Caststarter
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Could you perhaps concoct a list of games whose alphas have every single gameplay function down? For I am pretty sure that is not the case, especially in regards to game's that do not even show their alphas to the public. Actually, if you look at videos that show behind the scene's looks in development like the videos about Sly Cooper's development, you would see that it was always more about the core mechanics, not any of the gameplay shifts. Not to mention that models were much more primitive. AQ3D's alpha is doing core mechanics, something nice to look at, and actually let you play the alpha. Most companies do not do that. And yet, how is the game rushed when it was just mentioned that the game would have been released by now if it were not due to events happening that prolong the development cycle? If anything, all it proves that the AE staff is actually taking their time. The reason why we are trying to give feedback based on your thoughts on Alpha is because for one, it IS Alpha and two, it is all about misconceptions people seem to have in regards what constitutes as a 3D mechanic. We are not trying to say what you are saying that doing them in 3D is different is wrong. But we are saying that they are not 3D mechanics. 3D mechanics is a free-range camera and an open-field that have to comply with a border on the ground. Also, in "2.5D", what you are doing is using the list of methods you would do for a 2D game. They are fundamentally the same. Including your desire to "parkour" where I wish to ask you where you would want to have it even in. Is it even going to control well? I want you to think on the latter for five seconds and come up with a method where it is a core mechanic in a 3D environment that is mainly open fields where it controls well. Needless to say, I predict that the answer is not obvious. Also, DF had an entire slew of class revamps. At least you could update those since their branches at least abides to the outer layer. In any case. After Ash's revamps, I can safely say that DF has the best balance in all of the AE games. Yet each class also had a token skill. A spam skill. A crit skill. A stun. And a shield. Other than that, it was what can be done. However, I would like to highlight Paladin in DF for a few moments. Even on release, it was not great. When half of your skills are based on luck that is really low and you can not manipulate, needless to say it is not going to be great in the long run no matter what. Ninja and Pirate even then still had skills that were just plain... there. Crackers is one of them of the plethora of skills that just did damage. Even then, they could not hold their own not because of classes being better of them, but because design-wise, they could not even counter many enemies. Especially in hard-mode or Extreme mode without abusing elemental weaknesses.(I say this because some bosses do not have a big weakness.) Just being unique does not make it good. Far from it in fact. It was after the revamps in DF that classes were truly unique and also be designed well. I mention the Wii U title because it was recent. As such, it should be fresh in player's minds. Also, I can understand how people can misconceptualize an open-beta as a full release. But the true story is that it is not. Far from it. When you are in beta, you have all the core mechanics down and some extra stuff thrown in as well. There, playtesters would have done if things worked from a small-scale level and give feedback if things were designed well. A closed beta is very much on the small-scale. I am not sure where you got the idea that AE is skipping closed but they might as well also be doing closed just within their own studio. Open beta is just doing things on the large-scale. Quite the difference there. Again, where did you get the information that Battlegems would be updated based on revenue from the very start? Instead I remember that it was meant to be a one-off game from the very start and if it just get enough attention, AE staff would update it. Yet they did not try to go for many updates. They did not expect to get that many players playing it constantly. In fact, I remember distinctly that initial feedback was very positive. In which case... it was a full title from the start. I generalized HTML as a whole when I mentioned it. I definitely know that I did not use HTML, the first version. Yet possibly I used HTML4. But I digress. Also, I like to note that HTML5 is from 2014... in October. I am pretty sure Legends of Lore was slated before that. If you want to go to yet another different program... what you are asking programmers is to learn yet another slew of functions. It is never simple. I do in fact know a teacher who uses a whole different slew of programs for her class ranging from CSS to HTML5 to Unity to many others. Yes, her class is oriented towards programming in video games and yes, I just mentioned Unity. From my interactions with her, it definitely is not easy to just change to a new program. All she is doing is just getting basics of each one down, let alone anything advanced. If a programmer was trained in one program only from the basics to the advance... what is going to happen if they use a new program from the ground-up is that they practically have to be trained with a new program. Hardly a viable solution to do so now though. Actually, may I ask you if you handled HTML5 before? Or even Unity? Except when you are trying to make things better, it IS an update. An update IS a change but a more specific word for changing something. So I addressed the point in full. Your argument was that they were 3D mechanics though. I did not ignore that doing them in 3D is different. But I was trying to point out that they are not mechanics that solely belong in 3D. As you said yourself, such things can be done in 2D. This basically means that they are NOT needed to be done just to have a full 3D game. Remember that EO example from earlier? I think it demonstrates completely that you do not need any of those just to have a 3D game be received well. IV was the first to use 3D in battles yet it definitely used none of the things you seem to expect in a 3D environment. If anything, the entire way the game was set-up specifically prevents such things. Going back to your expectations, I never denied they were mechanics. Yet here is the thing... look at a lot of 3D games. They are not there much of the time. They are there if the developers wanted them there. About Robina. You do know that her quests are set up like that temporarily? As a placeholder for people to do? Remember how the amount of EXP to get to level 3 was extraordinarily high? Those things are there so people have something to do in the Alpha as AE is crafting things before everyone's very eyes. Needless to say but they are definitely not there for the long run. Again, what is with the idea of fast-travel being regarded as something bad? If it is there, let it be there. In fact, you most likely will not even know how to fast-travel to a location in the first place unless you visited it before or you somehow looked it up in the web. In which case, if you are doing the latter, you are willing to forgo all sense of exploration just to find things. This can easily be applied to AQ3D as Skyrim ran on a similar premise, and I use that since people seem to love using it as an example. You can not fast-travel to an area if you did not visit it. Even though AQ3D allows you to fast-travel at any point, you would most likely not know how to even fast-travel to it in the first place. In which case... people can forget. But both typing in the name and having the option on the map can be done. Plus, I do not think people think of this but... some people like to be in their own rooms with just their friends. Being able to type in a room-number just so your friends and yourself be by themselves and not be rudely interrupted is quite the privilege in AQW that other games do not have. In the HUB areas in different 2.5D games, since you seem to mention them a lot, I saw they were incredibly crowded beyond belief. Needless to say, privacy from other players is a nice thing to have. I rather want that as well. When you say that it worked because most-games back then used a combination of buttons... that is not true. At all. Super Mario Bros did not do it. People still like it. Super Mario Bros 2(USA) did not do it. People still liked it. Punch-out did not do it. People still liked it (INCLUDING the Wii version where if you CAN use the wii mote as if it was a classic NES controller.) Megaman 2 is still one of the most popular games in the Megaman franchise and yet it did not do it. (Even the concept itself would only be in Megaman 3. And even then it was just making use of the fact you HAD a D-pad that went DOWN.) You might argue that Megaman at least had multiple items. Of course we can easily apply that to classes in AQ3D so that is a moot point. If anything, the games that DID a combination of buttons were actually the most NEGATIVELY received. For all what is worth, people really only play Ninja Gaiden just to prove themselves. Design-wise... it is EXTREMELY archaic and just... meh. Yet it did wall-jumping, for what it is worth. Also, about swiping... considering the fact that Bladehaven already did it with a mouse, curves and everything, I really do not think it will be much of a problem for folks in AE to actually implement it considering it was done before.. Yes, it is more work to do as now you have touch controls but I think since it is Alpha, it at least can still be implemented to have its own branch. You all want something new, yes? Well I am giving something that is perfectly viable and yet does not add too many complications. It even addresses the thoughts people have of the game being generic. All in one package. Quite the premium package to deliver, to be honest. Yet why be adverse to more work when if you need to change or do a new thing, you have to do more work anyways? Doing anything requires work. If you need to change something. It requires more work. It is just simple fundamentals. What I just said does not relate to any way to a combo system, in the gamer sense of the word. I think I should say combination, the word in full in the traditional use. What AE is trying to do, especially now in AQW, is that a certain combination of skills will allow a second use. I use this skill then this skill in order to do something different. Simple as that. I am not going to deny that I want more skills just to add some more flavor, but I am not going to pretend to think that just having four is inherently bad. Not in the slightest. This is where I take preference and throw it to the wayside and think of the game itself in full. Also, about that parkour... considering this game heavily depended on it, so it was in fact a core mechanic of the entire gameplay... Mirror's Edge. An early PS3 title which I watched a commentary on just to see what it was like. I heard before from another YT user that it was really good. Instead what I saw, and agreeing with the commentators, is that the game ranges from meh to straight out bleh. Allow me to give a rundown. You play as someone who is fleeing from folks who are trying to kill you with assault rifles while using your parkour skills to escape them as they clearly have no training to even do it. How did it do on the very premise it was trying to run on? This was in first-person by the way. What could happen is that you would either grab the platform... or fall to your death due to awkward "hit-detection." It was not the fault of the player for it happening. It definitely looked like they could reach it and climb up but they still fall. Not to mention they tried to allow gunplay in a game that is not meant for it and it SHOWED. When you pick up a gun... you have no reticle. Okay can you look down the sight? No, you can't. So you are basically firing blindly where you only have one clip to depend on. There are multiple sections where you are expected to use a weapon. Oh and... it had melee and it also showed to be awful. (Hands VS assault rifle, WHO WILL WIN!?) Let us go back to AQ3D. Considering parkour is not even the main focus of the entire game where an entire studio from another company tried to make a game which the main focus WAS parkour and STILL screwed-up... why ask it in AQ3D? Think of the plethora of problems that can originate due to being not a core design focus. I just like to ask you, on behalf as a friendly player who is just looking out for the games with great care and making sure it is the best product it can be, could I just ask you to apply these situations, all drawn out as if you are an actual game developer, onto the game itself in its current form? For what I am seeing is feedback... but no solutions. Just suggestions but no applications. Can I just ask that you do that, just so we can both understand each other here more? Maybe, just maybe, I can fully understand what you mean what you are truly trying to say because in honesty, it might actually be good but we need to make sure if it is able to be implemented well.
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