying Phoenix Point but I don't want to deal with Epic Games Store, I guess it might be a blessing that I will only be able to purchase it next year when the game is hopefully more polished.
Yeaahh. Apocalypse's progression across the board is just weird and, while arguably inventive, a bit off. It could have been better, but I still feel like lots of the progression in Phoenix Point is still related to design concepts in Apocalypse.


And while I maintain that the Epic store is fine (though not as good as steam in features and it adds another different platform, I'm more than happy just buying stuff on it as necessary), Phoenix Point is coming to Game Pass and the MS Store on PC so you'll be able to get it there instead.
The Microsoft Store is still awful, but the beta program they have for game pass and also buying those games without game pass is actually pretty good.

Sadly it's not in Game Pass yet. It was supposed to be, but the certification process is taking longer than they expected. Probably won't be particularly long but they don't have an ETA.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cthulhu on December 08, 2019, 08:27:25 pm
Still early on, having fun, but I dislike epic store.  Hopefully it'll transfer my backer keys to whatever platform I want.

Also probably the worst thing so far is the screen tearing.  I have v-sync on and I've also got a g-sync monitor, so I'm guessing it's something specific to phoenix point's rendering, but occasionally it's enough to give me motion sickness.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on December 08, 2019, 08:46:21 pm
Just to throw this out there again now that they game is actually out: I have a coupon for $10 off the Season Pass if anyone wants it. I'm getting the Season Pass for free for being a backer, so I won't need it. It directs to the Phoenix Point site directly, so I assume it's good for whichever platform.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on December 08, 2019, 09:03:26 pm
If there's no one else more needy, I'd gladly take the coupon
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 08, 2019, 09:50:48 pm
Yeah, I've yet to encounter any kind of goo artillery. Probably the evolution system and/or, if it's relevant here, the enemy bases only making certain unit types, working indiscrutably in the background.
Which is kind of cool. Maybe.

Maybe has to do with stat point allocations?

Every stat increase I've done so far has been towards... Speed? followed by willpower if they have leftover points, barring the Anu specialty that's will-based. From one angle, if you're maxing Strength(HP), it makes a kind of sense to develop heavy arms to punch though the hp pool; likewise, immobilizing my team neutralizes the advantage of high speed.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sanctume on December 09, 2019, 12:24:35 am
So for stats: 

Speed lets you move more tiles in the tactical map. 

Will Power You "mana" of sorts to use for abilities.  However, Will going down to zero means soldier will panic. 

Does will power increase the number of Action Points?

Strength increases the encumbrance.  Heavier weapons and Heavy armor (has jet packs), more ammo or items to carry. 
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 09, 2019, 12:47:30 am
So for stats: 

Speed lets you move more tiles in the tactical map. 

Will Power You "mana" of sorts to use for abilities.  However, Will going down to zero means soldier will panic. 

Does will power increase the number of Action Points?

Strength increases the encumbrance.  Heavier weapons and Heavy armor (has jet packs), more ammo or items to carry.

Strength also increases your hp. (10 points on total hp when I tried it, though I didn't check if you got a corresponding increase for your body parts.)

Willpower also acts as offense (and presumably defense) for some psi attacks... or maybe just mind control. The player version requires you to have more willpower points than your target to work.

There are very few things that influence AP; there's a skill that gives +1AP to everybody, globally usable once per turn (and capped at 4-- so don't use it unless everybody has made some kind of action), and if your Endurance is low, your AP is capped at 3 until it's taken care of. (I think there was also a tooltip for when your endurance hits zero, but I accidentally clicked past it.)

Worm artillery is manageable. You get 3 worms catapulted at you, but they have to wait until the next enemy turn to act.

Aiiiiiieeeeee. Just met them for the first time. FOUR of them, at once. With 12 per turn, I have to average one and a half kills a person a turn. The Anu priest is actually really powerful here-- for a few willpower, you can mind control as many of them as you have will to spare. And since MC is a no-AP action, you can rest after.

Also, I learned that grenade throws are imprecise: You can do no damage to things that are flashing, and tag units that aren't. There goes my left arm. -_-
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Orb on December 09, 2019, 10:51:28 am
I was having a pretty good time until I discovered dash was OP (Assault ability). It lets you move half your movement points for free, for a cost of 4 will power. This lets you get close to enemies and target their vulnerable bits, often killing them in 1 to 2 shots. Then you can dash back into cover.

But then I discovered shotguns. Specifically Anu shotguns. These bad boys do 10 shots of 40 damage each. This means on an unarmored part I can deal 400 damage. The worse armored enemies (so far) are the sirens, and even then they have only 20 armor so the shotgun does 200 damage.

My game has devolved into moving shotgun assaults around, with each one killing two enemies every turn. I have a sniper with break armor on limb disable, which handles the sirens basically. Two shots to the head disables their mind control.

I breezed through the story missions and I think I'm on the last one? But I'm probably going to stop playing until they nerf dash.

Fun fact: An assault with high speed and willpower can clear an Anu steal research mission on the first turn, without firing a shot. You only have to hit the 3 research terminals and the mission immediately ends.  ::)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ventuswings on December 09, 2019, 11:49:07 am
Strength also increases bash damage, which is kind of a big deal in early game.
Dash is broken and I'm not sure why they did not go with X times per turn limit for some of these abilities, as being able to spam them is very powerful and make picking WP the only right choice for some roles.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sanctume on December 09, 2019, 11:54:05 am
I built +2 more Training room on my 1st base and the recruits that I stole weapon/armor are leveling just fine also. 



Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on December 09, 2019, 11:20:55 pm
Dash is hilariously OP, yeah. Nothing like moving your assaults across the map then kill two enemies each with their shotguns and 4 AP points left after moving, all in one turn.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Farce on December 10, 2019, 03:42:16 am
Fun fact: An assault with high speed and willpower can clear an Anu steal research mission on the first turn, without firing a shot. You only have to hit the 3 research terminals and the mission immediately ends.  ::)
GOTTA GO FAST (https://www.youtube.com/watch?v=VTHsOSGJHN0)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on December 10, 2019, 03:43:58 am
Fun fact: An assault with high speed and willpower can clear an Anu steal research mission on the first turn, without firing a shot. You only have to hit the 3 research terminals and the mission immediately ends.  ::)
GOTTA GO FAST (https://www.youtube.com/watch?v=VTHsOSGJHN0)
FĆST (https://www.youtube.com/watch?v=8dpV7KwDWCM)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on December 21, 2019, 11:20:10 am
I have tried this, and I have to say:
- I like it better than newcom.
- Combat is less random
- Strategic layer is more open-ended.
- Do I get a TFTD vibe?

I think that if the idea was to make a newcom-ish game that was closer to oldcom than newcom, it's a success..
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: thegoatgod_pan on December 21, 2019, 03:13:41 pm
I like it too, but I want more depth—looking forward to expansions for more monsters, classes, gear and research techs.

Most of my complaints boil down to Sirens are OP and Vehicles are underpowered.

On sirens, my stance is: Mind control should cost action points because it is a poor gameplay loop to create a baddy that can only be defeated by pouring fire and special abilities into it with your whole team, and if it doesn’t die in one turn (or came in a group) it will mindcontrol half your team because they just spent all their WP points trying to kill it and it literally costs it zero in both WP and actions to mind-control all of them.

On vehicles:  they should be two-soldiers big not three soldiers big—they don’t do nearly enough damage to balance the contribution of three soldiers’ action economy. As such, even though i want to play with them and do all the fun mobility tricks they allow, I won’t because mobility is useless when you lack the troops to transport. Plus iffy balancing—your starter vehicle is better than all of the other vehicles in the game! Sure it has less ammo, but it blows up half the map and keeps soldiers safe at once—whereas the Muton is basically a souped-up berserker with no such advantage.

Other things that bother me are research: there is nothing to research and I was out of tech by midgame, then made friends with a faction and got automatic knowledge of like thirty techs—why wouldn’t they just unlock those techs for research letting me use my own science infrastructure?  I honestly think it is a waste of effort to build research labs—just build training centers (they stack) and engineering to crack out armor and guns quickly

Finally—why are there even stats in this game? WP is the one stat to rule them all, beating Speed handily with Dash while Strength doesn’t ever seem even remotely useful.

High WP is a lot of fun—especially as the technician with an infiltration buddy—drop spider mines, take control of them and nuke the enemy line, or file your turret 3-4 times a round, never moving and using all your actions to recover WP—rince and repeat until all is dead.  Plus you can grab a vehicle and make it act multiple times in a round (sadly this pnly ever really applies to base defense because on a mission, a Vehicle+engineer leaves so little room for anything else~unless you wisely stole a cult vehicle early on)

Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Malus on December 21, 2019, 06:49:18 pm
Haven't played it yet (I refunded my Kickstarter pledge back when they went EGS exclusive) but it's live on the Xbox Game Pass for PC now, which is $1 for the first month and $5/mo after that, if anyone's interested but doesn't want to drop $40.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on December 24, 2019, 03:41:46 am
I like it too, but I want more depth—looking forward to expansions for more monsters, classes, gear and research techs.

Most of my complaints boil down to Sirens are OP and Vehicles are underpowered.

On sirens, my stance is: Mind control should cost action points because it is a poor gameplay loop to create a baddy that can only be defeated by pouring fire and special abilities into it with your whole team, and if it doesn’t die in one turn (or came in a group) it will mindcontrol half your team because they just spent all their WP points trying to kill it and it literally costs it zero in both WP and actions to mind-control all of them.

On vehicles:  they should be two-soldiers big not three soldiers big—they don’t do nearly enough damage to balance the contribution of three soldiers’ action economy. As such, even though i want to play with them and do all the fun mobility tricks they allow, I won’t because mobility is useless when you lack the troops to transport. Plus iffy balancing—your starter vehicle is better than all of the other vehicles in the game! Sure it has less ammo, but it blows up half the map and keeps soldiers safe at once—whereas the Muton is basically a souped-up berserker with no such advantage.

Other things that bother me are research: there is nothing to research and I was out of tech by midgame, then made friends with a faction and got automatic knowledge of like thirty techs—why wouldn’t they just unlock those techs for research letting me use my own science infrastructure?  I honestly think it is a waste of effort to build research labs—just build training centers (they stack) and engineering to crack out armor and guns quickly
Agreed to all three

Quote
Finally—why are there even stats in this game? WP is the one stat to rule them all, beating Speed handily with Dash while Strength doesn’t ever seem even remotely useful.

High WP is a lot of fun—especially as the technician with an infiltration buddy—drop spider mines, take control of them and nuke the enemy line, or file your turret 3-4 times a round, never moving and using all your actions to recover WP—rince and repeat until all is dead.  Plus you can grab a vehicle and make it act multiple times in a round (sadly this pnly ever really applies to base defense because on a mission, a Vehicle+engineer leaves so little room for anything else~unless you wisely stole a cult vehicle early on)
I don't fully agree on this one. I think it's not as "one stat rules all" as you say, and I think speed is equally important. But it does feel that str plays second fiddle to will and speed.
TBH I think we should have an autostat system like oldcom. Performing certain actions will result in certain stats being higher.

Also: is there any way to clear goo or mist from the battlemap?

If there isn't some combat missions are unwinnable by default
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ventuswings on December 24, 2019, 05:35:32 am
Honestly, the game suffers significant identity crisis between Old X-Com mechanics and WP-skill-centric combat style of New X-Com.

I assume the game removed countdown timer for skills to counteract "unfair" elements of UFO Defense, but it causes tempo of combat to be way too fast. Most combat is just executing whatever broken mandatory build you have, and if it's insufficient, pray alien use their equally broken late-game units in dumb way. Game feels like low in variation not only because the amount of options and enemies are low, but also becausr breadth of combat is very limited.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on December 24, 2019, 06:02:41 am
Yes I can agree with that.

Tbh I like the core of the game better than Newcom, but it needs serious balance patches. Right now the line between wiping the floor with the aliens and being screwed is thin. As was said before, that a single siren can crush your whole team in one turn ... is a bit... ehh.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: lastverb on December 24, 2019, 05:23:52 pm
Same here. Mechanics are much better than newcom. They basically went back to AP with newcom visual representation and 25% multipleirs of ap per shot balance. Manual aim with shot distribution is much butter than everything in the series (obviously wasn't possible with 2d representation). Might be unpopular opinion but i semi-like resource change - 'civilian' factions do the production and you are 'policing' them. Just if it wouldn't be simplified to 3 resources. It also gives the vibes of (IMO) best 'ideas' game in the series - Apocalypse.
But that's it. They went over board with pretty much everything else:
1 Bases are meaningless, they are just the points to heal your soldiers.
2 Research could just be thrown out and it wouldn't affect the game at all.
3 (at 2) There is no progression. Just compare end-game stuff to starting one, difference is laughable.
4 (at 2&3) Manufacturing is retarded - you just try to get steal 2 of something to copy it yourself. Don't bother at having bases needed to manufacture it. That single slot in your starting base is enough for the game.
5 Game is only playable without quickload spamming if you go into few so op builds that it makes the game unfun. Want to play hard ironman game? Just cheese the hell out of it (decrease of ambush encounters actually makes it harder). Just look at stuff like 1 priest & base defense.
6 Explosive Chirons - JUST NO, it counts as soft time limit to your battles... of 1-2 turns.
7 Sirens - previous games also had annoying mind control mechanism, but you could defend and fight against it. Now just make it control 'half' your team (3) in 2 turns and also be an effing tank. Ohh, and just for fun put 4 of them at once.
8 Evolving enemies - whoever decided to be marketing this feature and (most likely) sink a lot of resources into it, should never ever have anything to say about game design, EVER. It could only be acceptable for some student project and not even being good at it. If it weren't shoved down your throat by marketing, you wouldn't even tell work hard to find something was there.
What ultimately killed it, is release date - just before no one is going to work on patching it trying to save it, and lack of mod support from the start (ever?). But amount of work needed to mod-save it gives you better option - just go back to playing/modding openxcom mods, like xpiratez.

TL/DR - don't get pulled by this game organic marketing. Don't buy it. But I would not recommend, even more strongly, every commercial xcom after apocalypse and people bought into that, so decide for yourself.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on December 24, 2019, 07:13:32 pm
6 Explosive Chirons - JUST NO, it counts as soft time limit to your battles... of 1-2 turns.
I haven't been playing much recently, but this. I understand not clumping together is a wise strategy against explosives, but they do so much goddamned damage and break all of your limbs at once that anyone targeted by a grenade crab- not even an artillery grenade crab, the bipedal ones!- is just utterly fucked. Do I just accept that I'm going to lose one soldier a turn while fighting those enemies, and hope it's because their limbs are broken and they need a medikit to stop the bleeding rather than because they're straight dead in one round?

Maybe I need to try out Willspam, because boosting Str to give them more HP doesn't save them from being crippled and isn't always enough to save them from being dead.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on December 25, 2019, 03:14:18 pm
Explosives from enemies just seems insanely OP in general, honestly. Grenade launcher bipedal dudes are so much scarier than any of the other possible variations because they can just casually absolutely annihilate one or more soldiers. And the best part is that when they appear, you know that means about half of the enemy will get the grenade launcher. At least they don't nearly instakill your troops, but it's just insane what they can do.

The main problem with explosives is limb damage, the way I see it. Sure, you can pretty easily heal up the actual health damage caused (and at this point I like giving every soldier ~2 medkits) but limb damage is permanent (in the context of the battlescape). If your gun is destroyed or damaged, you can't use it for the rest of the mission (and you lose the entire gun forever if it's destroyed; that's fun). If your arms or head are disabled, then you're getting those penalties for the rest of the round. Sure, the enemies get limb damage too but your soldiers are much more individually valuable than individual enemies.
I had a pretty "fun" mission a while back where the enemies just ended up spamming explosives (along with a few annoyingly lucky shots). I ended up having to restart, but by the time I did I only had one soldier that could actually wield a gun. Everyone else was literally useless due to limb damage -- they couldn't do a single thing to damage the enemy. So I was screwed.

And explosive chirons, god. Explosives are bad enough, but that many explosives shot at literally any point in the map, once per round? Really? Best case scenario when facing an explosive chiron is that it only completely disables one of your soldiers via limb damage once per round instead of killing a soldier (or more) once per round.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on December 27, 2019, 06:45:11 pm
I find grenade launcher guys manageable tbh... granted explosives are scary, but I find I can easily cripple them (grenadiers tend to be shieldless).  And, well, you have grenadiers as well.  At first I was considering dualclassing heavies into snipers, but I'm finding that with grenade launchers it's better to keep them as assault/heavies and "snipe" with grenades, which are effective and plentiful. Snipers remain as assault/snipers as the dash ability is a godsend considering the high AP reqs of the rifle.
Explosive chirons do sound scary, although I've not found any yet(but worm chirons are pretty bad in their own right. What I find notoriously unfair is that they have unlimited  ammo so they can rain death on you from the other side of the map...

Single sirens I'm managing now that I bring a surplus of snipers. Depending on how many sirens and chirons tag along , it might be better to fall back though
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on December 27, 2019, 08:47:00 pm
I find the difficulty of launchers really depends on where they're placed-- if you can get the jump on them, pretty much anybody can disable them in one turn. On the other hand, I had one map start with four of them on a high roof in a blind spot right on top of me.

Between them and the mixed guys I was engaging, my team was wiped out by the end of their first turn.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on December 28, 2019, 06:23:51 am
I think it's worth noting that retreating is much less punishing here than in newcom (or even in the old xcom games, which were more tollerant with retreats)
In a recent game I got jumped by several fish guys (the ones that look like deep ones) and a siren. I began to take a whacking so I fell back to the starting position. Oddly enough, I managed to win, because before I retreated I decided to try for one more turn to save a soldier that was right next to the siren... so first I threw a grenade with my heavy berserker with armor breach. Then had the soldier shoot her head. THe subsequent panic in the deep ones made cleaning the map simple. But it was close, I was prepared to dump her and cut my losses
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on January 03, 2020, 06:17:21 pm
I have to admit that I'm addicted to this and I'm figuring out stuff. The game is still way too prone to throwing curveballs at you, but -if you're allowed time to develop-  you can kind of deal with many horrid problems

I do think the identity crisis between oldcom and newcom is sorely felt. Losing men is not as punishing as  newcom if you take measures (really, two training centers will bring rookies to high xp levels fairly quickly). Still... ~
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on January 19, 2020, 04:03:30 am
Necro: I'm damn addicted to this thing despite its flaws. Devs are working on improvements too which is good. But I've put in 100 hours since I got it for Xmas. Money well spent I'd say.


Anyways I'm figuring out some strategies:
See, at first I thought it was a sound idea to rush two training centers asap. Now, while I stilm think its a good idea to get them eventually, its better to start with one or none training centers and rush a scarab APC instead. This is because of two reasons

- the scarab APC doesn't get xp so the three soldiers who tag along level faster

- the scarab APC is not an APC at all. Its a goddamn katiusha rocket launcher.

Really, early on this thing can make most missions a piece of cake, with your soldiers being there mostly to mop up whatever remains  and get the xp.
Later, as more armored enemy things pop up, it becomes less important, though it can still help removing shrimpmen and deep ones, and it being mechanical its immune to sirens.  You ńrobably dont want to bring it to haven defenses at that point though, as they are likely to feature a lot of sirens and chirons, and you get more mileage from 3 soldiers with something to deal with armor.


Also, I find that I'm gravitating to assault/snipers, heavy/snipers and heavy/zerkers.  I barely use assault by itself as assault rifles and shotguns get rendered useless fast by armor (though I do keep snipers with biochemist separate because I've found they can be situationally v. useful with multishot weapons, if you can get the viral debuff to stick)
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on January 28, 2020, 01:18:57 am
Bump for great justice.  Am I seriously the only one playing this? I'm quite addicted despite the flaws and it's obvious-betaness
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Sanctume on January 28, 2020, 01:41:50 am
I gave up, regretted spending without refund.  I'll wait for another hype revival.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Biowraith on January 28, 2020, 02:32:46 am
I own it from backing on Fig, but I'm waiting for it to come to Steam cos I don't wanna install the Epic launcher just for this game (plus I have the perpetual backlog of games, so waiting isn't a hardship).
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Cruxador on January 28, 2020, 02:57:37 am
Bump for great justice.  Am I seriously the only one playing this? I'm quite addicted despite the flaws and it's obvious-betaness
Sure sounds like you are. Most people will likely take another look at it when it gets a Steam release.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: forsaken1111 on January 28, 2020, 04:54:50 am
I played it, it's included on the xbox game pass. It has a lot of issues, so I'm waiting 6 months or so to see if they fix things before i get really invested in a game.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on January 28, 2020, 12:39:47 pm
I have no doubt I'll try it again at some point, but it just didn't grab me. Or it did for a while but then told me to fuck off with one-shot artillery.

I don't regret buying, owning, or playing it, but I've had no particular reason to play it recently.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on January 28, 2020, 04:27:53 pm
Yah there are still huge balance issues with chirons, sirens, and (to a lesser extent) armor. It was kind of a problem that they nerfed player techniques to deal with these (eg: assault dash) without nerfing the enemies.

Still, I'm finding stuff that is useful to do. Flying sniper/heavies show their worth early on. Berserker/assaults are very good scouts, and can strip armor with AR or shotgun bursts. Or grenades.

Conversely, the grenade launcher, which I used to love... reloads are way too expensive to be practical. I'd rather bring along a scarab for the low-hanging fruit of long range artillery picks.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on January 28, 2020, 05:42:11 pm
Yeah. I definitely don't think it's a bad game but by god it's horrifically imbalanced; when the game just starts casually spawning in enemies that can disable or instakill your soldiers without line of sight from across the map, it doesn't feel too rewarding. I'm also the kind of person that cares way too much about mechanical progression in games. Phoenix Point really isn't too bad about this (especially compared to other X-Com games by the guy like Apocalypse) but it still doesn't feel like there's that much of a path forward in technology and whatnot.
So I'm probably going to continue to wait for DLC and balance adjustments.


Yah there are still huge balance issues with chirons, sirens, and (to a lesser extent) armor. It was kind of a problem that they nerfed player techniques to deal with these (eg: assault dash) without nerfing the enemies.
WHAT
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZeroGravitas on January 28, 2020, 08:34:23 pm
yeah, hopefully by the steam release they have some of it ironed out
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on January 29, 2020, 02:57:03 pm
Yeah. I definitely don't think it's a bad game but by god it's horrifically imbalanced; when the game just starts casually spawning in enemies that can disable or instakill your soldiers without line of sight from across the map, it doesn't feel too rewarding. I'm also the kind of person that cares way too much about mechanical progression in games. Phoenix Point really isn't too bad about this (especially compared to other X-Com games by the guy like Apocalypse) but it still doesn't feel like there's that much of a path forward in technology and whatnot.
So I'm probably going to continue to wait for DLC and balance adjustments.


Yah there are still huge balance issues with chirons, sirens, and (to a lesser extent) armor. It was kind of a problem that they nerfed player techniques to deal with these (eg: assault dash) without nerfing the enemies.
WHAT

Yeah, your post is related to the problem. Assault dash, while a bit funny, could kind of compensate for some of the problems (eg: by allowing you to quickly withdraw, or conversely, to bumrush an enemy. Back when it was active I was able to survive -and win!- a battle which had three sirens and two chirons by rushing into the only cover available, kill the siren inside, and once safeish snipe and grenade my way out of the conundrum).

I'm fairly sure they pushed up the price of grenade magazines for the launcher. Which makes it... not less useful per se, but very unsustainable.  It's probably still situationally worth it with a berserker that can use it, to strip armor from afar.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on January 31, 2020, 02:24:03 am
I'm also the kind of person that cares way too much about mechanical progression in games. Phoenix Point really isn't too bad about this (especially compared to other X-Com games by the guy like Apocalypse) but it still doesn't feel like there's that much of a path forward in technology and whatnot.

I find that's one of the things I really miss in this genre after X-Piratez. Sure, half the tech might be flavor, and another quarter of niche use, but there's so much variety and minimal penalty for a controlled failure that you can faff about with whatever you've got for a long time.

I don't recall, but does did FP show you the results of alien autopsies and whatnot up front, like some of the +15% damage perks? While useful, I think it would have worked better as an upgrade for your units-- like an accuracy perk to your units for being able to better predict the movements of a siren, represented by a smaller reticle... And use for extra XP after hitting their level cap.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on February 01, 2020, 09:10:36 pm
Sidegrades you can mess about with are definitely fine. Good, even. But it's when it feels like those sidegrades are all you ever get in the game is where it becomes a problem for me personally. X-Com Apocalypse does have progression; while it's erratic and infrequent the biggest problem for me there is that it's just not really tied to player ability. Just a timer. Yay, X days have passed since I started the game. Now I can buy the flying armor from Marsec which is also kind of a sidegrade. The only R&D stuff you do as far as I recall is basically just advancing the plot (capturing and containing aliens, invading their dimension) etc. until the endgame where you get to make the endgame gear and make aircraft to invade the aliens.

UFO Afterblank games also suffer from this to a degree. You start the game using scavenged weapons and ammo, unlock ballistic gun+ammo manufacturing, then just use the same gun for the rest of the game (at least that's what I did). Sure, you unlock laser guns and warp guns and so on but those are complete sidegrades. You mostly just progress via units leveling op and upgrading their armor (which is itself a sidegrade, just with the benefits clearly outweighing the negatives).


Phoenix Point is pretty similar to Apocalypse in that way, now I think about it. Feels like the main source of progression is just locked behind the NPC factions doing arbitrary research and whatnot which you can't do. At least there's still more stuff for your team to do research-wise and you do have influence on the factions -- protecting their bases, building relationships, etc.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ZebioLizard2 on February 02, 2020, 06:17:28 am
Makes you wish you could've invested in companies in Apocalypse to help them "research" along, but the political aspect could've used a fair bit of work in general for Apoc. The R&D stuff did get you weapons, the BioToxin weapons that easily were better then most things at killing aliens once you got to the better poisons
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ChairmanPoo on February 02, 2020, 12:06:38 pm
IIRC the toxin weapon's main thing was that they bypassed shields. This was particularily important because it allowed you to *recover* said shields.


Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on February 02, 2020, 03:07:27 pm
It also did absurd damage, even with the B toxin (for the even more op C toxin you had to capture the alien queen alive or something, and by then the game was basically over anyway) in a very small an pretty accurate package. You just needed some devastators for some of the missions in the alien dimension to destroy the objectives. Sure, you could use explosives, but Devastators didn't run out of ammo when there was just one stupid McGuffin left to shoot.

If it was a kill all aliens mission you could often do them in one turn: Locate aliens (they started in groups) by running as far in as possible, then teleporting another guy to the edge of sight range. If you found a group of aliens, maybe mind control one to extend revealed map, kill all/the rest with toxigun. Rinse and repeat.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Kagus on February 02, 2020, 03:47:18 pm
There also aren't many games where a perfectly valid beginner weapon loadout can consist of dual-wielded laser snipers.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: BurnedToast on August 31, 2022, 12:34:55 am
Finally got around to giving this a try. It's got a solid core - I really like the 4 ap system, free aim is a lot better than I expected and I think it adds to the game, the campaign is less railroaded than nucom (and even has more than one victory condition, I think?) and the story is... at least different than most xcom-like "aliens showed up and started probing". But there's so many problems holding it back. In no particular order:


The general feel I get, and I don't know if it's right or wrong, but whoever was designing the core systems of the game (gollop?) did a good job, but whoever was in charge of designing everything else attached to those systems did a very bad job. I don't hate it enough to give up on it yet, but it certainly is a letdown compared to what I was hoping for.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on August 31, 2022, 09:48:19 am
Yeah, I keep trying it and kind of sliding off. It's fun, but not as much fun as some other games on my list, so I keep playing other stuff instead.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: IronyOwl on August 31, 2022, 04:56:20 pm
The general feel I get, and I don't know if it's right or wrong, but whoever was designing the core systems of the game (gollop?) did a good job, but whoever was in charge of designing everything else attached to those systems did a very bad job. I don't hate it enough to give up on it yet, but it certainly is a letdown compared to what I was hoping for.
I don't know if this is the answer but it's definitely got a weird mix of good and bad. Some parts work really well, some parts are okay but not great, some parts are just awful, and a lot of them kinda shift around depending on what you're doing or what they're interacting with. Last time I played (it's been a while), the body part system was a great example of this: It's excellent on its own, but makes snipers exceedingly powerful (because it rewards a gameplay option other than focusing fire every time, but that option is shooting their gun arms off every time), and makes explosives stupidly powerful against your guys because every part of their body gets crippled at once and there's nothing you can do about that.

Great ideas, mixed execution, frequently janky joints. I'm not sure what caused it, but the result is a game that's hard to describe as simply good, bad, or even mediocre.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Persus13 on August 31, 2022, 06:20:07 pm
I feel like if Phoenix Point had a stronger hook, like an existing IP, an interesting narrative, or gameplay that more lent itself to story generation it would be something I'd stick with, but at the moment it does just feel like a weird mix of things like you talked about.

Either that or having a stronger sense of progression.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on September 01, 2022, 12:34:35 am
One thing that I really like about XPZ that I wish would show up in more in other games of its ilk is a world that feels like other stuff is going on-- No matter how dangerous it is, people are still travelling for various reasons, not every warehouse is armed to the teeth, not every military patrol you run into is composed of SEAL Team Six veterans. It's not suitable for every setting, but it'd be nice.

You have the freedom to look at the pile of incoming jobs and say "No thanks, my team needs a break this week." without a doomsday clock ticking closer to oblivion unless your squad of a dozen very overworked, very exhausted soldiers are dispatched on their fourth mission in six hours.

Oh, and research that actually seems to be interesting. I don't remember why, but I found the research of the launch version of PP to be brutally uninteresting. Very minor numerical upgrades most of the time, I want to say?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Rince Wind on September 01, 2022, 04:44:20 am
A lot of stuff isn't even an upgrade. You can research the other factions weapons, but they just have different strengths and weaknesses.
I never got far enough to research actual improvements. If they even exist.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Chiefwaffles on September 01, 2022, 04:49:21 am
Yeaaah unfortunately that feels like it’s very intentional. It’s a pattern for Gollop — progression largely in sidegrades.

It’s been a while since I played (and I plan on playing again when more DLC is out) but from what I remember it was the enemy’s severe progression (hope you like armor :):):) ) and your… lack thereof, that had me give up playing more. Very irritating.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: GiglameshDespair on September 01, 2022, 05:04:09 am
Honestly, I think Xcom2 WotC's tech progression is pretty good.
If you rush better weapons or get lucky you can get ahead of the curve, and that feels really great; it's amazing the difference +1-2 damage can do. Otherwise you get them about the time stronger enemies are showing up proper - so you have a mission or two that makes you think "man, I wish I had Gauss weapons" and then you get them.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: BurnedToast on September 01, 2022, 01:48:24 pm
One thing that I really like about XPZ that I wish would show up in more in other games of its ilk is a world that feels like other stuff is going on-- No matter how dangerous it is, people are still travelling for various reasons, not every warehouse is armed to the teeth, not every military patrol you run into is composed of SEAL Team Six veterans. It's not suitable for every setting, but it'd be nice.

You have the freedom to look at the pile of incoming jobs and say "No thanks, my team needs a break this week." without a doomsday clock ticking closer to oblivion unless your squad of a dozen very overworked, very exhausted soldiers are dispatched on their fourth mission in six hours.

Oh, and research that actually seems to be interesting. I don't remember why, but I found the research of the launch version of PP to be brutally uninteresting. Very minor numerical upgrades most of the time, I want to say?

This, for sure. The phoenix project is like what, a dozen soldiers and an unspecified, but almost certainly low (maybe even 0, AI labs are mentioned) number of non-combatants hiding in the base. And for some reason we are responsible for protecting every single city left in the world? They have thousands of people in them, better tech than we do, and elite training facilities but somehow I'm the only one who can fight the aliens, so it's all my fault if a couple of poison worms blow up the widget factory?

I should be irrelevant on a global scale, yet I'm the only one doing anything.

Yeaaah unfortunately that feels like it’s very intentional. It’s a pattern for Gollop — progression largely in sidegrades.

It’s been a while since I played (and I plan on playing again when more DLC is out) but from what I remember it was the enemy’s severe progression (hope you like armor :):):) ) and your… lack thereof, that had me give up playing more. Very irritating.

Is there more DLC coming? I thought they only ever planned 5, and all of them have been released.

But yeah. nucom's "assault rifle, but now laser colored and +2 damage" is kind of boring but it's still way better than nothing. PP decided to put all of your progression into your soldiers, which... well personally I don't like as well. It's hard to balance, if the game expects you to have high rank soldiers then losing any of them risks sends you into a defeat spiral. But if it expects you to have weak or mid-strength soldiers, doing well snowballs and the game is too easy. Tech-based progression adds brakes on both how well, and how poorly you can do and keeps the game balanced and interesting.



I never used trading because I thought you lost resources in the process. That would make sense, right? But actually, you GAIN resources. I built a second ship and sent it around in circles trading and now I have so many resources I'm activating random bases just to stuff them full of more labs. I can't decide if this is an exploit or not - clearly it's intended to gain resources from trading, they specifically programmed it that way. However on the other hand it's also utterly trivialized the resource management aspect of the game.

Just another poorly designed thing on top of the rest, I guess.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Aoi on September 01, 2022, 09:07:57 pm
I never got far enough to research actual improvements. If they even exist.

I could have sworn there was an entire class of research, maybe autopsies or the equivalent of interrogations, that would give buffs like "+5% to-hit to this alien type"... maybe it was another game?
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Biowraith on September 02, 2022, 02:53:32 am
I never got far enough to research actual improvements. If they even exist.

I could have sworn there was an entire class of research, maybe autopsies or the equivalent of interrogations, that would give buffs like "+5% to-hit to this alien type"... maybe it was another game?
Yeah a lot of the autopsy/vivisection research gives a 10-15% damage boost against that type of enemy (though a lot of that is for enemies you don't really need a damage buff against, like the various worms).

There's definitely a lot of sidegrading going on, but there's also outright upgrades available, though a lot of it is in terms of additional/alternate effects rather than a straight damage/dps boost (much of which is in the realm of breaking or bypassing armour, as you might imagine).  Also a lot of the research system is kinda backloaded and the research tree is so sprawling and complex that you can easily miss (or at least take ages to get to) some key items if you don't know the layout in advance.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: BurnedToast on September 09, 2022, 02:48:53 pm
Well, I stuck with it for a while, but I'm not sure I have the endurance to finish this.

The longer I play, the less fun it gets. At this point I've got mounted lasers that anyone can use, they cost 1ap, do 200+ damage, and have pinpoint accuracy anywhere on the map (999 range). I've got laser PDW that costs 1 ap, or 0 with quick aim but does more damage than an assault rifle. I've got a grenade launcher that costs 0 ap with boom blast so you can launch your whole inventory full of grenades in a single turn. Tactics and positioning no longer matter when you can dash halfway across the map, unload 6 free shots, then dash back to perfect safety in a single turn.

But every map seems to have more and more enemies, and they just keep stacking on more and more HP and armor with no end. And it's tedious - it's tedious dashing 2 - 3 people around to kill a single alien because he's got 500hp and 50 armor. It's tedious waiting 2 -3 minutes per alien turn because there's like 20 of them and they all have to play the animations even if you can't see them. It's tedious doing unending haven defense missions. It's tedious manually trading because you have zero passive income......

It does not help the geoscape pacing is awful. I finished all available research a long, long time ago. I need to capture a psionic alien, but despite capturing several sirens that research didn't unlock. I thought it was a bug so I googled it - turns out despite the fact they can all use mind control, only certain ones count because reasons but of course the game never tells you that. So I have to grind missions till I find a siren, hope it's the right one, then hope I can capture it. I've got several mission waypoints I need to go to, but they are on the other side of the world which means I have to build a bunch of bases and wait for them to scan PoIs so my dropship can magically refuel at them and make it there.... but that's slow and meanwhile it feels like there's a new haven defense every 2 ingame hours so I'm never making any progress.

The game has a lot of interesting ideas, but my god whoever was in charge of balance needs to go back to game design school. The most fun part of the game is the first few hours when you don't have dozens of overpowered abilities, but there's a reasonable amount of enemies per map and they don't have massive amounts of HP and armor. If they'd stuck with that, and maybe added a few abilities you could use in an emergency (instead of spamming) like xcom the game would have actually been pretty good. But instead it feels like it was balanced by some 14 year old who just figured out how to use the modkit and decided to add every crazy overpowered thing he could think of all at once but it's ok because he also added 50 aliens per map.

If I was near the end, I'd probably try and power through it but I think I'm probably only around halfway so I think it's probably getting shelved.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: EuchreJack on September 16, 2022, 02:33:37 pm
Eh, it's reviewer bias in design.
Most gamers/reviewers only play the game for 5 hours, so only the first 5 hours need to be good.  Everything can go to crap after that, and there will be enough decent reviews to keep the game afloat financially.  Game was a cash grab from the start (if I'm being cynical), or became one at some point (probably after Gollop figured out he couldn't quite do what he wanted to do).

EDIT: Maybe you would enjoy this (https://store.steampowered.com/app/246110/MASSIVE_CHALICE/) instead, if you haven't already.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Persus13 on September 16, 2022, 02:53:35 pm
Oh wow, Massive Chalice is a game I haven't heard mentioned in a long time. Personally I found Wildermyth to be what I wanted Massive Chalice to be.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: EuchreJack on September 16, 2022, 03:12:50 pm
Maybe I went Too Nintendo Hard on Wildermyth before figuring the game out on lower difficulties, but it never really scratched much of an itch for me.
It's a min-maxer disguised as a story engine, which turned me off.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Persus13 on September 16, 2022, 03:45:27 pm
I found it did the characters aging and having descendants over the course of the adventures while being a tactical turn based game far better personally. And the stories and writing were far better too.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: EuchreJack on September 16, 2022, 03:54:50 pm
I found it did the characters aging and having descendants over the course of the adventures while being a tactical turn based game far better personally. And the stories and writing were far better too.
Now I know why I preferred Massive Chalice: It was more strategic.  Wildermyth's progression was more RPG.  You levelled your character's gear and had minimal control over the creation of descendants.

Wildermyth did have the distinct advantage of being an overall shorter game, which I liked.  But it was a smaller game in all respects. I think I'd rather play in an abandoned castle than a well-designed house.  I'm not a Frank Lloyd Wright fan.
EDIT: While actually that isn't accurate.  Wildermyth had a more complete resource system.  Maybe it was too gamey for my taste? I dunno.
I admit a temptation to buy Phoenix Point just to see what they did right in the beginning, even though I know I won't like it after the early game.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: ndkid on September 16, 2022, 04:16:02 pm
Maybe I went Too Nintendo Hard on Wildermyth before figuring the game out on lower difficulties, but it never really scratched much of an itch for me.
It's a min-maxer disguised as a story engine, which turned me off.
I had a similar experience. The way the story fed in felt pretty thin to me. Massive Chalice was a more straightforward tactical battler with a thin strategic layer... I think I actually got more time out of it than I did Wildermyth.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Mephansteras on September 16, 2022, 04:27:52 pm
I found Massive chalice to be too samey over the course of the game. You didn't really get to know any given character well before they died, and while the families had some attachment for me the game itself was too repetitive as far as maps and enemies went. Not enough depth of action types, I think.

Wildermyth scratches the "get to know a character" better, even though they aren't really around much longer. But I also haven't tried out that one in over a year, so no idea how it has developed.

Phoenix Point just has utterly forgettable characters, despite being a game where you really don't want to lose any of them. Which, given that it is an X-Com like game, is really disappointing. The lack of decent customization hurts in that department, but so does the fact that you don't really get unique and interesting builds. I think they made a big mistake by having only a few classes and then basically forcing everyone to multi-class.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: EuchreJack on September 16, 2022, 04:40:24 pm
Barotrauma (https://store.steampowered.com/app/602960/Barotrauma/), on the other hand, is just awesome.
Title: Re: Phoenix Point : In the works X-COMlike from Gollop
Post by: Persus13 on September 16, 2022, 04:59:27 pm
On the subject of 5 hour game reviews, I was surprised to stumble across this RPS article (https://www.rockpapershotgun.com/the-rally-point-phoenix-points-final-form-still-frustrates-as-much-as-it-innovates) on Phoenix Point the other day that was definitely more in-depth than a normal 5 hour game review and had a lot of similar thoughts on the game to this thread.

Now I know why I preferred Massive Chalice: It was more strategic.  Wildermyth's progression was more RPG.  You levelled your character's gear and had minimal control over the creation of descendants.
Fair enough, different tastes and all that. I think that's a solid assessment of the differences.

For me a lot of fun of tactical games like XCOM or Phoenix Point is getting to know the soldiers and caring about them based on details emerging out of random tactical scenarios, not too dissimilar to why I'm on a forum for Dwarf Fortress. Massive Chalice having soldiers fight in one or two battles and then die was too quick for getting me hooked that way, which is a shame because the pitch of CKII meets XCOM is something I want to enjoy. The stuff that made Wildermyth more like an RPG and its slower time advancement succeeded on that front more.

EDIT: And of course Meph comes along and says stuff similar to what I'm trying to say but better.