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Messages - Dan_Cilantro

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The mob drops coupled with the store just made AVWW a lot more interesting and addictive. Good job!

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"Thanks to many players for ongoing feedback on these missions. We're definitely looking for logical arguments and consistent feedback rather than emotional responses that go all over the place, but we're grateful that largely we're getting the former and we can work with that."

Arcen, your patch notes suck, and here's why:

 :)

Seriously, guilty as charged! Listen, I regret having posted directly after having died for the sixth time in a row during one of these anachronism missions. What I should have done was wait a few minutes, let my frustration pass and then attempted a more diplomatic approach. Sorry about that; I was irresponsible and rude.

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from the upcoming patch notes:

Texture Pack Support

    There is now a dropdown in the Graphics tab that allows you to select from any installed Texture Packs, if any are installed.

    The location of the Particles.xml file has moved from the Configuration folder to the Images folder so that it can more easily be a part of the new TexturePacks functionality.


Is this to facilitate player-created stuff?

4

Missions - These things are REALLY subjective. Seriously, some folks absolutely LOVE every mission type. And others absolutely LOATHE them. Quite frankly, this is perfectly fine, since the game goes out of the way to make sure that you aren't forced to play the mission styles you don't like. That said, we love specific feedback about specific improvements we can make.


I mentioned in another thread that all the missions I had available to me (4 of 4) were anachronism missions, which I was having problems with. Is there a convenient way to swap or wait them out that I missed?

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Yeah, this could be an extension of Arcen's existing practice of utilizing community feedback to rapidly iterate--taking the most popular visual alterations and codifying them=free labor, plus everyone's happy (well not everyone; this is the internet). I really hope Arcen does consider this, because it could dramatically alter perception of the game. I dislike all the blunt comments the appear whenever an AVWOW news item appears on RPS or Blue's News, but the fact that they're so ubiquitous is telling.

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I strongly agree with the OP. When you enter a screen and your attention is drawn more to a giant pink frond in the background rather than the enemies that are actively trying to kill you, something is wrong.

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A Valley Without Wind 1 & 2 / Anachronism missions
« on: April 28, 2012, 07:26:11 PM »
while interesting in theory, suck, and here's why:

--The entire world of Environ is one giant anachronism (flying nucleus-things coexisting with giant robots and hawks...it's like an Adderall fueled-mashup), so you have no basis to expect players to understand what constitutes an anachronism in the context of a mission. Why am I being punished--literally--for not knowing that I'm supposed to kill fire elementals but not flying amoebas? How the hell should I know when either should, could or would have existed?

--exacerbating the above problem, the penalty for killing the wrong creatures is huge, and there's no healing mechanism in place besides killing creatures...you see how this could be an issue?

--I'm not the only one who feels this way about anachronism missions. Game reviewer Tom Chick, over at Quarter to Three, writes:

"Unfortunately, some of the missions are awful. The meteor punching isn’t bad compared to the “fix anachronisms” missions. These are about the worst thing A Valley Without Wind can inflict on new players. You walk into a huge room that spans several screens, and it’s populated with about twenty monsters. Some of them don’t belong. To pass the mission, you have to kill the monsters that don’t belong. If you kill a monster that does belong, the mission fails.

The problem is that for all the helpful reference info, new players will have no idea which monsters don’t belong. I’ve done far too many of these missions, and I still have no idea what the criteria is for an anachronism. Sometimes a given blue blob belongs. Sometimes it doesn’t. Whatever ecology is at work in A Valley Without Wind, it isn’t clear when it most needs to be clear."
http://www.quartertothree.com/fp/2012/04/25/a-valley-without-wind-punching-meteors-in-the-face/

--I'm on the first continent, and the four missions currently available to me are all anachronism missions. I'm 0 for 6 in attempts, and regardless of difficulty or whether I just suck, at this point my interest in playing AVWOW is rapidly diminishing. Do I need to start over to avoid these things, wait it out for new missions to spawn, or what?

Please dont mistake me for a hater. I got in early on the beta and watch (and continue to watch) the game evolve with great interest. I think AVWOW contains 's a lot of good ideas, it's just that execution and feedback require work. The major problem with AVWOW is that there is very little about it that is intuitive. I don't think it's a question of budget limitations. Games like S.P.A.Z. and The Binding of Isaac are examples of micro-budget indies with clean, intuitive design.

I just went back in and checked and you're correct re: indicators, so I removed that from my post.

Thanks for the swift reply
VV

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Ah okay. No, I didn't look closely at the stats of my starting station, just naturally assumed the upgrades would be better.

Thanks for the info.

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I upgraded to MK3 economic system tech and built a colony ship in my original system in order to upgrade my MK1 station to 3, but the MK3 station is red-ed out in the colony ship's action menu. It says in the flavor text that you should be able to do perform the upgrade without deleting the original mk1 using this method.

So what am I doing wrong?

Thanks

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Chris and co- just wanted to pitch in some words of encouragement because I know you're diligent about reading feedback- you're one of the most interesting and industrious indie devs I've encountered (your updates are novel-length, but I wouldn't' have it any other way). Sure, I'm reluctant to play it because I feel it's beyond my admittedly feeble RTS skill/patience level, but I recognize AI war for its genius concept and great space-grognard appeal-that's apparent at a glance. AVWOW looks a lot more approachable yet appears to contain considerable depth, for which I applaud you. Side-scrolling POV was a surprise but I'm coming around. Here's wishing you Notch-level success. I particularly like how you leverage procedural gen towards content in a way that doesn't seem (obviously) transparent. Because that's the trick, isn't it?

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