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dogstile
May 1, 2012

fucking clocks
how do they work?
I still remember people complaining about all the poo poo from the first game and I still have so many fond memories that i kinda want to just buy this to reward them for even trying. This genre is lacking good studios, would like to encourage em.

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dogstile
May 1, 2012

fucking clocks
how do they work?
Everything reviewers are saying they dislike about the game screams "I don't know how to manage heat".

Or that heat is way to high, but its games journalism, I expect its the former.

dogstile
May 1, 2012

fucking clocks
how do they work?

Weasling Weasel posted:

If it's latter, at least it's true to the spirit of the original. I think I've wasted literal hours of my life just waiting around for income to slowly tick up enough to buy new things on Evil Genius.

Honestly if the pacing is a little slow that's something that can be fixed, but its evil genius, half the fun is watching the dumb animations they make and i'd never get a chance if they sped it up too much.

dogstile
May 1, 2012

fucking clocks
how do they work?

Kobal2 posted:

And it's still a pain in the arse.

Why are people proud of being luddites?

E: Actual evil genius chat

I played for three hours and i've still at basically tutorial stage. I assume it wants me to build way smaller than I am, because i'm really having to spam power rooms.

dogstile fucked around with this message at 23:37 on Mar 30, 2021

dogstile
May 1, 2012

fucking clocks
how do they work?
I really want them to do a UI pass because holy moley its busy.

dogstile
May 1, 2012

fucking clocks
how do they work?
I recruited the er, old samurai and I just use his teleport when I need assistance in a place. He one shots a lot of enemies.

dogstile
May 1, 2012

fucking clocks
how do they work?

Wyld Karde posted:

Some useful stuff to know in this handy Reddit tips thread.

"When a network is idle on the world map it will flash a red signal. When there is an active scheme, it will softly strobe red." Yeah, that needs to be a lot more obvious. Maybe a big green light on an idle network.

Apparently this colour changes depending on who you play.


Deltasquid posted:

Weird, I've had a lot of situations where the agents got trapped between two doors right before the trap area of my entrance, and my valets would escort them out 90% of the time. about 10% of the time they'd resist and start fighting, which is what makes me believe it's working as intended (ie some investigators may resist being escorted out, possibly depending on skill)

That's also a thing, but the too small thing is a legit bug also. If you space the doors out you stop getting the immediate kill squads

dogstile
May 1, 2012

fucking clocks
how do they work?

Roadie posted:

How? Where???

Next to the research button.

dogstile
May 1, 2012

fucking clocks
how do they work?
Does that still do that? I tried it last night and none of the minions nearby bothered paying attention to it.

dogstile fucked around with this message at 13:57 on Apr 8, 2021

dogstile
May 1, 2012

fucking clocks
how do they work?
So only high density executions

Neat, ok

dogstile
May 1, 2012

fucking clocks
how do they work?
Yeah, i'm eagerly awaiting the "4x everything" speed mod.

dogstile
May 1, 2012

fucking clocks
how do they work?
I'm gonna put this down for a bit. I had fun but the atrocious pacing, the heat mechanics basically not working (or if they do work, they loving suck), the side stories constantly bugging out and making me restart from before I activated them, etc is really bad.

Hearing that the lead worked on mobile games before is really unsurprising and i'm really disappointed that nobody went "wait, this isn't fun" when waiting for every side story. Or only being able to do one research project at a time, etc.

Comte de Saint-Germain posted:

I really like most of the systemic changes to the game, like making minions the currency on the world map... and while it definitely has some pacing and balance issues, I think the game is pretty solid and most of the issues are pretty minor.

And while I think it's missing a lot of the charm of the original, I think there's some seriously rose tinted glasses going on in here. The original was extremely buggy! The research system required you to wait for science minions to decide to research an item, and if you didn't check a wiki to know the right combos, you could spend the whole game without some key techs. You think this game has pacing issues? Well at least you don't have to build a second island from scratch while super agents slaughter your minions on the beach.

The first game was extremely buggy but I don't remember the first game straight up stopping me from advancing in the story. The science was weird but whatever, early 2000's game dev lol.

I actually liked the second island from scratch. I didn't like having to wait until my heat was down and then counting all of my loot to make sure it got there, but actually applying what I knew to my second base, having to juggle the entrances, etc was all extremely cool. I even had a "freak room" full of pressure plates so I could randomly set off traps in my agent freezer room of death (handily filled with bodybags to get more agents to walk in).

There's pretty much none of that here. Any agent that gets past my casino immediately gets auto escorted back to the entrance. All traps either get disabled or are a hinderance. I haven't paid attention to a super agent since the very early game. I'm just bored, at this point.

dogstile
May 1, 2012

fucking clocks
how do they work?

Tehan posted:

Right now the world map is an annoying plate spinner, where in EG1 you turned your attention to it with specific purposes in mind.

On that note I don't think i've bothered reading the world map mission stories because of this. One of them was for a mission called supersonic which had the description of "steal a jet". I quickly stopped bothering.

Thanks game, good funny writing.

dogstile
May 1, 2012

fucking clocks
how do they work?
The other thing is that they seem to use raw distance instead of actual distance to decide what rack is closer. My armoury had all the guns at the entrance and all the club's at the back. But if you just drew a straight line from the club's to the trainer, they'd be closer.

dogstile
May 1, 2012

fucking clocks
how do they work?
Sounds like priorities are out of whack.

Makes sense, the more I play this game the more i'm disappointed by it.

dogstile
May 1, 2012

fucking clocks
how do they work?
I would suggest you just play EG1 with the patch that fixes everything and wait another year for this one.

dogstile
May 1, 2012

fucking clocks
how do they work?
Yeah the traps in this game suck and its far more effective to just have a couple of security tables next to the entrance.

dogstile
May 1, 2012

fucking clocks
how do they work?
I don't think anyone would be mad at the DLC if the game was good, but its not. It's the bastard child of a bunch of projects fused together and it shows.

dogstile
May 1, 2012

fucking clocks
how do they work?
Still remember when the last game I was a part of went gold and we had a solid couple of months where people had nothing to do but design new content for it because the game was done and we weren't changing the core experience anymore.

dogstile
May 1, 2012

fucking clocks
how do they work?

Dark Off posted:

there were couple of streamers that slipped with NDA accidentally talking about testing DLC before the game was launched., while devs were dishonestly saying that they didnt know what dlc was going to be.

But that is rather minor complaint to have in my opinion. Its just how modern games extract money.
Its pretty fair that dlc itself is just small stuff, instead of half of the game.

Or they signed NDA's too?

dogstile
May 1, 2012

fucking clocks
how do they work?
I honestly wish i could turn off the map topography and just go back to EG1's map.

dogstile
May 1, 2012

fucking clocks
how do they work?
So, correct me if i'm wrong, but minions actually manning the control stations doesn't do anything right? I might as well just chuck them at the very back of my back, down a very long winding hallway that nobody would ever bother walking down?

If agents could make it past the front door, anyway.

dogstile
May 1, 2012

fucking clocks
how do they work?
Every time i read this thread i'm unreasonably upset about how they butchered this game.

dogstile
May 1, 2012

fucking clocks
how do they work?
At the very least they should make it easier to "keep" certain minions. I think i eventually found a way to do it via the job menu but even then i think its just a priority and not a hard stop.

dogstile
May 1, 2012

fucking clocks
how do they work?

Dorkopotamis posted:

I much preferred the original giving you a choice of how you assign minions for an expedition. Say you have to assign six scientists, well, you could also sign a bunch of guards and maybe even a henchman to protect those scientists.

Removing that choice feels weird and like a step backward.

It definitely goes with the "this was meant to be a mobile game" theory that people had. This game went through so many phases of development and i'm surprised what we got out was any good at all.

dogstile
May 1, 2012

fucking clocks
how do they work?
Weird, i feel the complete opposite. In EG2 my base entrance is unassailable within the first couple of hours of play. I spend most of my time just waiting for a side mission or spamming "get money".

dogstile
May 1, 2012

fucking clocks
how do they work?
To be honest 300 is far more than you need anyway. At that point the only reason you're amassing that many minions is to extend your "lol i'll spam this" button pressing ability. Especially as a lot of the equipment doesn't have to be actively manned for it to work.

dogstile
May 1, 2012

fucking clocks
how do they work?
Give me an identifiable peon and i'll likely keep track of them. I kept track of John Trigger, my weak chinned, scared of ghosts guard for a while and checked after each fight to see if he was ok. That's part of the fun. If he dies whatever, but if he just disappears because "you have to spend faceless minions" its less fun, imo.

dogstile
May 1, 2012

fucking clocks
how do they work?

sean10mm posted:

Maybe a better question is, how much has it improved since launch day? It seems like they put a lot of work into it but I haven't gone back to it since a week after buying it on day 1 (mostly for reasons unrelated to the game either way.)

It hasn't, really. The core loop of the game is still kinda lovely and the systems still work against eachother.

dogstile
May 1, 2012

fucking clocks
how do they work?
I recently got to chat with a guy who worked on this game. Asked him what it was like working on the IP and he just sighed heavily before he changed the subject.

God I wanted this game to be good so badly.

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dogstile
May 1, 2012

fucking clocks
how do they work?
I don't think simpler is better.

My problem with this game is that you can absolutely tell it was supposed to be a phone game at one point. Its slow, cumbersome, the traps aren't as fun and the writing is worse. It looks pretty, at least.

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