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Messages - Elven_ranger

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31
Other Games / Re: Lone Wolf & Project Aon
« on: August 18, 2010, 03:12:48 pm »
Awesome.

Thanks for the info...

32
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 17, 2010, 12:12:21 am »
/the first episode WAS FREAKING SHAREWARE.  "Here!  Have the first one!/

...and the next ones had more of pretty much the same. Not the same case here, it's not like first year was produced during one month and four more can be cooked during a week. BCS was formed in 2008, so the game took something like 3 year to finish. Multiple it by 5... You get the idea.


/If you're totally willing to not release a demo, then finish it first/

*shrugs* I don't know what, if and when will be done with demo. What about finishing - I'll proabably update this thread as soon as I feel the game is finally polished (probably will take a month or two), and then everyone could decide, whether or not take my word for it.


/t's bad enough they don't know how to run a business, but they have a link to a place where you can donate money to their commercial venture right underneath the 'Buy Me' button
...
I call scam on this./

Sure, since that's what all scammers do.


/asking people to pay for something that is this expensive because it might be worth it down the line is a giant reach. If the dev's wont sort out some way for people to try before they buy, then people are just going to wait and see. Regardless of how much content you get, one year isn't satisfactory for me/

You can donate less, if you are willing to care.
And there is a sandbox mode planned, which would be a free update and extends the time of play.
I agree that the game is overpriced, and, as I said before, it's probably a good idea to write devs about it. I remember mentions on a forum it was an idea brought by the digital distribution sites (Impulse and GG), so I guess the initial idea was to price lower.


/scripting 800 events (which, if they are like I'm thinking, are all variations on the same thing: +/- skill/relation/item and a bit of accompanying text./

That is a single item I have to disagree upon. However rough the game is, writing is actually top-notch. You can ask the Forsaken1111, he actually played the thing.


/it seems more like you're trying to sell the game rather than just being a "fan" of it/

Actually, both statements are correct. I've already stated that I do not want the game to fail and that I am biased.


/You address every point you can, leaving out other, more specific ones. /

Precisely because I'm not a man from the team. I have no control over how the resources are spent. I have no idea who decides the pricing policy or how exactly, et cetera. I understand that most probably I sound like one of developers, and you are free to believe it. I don't think that changes much, since I don't state I am completely objective and unbiased. I am not.

Actually, the real guy from the team is not coming back as much :-P

33
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 16, 2010, 03:56:50 pm »
It's kinda saddening to hear that the devs are working on DLC in this situation. Everyones first reaction seems to be "that's too expensive and it needs a demo" which the dev's don't seem to agree with.

Correction: devs admit it is a good idea to make a demo, it's just that it would take too much resources and it's actually unclear what kind of limitations would be severe enough to make buying worthwile, but still giving a clear example of gameplay.

I've been PM'ing one of the devs today and he confirmed that the current priority, apart from bugs, is making the fonts scale - if you have read the thread attentively, you have probably noticed, that it's the most requested feature.

Focusing efforts on preparing a demo would effectively stall bugfixing and enhancement process. Thus it's not a priority now.

BTW, demo, polishing and DLC are not connected at all. DLC is a matter of content, while features and demo require programming. Those are being done by different people, so it's not like "Those bastards are writing more quests instead of making a goddamn demo".

Price is an entirely different question, though, of which I know nothing about. Perhaps you should send your concerns to the developers; if they get enough feedback, perhaps they'll lower the price.



/if they finished all 5 (or whatever number they will actually have), they could have even gone as far as to make the first year the demo./

(Sigh)
Here we go again. You get lots of content with this "one year". Lots and lots. More than you'll see through the five playthroughs.

Yeah, finale is not there. Woops. Surely that means that the game is not worth playing at all! Who cares about the actual gameplay? The ending screen is the only stuff that matters, right?


/This is why I'm saying I'd be receptive to buying a package deal that would give me everything down the line/

It will never come, if everyone just waits.

34
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 16, 2010, 03:33:15 pm »
Basically it is a meaningless 15 hour sit through that ultimately doesn't mean anything because they havn't added "Meaning" yet.

Totally depends on your definition of "Meaning". You aren't saving universe just yet. Bet if you delve deep enough (Exploration & Adventuring), you'll start uncovering the story-arc of the game. And you can pursuit any goal you've set up for yourself - you've got enough tools at your disposals. First and foremost it's a sandbox.

35
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 16, 2010, 03:15:50 pm »
So wait, maybe I'm missing something essential in the way this is designed.  Just how big of an impact do these random events have on the gameplay?  How much control do you have vs. taking advantage of random occurrences?  How long is each game, and how many times are you "expected" to replay to get the full breadth of what you can do?

From what I had seen of the site (admittedly I looked at screenshots and skimmed), I would have expected it to run through the entire four-or-whatever years.  :x

I mean.  If it's a one-year experience that plays like a full game, then that's cool.  Otherwise, indie developers increasingly have a helluva lot of nerve with their pricing these days.  "We have a small audience, so we have to charge you more and give you less!"  Cry me a river.  I hope that's not what's going on here...but I've seen it way too often in the last few years.

Random events directly influence your character. You can obtain a permanent bonus from them (in a form of a perk), increase skill or improve relationship with some character. Get some money or an item. Or, on contrary, lose and decrease.

You can't exactly control which random events occur, you can only be as prepared as it gets; when an event occurs, you select whatever course of action should your character undertake. Typically, there is at least one magic-related solution (although from different magic schools), one "physical skill" (which also depends upon exact action happening, might be running, wrestling or "perfect timing"); depending on circumstances, there might be a "diplomatic" solution ("Bluff", "Diplomacy" or "Persuasion"). Thus after you decide which path your character is supposed to take, you'll have to train all the relevant skills - skill diversity and "flavours" prevent you from being jack of all trades.

How long is the game - that completely depends on your gameplay style. If you do a lot of adventuring, game runs more slowly. If you just sit and train, one day might be over in about fifteen seconds.

Let's count. There are 12 months, 4 weeks each, 7 days each. 336 days. Meaning you'll only get one third of all game events if you get one each day - and you won't. There are 100 adventures, some of which are specific to certain colleges or familiar types, some of which are very difficult and would take some special measures to prepare for. There is the whole hidden school of magic (Forbidden arts) which should be specifically sought for. There are maybe hundreds of locations to discover and take advantage for - none of which are just for show. And if you decide to experiment with the social part of the game, field of possibilities becomes even more wide.

So if you play five or eight games you'll probably just scratch a surface of the game. Currently, due to the limited budget of time (you have only one year) you have to plan everything very tightly in order to achieve everything you want.


2Fikes - Guess if I pretended I was part of the team my words would sound more credible, than those coming from "that guy from the street". Unfortunately, I'm not. But I take the project rather personally, yes. Thus my words, no doubt, should be taken with a grain of salt.

But you can be assured there are lots more gameplay in there than 5 hours. Sure, you can finish the game in 5 hours if you are quick enough, but you won't see even 5% of all the content. This is the game of exploration and experimentation.

Haven't measured my own game time. Quoting another player from the forums - "about 15-18 hours". One playthrough, not particularly a full one.

36
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 16, 2010, 02:22:55 pm »
Not for $25.

As I've said previously, you can donate whatever you see fit.

37
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 16, 2010, 02:19:18 pm »
Ah, I was talking about the Academagia user who dropped by.  They're the attention I want to get.  If they say with earnesty "Our game is better than Kudos", well, now I'm very interested.  If they say "Our game is better than Kudos because X Y Z", then I might just totally want it.

Although, people saying that it doesn't have a real ending kind of cheeses me off...  I think my "Respect" score dropped a couple points because of that...

For Kudos-Academagia comparison see my edited post above :).

I wonder why is that "one year only" stuff bother people so much? You think it'd be better if they actually sliced thin the content they have and covered the whole 5 years with the same gameplay and put 150 events from the generic 800-event pool to each? That'd be a better game? Somehow I feel that "each game is a gradual increase in complexity and feature-set" is actually a better idea...

38
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 16, 2010, 02:01:30 pm »
I got burned by games like Kudos.  So I'll talk about other games, in hopes that it will explain why I need a demo before I buy any game in this genre again.

Excellently written post, thank you. The only correction I'd like to make: alas, the game is not "mine", I'm merely a fan who is afraid the game will fail. The game which is similar to what I personally attempted years ago - and failed. As simple as that.

And I'll be honest. At this point I do not think it is better than Kudos. It certainly is a much more rewarding and rich experience, but also, frankly, more annoying than Kudos - not by design, but because of this and that and the next thing. I believe it is getting better. In my original post, I wanted to share the original creativity, the glimpse of genius which is obvious in this project; not the amount of polish, which, as was stated more than once, is certainly lacking at this moment.

It's just that I am afraid that if we all sit and wait till things become right, they won't.

I know that it only partially answers your question. I actually played both the Kudos and the old Alter Ego (mostly recent remake), although have no idea what horrible Kudos-like game you could play.

So I'll give you a shot...

1) In Academagia you can choose your own method of dealing with problems, unlike Kudos, which was pretty much straightword in most cases - bathe when you are dirty, eat when you are hungry. In Academagia you can learn Running to escape being caught, learn Diplomacy to settle the conflict gracefully, or Glamour magic to try an actual magic solution. And since there are actually 800 fully-written events, aalmost all skills (and there are a lot) are fully fleshed-out. In Kudos there are lots of "blank" skills needed only for jobs.

2) In Academagia the most important "resource" you have to take care of is your studies. You need not to eat or bathe, you only have to attend lessons and study to pass the exams. You get tired and beaten, but only when there is a reason for that. In Kudos there are lots of constantly reducing needs that must be fulfilled for the hell of it.

3) In Academagia, your familiar is a bit more han an additional item (unlike the pet in Kudos). You get additional stories, depending on the familiar you have, in which they participate actively. You can train your familiar however you see fit.

4) In Academagia, there are lots of options "what to do next". You can explore surrounding in search of new places, improve skills or go adventuring, with new events happening all the time. In Kudos, generally nothing new happens and you perform the same repeating actions.

But Kudos still has the better interface. Stylish, responsive, informative.

Is that enough or should I continue?

39
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 16, 2010, 12:43:25 pm »
At $15 I would have purchased it straight away after trying it.

You can always make a personal compromise - keep yourself the pirated copy (it's DRM free so should be compatible with subsequent patches), and donate as much as you think the game is worth:
http://www.academagia.com/admissions.html
(there's "donate" button).

I don't know what is the developers' stance on such actions, but I guess that's better than upfront piracy anyway.


/low quality indie game (in terms of polish and content/

What makes you think there is little content? Try to see even one fifth of it. Polish - yes, we need it, lots of it. Hope we'll get it eventually, but how much support developers will be able to afford depends on the level of sales.

Actually, I cannot convince you that at this point game is unbelievably fun to play. There are lot of annoying things. Quite a lot. Polish is needed badly. But I strongly feel that in order to get that polish, we ought to show our support.

My point is, if you think that this game is worth but a couple of bucks - then do not hesitate to donate those couple of bucks to the developers. They'll need it.

And when the game is all shining and polished, perhaps you'll finally be convinced to buy a shiny new all-legal copy.


/is each new year going to be priced as a new game, or an expansion pack? Will I pay 25$ for this one, and then 10$ for the next few years, or will it be 25$ per year?/

Hm, I don't know. Let's wait for an official response...


BTW, for those who complained of font sizes - there is a request for feedback in dev forum - which screens are the most annoying ones in regard to the comfort of reading? There is a kind of solution being worked out for scaling fonts, but priorities has to be set. Those who have experienced the game already, please voice your opinions and I'll post them back there.

40
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 16, 2010, 10:19:32 am »
If it were a full, working beta, maybe, or if it were on the scale of S2Games' Heroes of Newerth (preordered there, played beta). Not for an unestablished dev's pet project without even a demo, though. Looks like the single person equivalent of "King of Dragon Pass," to be perfectly honest.

It's a full, working, release version. To be followed with sequels. And it's not a single person effort, far from it. AFAIR, there was a rather latrge amount of people contracted specifically for content creation - hence the vast amount of high-quality writing.

For those complaining it being too short - extended sandbox mode is already under consideration.

OK, hope devs will get from this topic that people need demo badly. Font size alteration was already taken in consideration and I've seen it in to-do list.

41
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 16, 2010, 03:31:07 am »
I think the issue is that the game ending is pretty premature. You lovingly plan out your character and poof, after the exams it's over. Replayability is nice, but being forced back to the start after what's pretty much a giant cliffhanger really sucks.

Not exactly over, when sequel is released, you get to seamlessly carry your character over. Meanwhile you get to attempt another approach... there's enough content to keep us all occupied for quite a while.

BTW, what would you think of "sandbox mode" where the game never ends? Probably devs never considered anything like that, but I guess that'd be not the most terribly complicated thing to add if the idea is popular enough.

And then there is modding to kick in in some foreseeble future... Guess that'll be our chance to take a swing at "dark wizard" fantasies we all have.

42
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 16, 2010, 03:19:43 am »
It's slow. Not just the game, the entire program. I have over twice the recommended system requirements and the game is still slow. Which is saying something for a turn based game. It takes a good 5-10 seconds for the game to proceed to the next bunch of text. Validating orders, proceeding, and even just loading the goddamn inventory screen takes longer than it ever should. Even when I don't do anything it eats up 90+% of my processing power. This shouldn't be happening in a turn-based game as graphically simple as this.

I've noticed a few bugs: Unequipping an item that boosts an ability doesn't remove the boost. Merit rewards still appear on the ability screen despite already getting them(Why do we have to waste an action to get the reward anyway?) The post-action exchange screen sometimes refuses to let me pick up items. Worst of all, I've had saves breaking because they stop appearing on the load game screen and the game refuses to make more; and yes, the files are still there in the save folder and I've sent them for analysis.

The game does have some form of tutorial in the letters you receive at the beginning, but while it glances over the concepts, it doesn't go over all the basics or controls. I have a book that I received at the beginning that says I should read it to improve my skills. I haven't been able to figure out how to read the damn thing. And yes, the "Use item" part of the menu is empty, the item is identified, and no relevant abilities appear on the action options.

The interface is a nightmare, even Incursion wasn't this bad. If you want to perform any action, you must scroll through ALL your actions and choose the correct one. In the beginning this isn't too much of a problem, but as time passes and you acquire more options it takes more and more time to just get through a single day. Let's say you want to train a skill. First choose the "Train" option from all of your available options, then choose your location from all of your available locations, then choose the skill you want to improve from all your available skills then repeat for every day you want to do this. Let's say you want to cast a spell, first choose which spell you want to cast from all your available spells, then choose which phemes to add from all your available phemes. Don't know which phemes do what? Don't worry, you just have to exit all the way back to the character screen, search for the pheme within all your available phemes, and then go back to your action menu and start over. Don't worry, there's only a hundred or so phemes to memorize.

Now couple the interface nightmare with slow load times and tiny text and the game is practically made to screw over your vision. The game is quite good, but there are times when I find it almost unplayable. And I'm unsure if the game is entirely worth the $25 price tag, but your mileage may vary.

1) Yes, it's a known thing. I've already reported weird slowness with opening the Familiar and Inventory screen, something might be done with them. Processing and reviewing day events takes some time simply due to huge amount of data the game has to chew through; on my 3 core Phenom it takes ~3 seconds. CPU consumption while idling is an interesting one, I'll try to reproduce it, and if I get it, I'll report it to devs. Any other places of particular slowdowns?

2) Known bug related to display only, most probably will be fixed in the patch which is promised today.

3) "The post-action exchange screen sometimes refuses to let me pick up items" - never heard of this one before. If you don't mind, please post with more details on support board:
http://academagia.invisionzone.com/index.php?showforum=6

4) "The game does have some form of tutorial in the letters you receive at the beginning, but while it glances over the concepts, it doesn't go over all the basics or controls"

Read the manual:
http://academagia.invisionzone.com/index.php?showtopic=514

5)  "I have a book that I received at the beginning that says I should read it to improve my skills"

I think it's just an "in-character" explanation for the Study\Train activities you take.

6)  "If you want to perform any action, you must scroll through ALL your actions"

Uh-oh, I know EXACTLY what do you mean. Devs promised to do something about this issue; if we are lucky, we'll get the hotkey-binded schedule save-load soon which should help.

7) "Let's say you want to cast a spell"

Guess we should nag devs about this one too. What do you think could help? Additional pheme info displayed during spell composition? Save\load of composed spells?

8) "The game is quite good, but there are times when I find it almost unplayable"

Yes, the interface is quite broken at the moment. I hold high hopes for today's patch actually, and I really hope developers will continue to improve our experience - but they need our support; not only financial, but they need to hear what our needs are. Come join the forums and voice your concerns :).

43
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 16, 2010, 03:05:50 am »
Alright, I have to say definitely give this a pass. Not only because of the issues I've mentioned before, but because it is incomplete.

Right. Godfather is rubbish, since it's incomplete without the second part. The same goes for the Star Wars. Et cetera, et cetera.
Haven't you noticed the vast amount of content literally squeezed into this game? Replayability is one of the highest ever attempted in gaming. And if anyone is ever to see the second year, the whole team needs our support.

Geez.

44
Other Games / Re: Academagia: the harder-than-usual-core mage simulation
« on: August 13, 2010, 02:10:52 pm »
Sounds like a Princess Maker in Hogwarts.

Yeah, that one's pretty close, excluding the railroaded structure of PM.

Unfortunately, it doesn't look like demo is coming (quote the devs: "We do not have any plans for a demo, although we may consider it in the future").

You can wait for some "Let's play" video or in-depth review - current ones are laughable at best (one somehow thinks it's a childish game and then complains it "has too many choices", another one compare it to Starcraft II - aw, c'mon).

If there are some specific parts of gameplay that interest you, I can provide some additional information, although I'm still in my early phases of getting acquainted with game...

45
Other Games / Academagia: the harder-than-usual-core mage simulation
« on: August 13, 2010, 01:40:33 pm »
I've been a passive lurker for the most of my life, but I've though this kind of a game might be of interest to fellow DF fans.

http://www.academagia.com/

You are a magical student and are free to do whatever you want. Game features a rather sophisticated freeplay mechanics: you can assemble a  personal Clique of minion students, plot against competitors, spread gossips and bully others, if you like - or be a hard-working student, trying to impress the professors - or be an adventuring soul in quest for the forbidden knowledge... There are something like a hundred of skills, and believe or not, AFAIN they are all useful to some extent.

Interface of the game is bad. Seriously bad. People responsible for design have obviously never heard of usability; there are lots of rough edged here and there. Hope patches will smooth that out. Also, visual side is very simplistic: it's mostly text (LOTS of text, nicely written, though) and some static images, accompanied by classical music.

Learning curve is a bit steep, but meh, it's a DF forum.

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