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edit: nvm
Rhopunzel fucked around with this message at 08:19 on Jan 28, 2016 |
# ? Jan 28, 2016 08:13 |
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# ? May 29, 2024 10:27 |
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IronicDongz posted:Movement is weighty and deliberate but if you can use the momentum you can build up a lot of speed. You have few movement options, but they're all fairly important, and there's a lot of depth to getting around the map and approaching enemies. Gunplay is super satisfying and they got the exact right balance of projectile travel time+player size on screen to make out-aiming your opponent difficult, but not frustrating. Sounds good, so it won't work for starbound, sorry.
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# ? Jan 28, 2016 10:24 |
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i voted this thread 1
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# ? Jan 28, 2016 11:06 |
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Michaellaneous posted:i voted this thread 1
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# ? Jan 28, 2016 13:26 |
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I really don't understand the decision to make the game so heavily based around melee weapons. Terraria has the whole high fantasy sword-swinging field covered. It's definitely not the greatest, and you're asking to die over and over if you bring a sword to a boss fight, but that ground is already been pretty well explored. Starbound could've instantly set itself apart by having a wide variety of crazy guns and just have an emergency lightsaber melee button like someone said earlier. Terraria has some fun technologies too like the laser drill machine that Starbound could've taken and ran with to all sorts of new gameplay options. I think I saw more creativity in the mods that goons came up and that sweet-rear end mechsuit mod than anything Chucklefish has put in since the game went live.
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# ? Jan 28, 2016 15:59 |
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You know this is just going to result in Chucklefish removing all melee weapons from the game to pave the way for the eventual gun improvement overhaul, right?
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# ? Jan 28, 2016 16:44 |
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Well Bloodborne has guns in it right? If so I imagine Tiy is going to play it and start doing more with guns after they had more art assets in and finish up the quest content gates. This is all assuming they don't just shove a 1.0 version out the door, declare that they have their minimally viable product, and scoot off forever.
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# ? Jan 28, 2016 16:50 |
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If they rebalance guns they better make the Novakid guns better than every single gun in the game
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# ? Jan 28, 2016 17:23 |
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Michaellaneous posted:i voted this thread 1 so did I
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# ? Jan 28, 2016 17:24 |
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# ? Jan 28, 2016 17:29 |
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One advantage of having a team of artists and an ADD guy as lead designer: modders will have a ton of assets to gently caress with when the game is inevitably canceled/"finished".
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# ? Jan 28, 2016 17:39 |
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I look forward to playing a finished Starbound at the same time that The Witcher IX comes out.
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# ? Jan 28, 2016 17:41 |
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To be honest I believe they're getting close to a good thing with melee weapons, as in they can't be simple weapons at all. They need shockwaves, dashes, blinks and other exclusive special abilities like stealth camo, for example. Fallout 4 made melee weapons ridiculously viable by buffing the melee stealth damage, making stealth even more effective to get close and adding blink attacks. Another thing melee weapons could do by default is repel projectiles (maybe only works if your melee weapon damage per swing is higher than the projectile) so you could avoid some damage and still keep the offensive by approaching while swinging. It doesn't need to be realistic but it at least should be fun.
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# ? Jan 28, 2016 18:08 |
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Ah yes, the goodest oldest games. Those still in development.
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# ? Jan 28, 2016 18:14 |
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At least they offer no questions asked refunds
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# ? Jan 28, 2016 18:35 |
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nerdz posted:To be honest I believe they're getting close to a good thing with melee weapons, as in they can't be simple weapons at all. They need shockwaves, dashes, blinks and other exclusive special abilities like stealth camo, for example. Fallout 4 made melee weapons ridiculously viable by buffing the melee stealth damage, making stealth even more effective to get close and adding blink attacks. Too many instant shotgun blast attacks and rapid fire stream attacks for that to help all that much though. Two handed swords last I checked had an alt fire "block" and that only goes so far even when it works. I like the IDEA, but NPC ranged attacks are far superior in frequency and capability than what the player has access to most of the time. And instead we're getting things like "Hammers now have a slow windeup animation, because gently caress you for noticing Hammers were the only melee weapon worth a drat at Killing things at your armor tier in less than 3-4 swings".
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# ? Jan 28, 2016 19:58 |
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Ahundredbux posted:At least they offer no questions asked refunds For only 14 days
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# ? Jan 28, 2016 19:58 |
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I rated this thread one aswell, because no one loving talks about the game and all they do is just meme on it hard -Rrussom
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# ? Jan 28, 2016 20:42 |
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I never heard of Ashes of the Singularity but seeing it next to Starbound like this immediately made a bad first impression for it.
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# ? Jan 28, 2016 23:33 |
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bullshit, now their changes take it further away from the most crucial part of SOTN combat You moved faster backwards
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# ? Jan 29, 2016 00:05 |
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Section Z posted:Too many instant shotgun blast attacks and rapid fire stream attacks for that to help all that much though. Two handed swords last I checked had an alt fire "block" and that only goes so far even when it works. If their problem with melee and ranged is some sort of pvp balancing, perhaps they should look into Awesomenauts for the 2D combat. They have several melee/ranged classes and they sort of work. I don't know how the game is these days but it sorta worked for a game with 2d combat;.
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# ? Jan 29, 2016 02:28 |
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nerdz posted:If their problem with melee and ranged is some sort of pvp balancing, perhaps they should look into Awesomenauts for the 2D combat. They have several melee/ranged classes and they sort of work. I don't know how the game is these days but it sorta worked for a game with 2d combat;. Yeah but Awesomeauts (and previously mentioned Soldat) is a game about Multiplayer PvP and... That's it. As many have said, Starbound is supposed to be an exploration sandbox. But they are focusing on/using as an excuse "PvP balance" for stuff that just makes your half finished primarily PvE game. And even then, if you took the "But PVP!" seriously, there is no actual PvP content beyond "You can attack eachother I guess?" General mechanics inspiration for "These attacks are not poo poo", maybe. But Tiy would possibly just look at the "Nerf for competitive balance" part of the equation rather than the "Satisfying Gameplay in the first place" part of PvP games even if they were handed a blank check to rip off whichever game they chose. Like, if they looked at Super Monday Night combat of all things, they'd gravitate towards "Drastically Nerfed jetpack duration on Assault" rather than "This other guy has a sweet lighthing sword, raygun, and teleportation" Section Z fucked around with this message at 03:11 on Jan 29, 2016 |
# ? Jan 29, 2016 03:05 |
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Tengames posted:bullshit, now their changes take it further away from the most crucial part of SOTN combat The best part is the one dude says how it is, and that's how the game exists. The running backwards thing is so obtuse. Like Brad McQuad with Everquest 1 and the whole 'vision' nonsense that made the game miserable for a number of years until control was wrestled away from him. Once the game is 'done' I'm sure a few mods will improve the actual gameplay rather quickly.
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# ? Jan 29, 2016 03:36 |
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Section Z posted:Yeah but Awesomeauts (and previously mentioned Soldat) is a game about Multiplayer PvP and... That's it. I recall an old dev post about how the progression system was going to eventually take players to Sector X. It was going to be a PvP paradise on a persistent server. There was something about players being able to claim planets for their faction and other factions could fight them to try to gain control. Then there was going to be FTL-style ship-to-ship PvP combat. No sir, no scope creep here.
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# ? Jan 29, 2016 15:35 |
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The FTL-style ship to ship combat was never actually a planned feature, I'm pretty sure. Someone brought up ship combat and one of the devs was like "Yeah that'd be cool" and then they brought up FTL as an example of what Starbound could do and one of the devs was like "Yeah that'd be cool" and that was it.
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# ? Jan 29, 2016 20:15 |
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Babe Magnet posted:The FTL-style ship to ship combat was never actually a planned feature, I'm pretty sure. Someone brought up ship combat and one of the devs was like "Yeah that'd be cool" and then they brought up FTL as an example of what Starbound could do and one of the devs was like "Yeah that'd be cool" and that was it. It was semi planned in a "in a few years once we have nothing else to do" sort of way, which was kind of unrealistic. IIRC we talked about it in one of the dev FAQs but it was never a serious goal.
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# ? Jan 29, 2016 20:18 |
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Rhopunzel posted:It was semi planned in a "in a few years once we have nothing else to do" sort of way, which was kind of unrealistic. IIRC we talked about it in one of the dev FAQs but it was never a serious goal. Yeah that makes more sense as a nice-to-have. Was the PvP thing a future planned project too? I remember pitching that concept to a friend of mine to get him interested in Starbound before things went off the rails.
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# ? Jan 29, 2016 21:03 |
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I don't know where it came from, but I was definitely originally under the impression that Starbound was gonna be like... this huge thing where you could drop on and off other player's planets with ease, like it'd be an always online thing and the reason there could be so so many planets seeded was so that people could all have their own planets.
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# ? Jan 29, 2016 22:56 |
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Sort of reminds me of the old days of Minecraft under Notch, where he'd talk about the kinds of things he'd like to do, or people would suggest things and he'd say 'Yeah, that would be cool' and it all became 100% confirmed gospel that he failed on. Yeah, there actually were a lot of features he did say he was going to add and then didn't, but the Hype Train drags everything with it without discrimination.
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# ? Jan 29, 2016 23:24 |
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LordZoric posted:Yeah that makes more sense as a nice-to-have. Was the PvP thing a future planned project too? I remember pitching that concept to a friend of mine to get him interested in Starbound before things went off the rails. Memory's hazy and idk what their plans are now, but PvP by itself was always in the game. It was an opt in thing you'd do by typing /pvp and we imagined there'd be like PVP only servers or something. I don't know if the scale's expanded past that since.
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# ? Jan 30, 2016 01:31 |
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did they actually have a design document
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# ? Jan 30, 2016 02:00 |
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Jackard posted:did they actually have a design document They might have one now, but the only one I remember was at the very start in 2011, and it resembled a totally different game. The original concept of the game was that you had a (non customisable, but movable) space station that had facilities (the early art I did for it made it into a mod somehow), and you had to find NPCs on planets to man them. Whatever their level was dictated the quality and level of things they could make for you. Actual player crafting was limited to crude survival stuff (torches, bandages, basic food, etc) and everything else would be by NPCs on your space station. There was also a fixed homeworld planet that was supposed to function like Minecraft creative where you were meant to build a colony with materials you found on expeditions. I actually still like that concept better. Rhopunzel fucked around with this message at 02:58 on Jan 30, 2016 |
# ? Jan 30, 2016 02:24 |
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that actually does sound pretty good, and i wish starbound had gone with that if only so they'd have settled on something concrete and built off of that instead of trying to throw the kitchen sink at the wall.
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# ? Jan 30, 2016 02:37 |
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Rhopunzel posted:They might have one now, but the only one I remember was at the very start in 2011, and it resembled a totally different game. The original concept of the game was that you had a (non customisable, but movable) space station that had facilities (the early art I did for it made it into a mod somehow), and you had to find NPCs on planets to man them. Whatever their level was dictated the quality and level of things they could make for you. Actual player crafting was limited to crude survival stuff (torches, bandages, basic food, etc) and everything else would be by NPCs on your space station. There was also a fixed homeworld planet that was supposed to function like Minecraft creative where you were meant to build a colony with materials you found on expeditions. I actually still like that concept better.
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# ? Jan 30, 2016 03:17 |
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sounds cool. it'd also be cool if "building your own ship" in a game genre that specifically is about building whatever you want with what you find, in a game in space where you fly around in a ship, was not something that was relegated to "well, you can mod it in" status instead of being seen as an obviously important feature that the base game should have
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# ? Jan 30, 2016 06:34 |
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IronicDongz posted:sounds cool. it'd also be cool if "building your own ship" in a game genre that specifically is about building whatever you want with what you find, in a game in space where you fly around in a ship, was not something that was relegated to "well, you can mod it in" status instead of being seen as an obviously important feature that the base game should have Tiy badly wanted block buildable ships and experimented with it but wasn't satisfied with the results. It isn't the same but I did suggest having a pool of different ship designs/shapes you could build instead of tying them all to expanding race ships, but it wasn't pursued because they couldn't find a solution with what to do with existing items when you switched.
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# ? Jan 30, 2016 08:12 |
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Rhopunzel posted:Tiy badly wanted block buildable ships and experimented with it but wasn't satisfied with the results. It isn't the same but I did suggest having a pool of different ship designs/shapes you could build instead of tying them all to expanding race ships, but it wasn't pursued because they couldn't find a solution with what to do with existing items when you switched. I'm not surprised, even the mods that let you build your own ship aren't the best at meshing in. Module segments that you can arrange in some sort of other UI and then have spawned in as a complete ship would have been a good compromise of ideas, though.
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# ? Jan 30, 2016 09:20 |
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Man, Starbound was cool
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# ? Jan 30, 2016 16:14 |
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hosed up if true
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# ? Jan 30, 2016 16:28 |
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# ? May 29, 2024 10:27 |
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Heh, now i remember why i was hype for the game, sad they dropped the ball on that.
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# ? Jan 30, 2016 16:30 |