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Hey!

[I own the game on Steam, but, to me, GoG forums are much more welcoming and homey, so I decided to create the post here.]

I know that every creator loves getting feedback on their productions, so without further ado, here it goes.

"CONS"

- a rather noticeable number of orthographic errors (typos, punctuation, spelling, stylistic, grammar): seriously, the main editor for the title must have been sleeping during the post-production finishing touches, wasn't really that proficient in the modern lingua franca, or perhaps there was no chief editor at all
- mechanical and wooden dialogues almost everywhere, and it really shows; the route of "before you stands a XXX in his XXX-ies, carrying XXX and etc." when you start a new conversation with a new character really contributes to the problem, because in the original Fallout/BG/System Shock you didn't get all that (majorly unneeded) trivia for every character, plus I'm kind of getting the general appearance of someone in such a detailed 3D environment (additionally, I can already see their picture in the conversation window most of the time)
- cryptic or random or misleading or simply "mangled" descriptions in the character's sheet (for skills, abilities, attributes and the rest); it's the most vital element for any RPG and it fails to deliver... why would you do that? I know, read the manual, but why would you leave the most important piece of your *roleplaying* game in such a sorry state?

"PROS"

- at last: a real, modern 3D game of Fallout qualities; hi-res textures, shadows, mipmaps, anisotropic filtering, antialiasing, all that jazz... it's really here! Also, I didn't experience any graphic corruptions, so it says volumes about the graphical quality of the game
- even if the game was made in Unity, it works much, much better and faster than other Unity titles I have played so far on my quite old machine, so big kudos to the developers for being great coders and programmers
- I didn't encounter any technical bugs; if they were there, I missed them completely and that means their influence on the progress/game mechanics was very close to zero
- cutscenes are a very nice touch, significantly increasing the general immersion

Besides those complaints, the production is truly fantastic and can be considered an instant classic.

Keep up the good work!

Cheers!

PS. If you would like to get someone to correct those orthographic and factual errors in your game, I can do that, since I already have experience in the matter. But that's just a thought.
Post edited February 11, 2019 by Wickez
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Wickez: - cryptic or random or misleading or simply "mangled" descriptions in the character's sheet (for skills, attributes and the rest); it's the most vital element for any RPG and it fails to deliver... why would you do that? I know, read the manual, but why would you leave the most important piece of your game in such a sorry state?
I actually thought the chartacter sheet stuff was very clear and everything was pretty familiar and mouse-over gives me all the info I need.
sure some skills and traits look like they could be compressed but I'm guessing the reason they are not is probably for balance (which the old S.P.E.C.I.A.L in Fallout was clearly lacking considering that min-maxing meant you become a god in late game)
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Wickez: - cryptic or random or misleading or simply "mangled" descriptions in the character's sheet (for skills, attributes and the rest); it's the most vital element for any RPG and it fails to deliver... why would you do that? I know, read the manual, but why would you leave the most important piece of your game in such a sorry state?
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RadicalChaos: I actually thought the chartacter sheet stuff was very clear and everything was pretty familiar and mouse-over gives me all the info I need.
sure some skills and traits look like they could be compressed but I'm guessing the reason they are not is probably for balance (which the old S.P.E.C.I.A.L in Fallout was clearly lacking considering that min-maxing meant you become a god in late game)
Well, you can pretty much still become a God in late-game with this too - almost. The only reason it's "almost" is because no matter how high your stats, an LMG at point-blank range is probably going to still hurt a lot (which is what you'd expect tbh since we don't get OP armour in this).

I think though what Wickez is getting at are the descriptions on the character sheet that are just plain wrong - such as strength affecting subterfuge or something (like wtf?). I guess these must be translation issues - yet one would think they'd be caught since these are literally some of the first things new players will read.

BTW I am in full agreement that these guys actually know how to code - proof positive that although Unity might have its issues, it's nothing competent programmers can't work around (or with). Next time a game has crappy performance and is using Unity, and someone goes "Oh it's because of Unity" I can point them to this game as proof that this is a lame excuse!

Here we have large areas, all of which load reasonably quickly - my only complaint is that it seems to take much longer to bring up the "loading" screen than it does to load the level AFTER the loading screen is displayed! Ideally this should be the other way around - but hey, overall loading times are pretty snazzy on a standard old HD, so I can live with that.

Also BTW I didn't mind the extra descriptive bits when you talk to someone - I found it just enough to describe the NPC, but not too much to be annoying. Kind of strange that most errors are spelling errors though - grammatical errors I can understand (they can be easy to miss), but surely using a spell-checker would have solved the various many spelling issues, especially where superfluous letters just appear at the end of words... Having said that, though some of the stuff was a tad awkward (I guess due to translation), it's still much, much better than what the text adventures in Space Rangers 2 were like when that came out - those made my head hurt...
Post edited February 01, 2019 by squid830
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Wickez: Hey!

[I own the game on Steam, but, to me, GoG forums are much more welcoming and homey, so I decided to create the post here.]

I know that every creator loves getting feedback on their productions, so without further ado, here it goes.

"CONS"

- a rather noticeable number of orthographic errors (typos, punctuation, stylistic, grammar): seriously, the main editor for the title must have been sleeping during the post-production finishing touches, wasn't really that proficient in the modern lingua franca, or perhaps there was to chief editor at all
- mechanical and wooden dialogues everywhere, and it really shows; the route of "before you stands a XXX in his XXX-ies, carrying XXX and etc." when you start a new conversation with a new character really contributes to the problem, because in the original Fallout/BG/System Shock you didn't get all that (majorly unneeded) trivia for every character, plus I'm kind of getting the general appearance of someone in such a detailed 3D environment (additionally, I can already see their picture in the conversation window most of the time)
- cryptic or random or misleading or simply "mangled" descriptions in the character's sheet (for skills, attributes and the rest); it's the most vital element for any RPG and it fails to deliver... why would you do that? I know, read the manual, but why would you leave the most important piece of your game in such a sorry state?

"PROS"

- at last: a real, modern 3D game of Fallout qualities; hi-res textures, shadows, mipmaps, anisotropic filtering, antialiasing, all that jazz... it's really here! Also, I didn't experience any graphic corruptions, so it says volumes about the graphical quality of the game
- even if the game was made in Unity, it works much, much better and faster than other Unity titles I have played so far on my quite old machine, so big kudos to the developers for being great coders and programmers
- I didn't encounter any technical bugs; if they were there, I missed them completely and that means their influence on the progress/game mechanics was very close to zero
- cutscenes are a very nice touch, significantly increasing the general immersion

Besides those complaints, the production is truly fantastic and can be considered an instant classic.

Keep up the good work!

Cheers!

PS. If you would like to get someone to correct those orthographic and factual errors in your game, I can do that, since I already have experience in the matter. But that's just a thought.
Thanks a bunch! We do love feedback and care for it a whole lot. You got some very valid points which we will try to work on in the future updates!
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Wickez: "CONS"
- mechanical and wooden dialogues everywhere, and it really shows; the route of "before you stands a XXX in his XXX-ies, carrying XXX and etc." when you start a new conversation with a new character really contributes to the problem, because in the original Fallout/BG/System Shock you didn't get all that (majorly unneeded) trivia for every character, plus I'm kind of getting the general appearance of someone in such a detailed 3D environment (additionally, I can already see their picture in the conversation window most of the time)
I don't know about you, but I can't tell much about a character's appearance from their 3D character model (a lot of which are kinda same-y) and the picture only shows their face. Also, since their actions during the conversation are going to be conveyed textually, I think it's appropriate that their appearance is as well.


And as there's a dev watching this I should probably list some of the inconsistencies I came across as well [minor spoilers included]:

- The dude in Peregon is referred to as Fyodor Maximovich in the game, while the ending (at least the English version) calls him Maxim Maximovich.
- If you persuade dr. Mikoyan to go help the bandit in the factory after the revolt in the abandoned factory, the guy he agrees to go treat isn't even there anymore. The quest gets checked off, but you don't get any rewards, nor does the doctor mention anything about treating (or not treating) the guy.
- If you find Dunya's dad once she's already at Red Fighter, the conversation you have with him still sounds like she's at the factory.
- The dialog screen at the computer in the Mountain Pass of Woes bunker refers to the cultists being your ultimate goal even if the character has no reason to be looking for them or thinking that they're there. I just reached the bunker exploring at random before pursuing the main quest, so it came off as quite a spoiler.

The only technical bugs I encountered were with the briefing cinematic being laggy as fuck, and being stuck in combat mode with no one doing anything upon attacking the general in Peregon.
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T-Rexvs.Skenderbeg: - The dude in Peregon is referred to as Fyodor Maximovich in the game, while the ending (at least the English version) calls him Maxim Maximovich.
I didn't notice this (must have missed it) - but I do recall there being a "Maxim Maximovich" mentioned in one of the anecdotes told by one of the people you come across. The anecdote refers to what I can only assume is a Russian Mad Max. So I guess a writer/dev got the two confused at the ending slides?
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T-Rexvs.Skenderbeg: - If you persuade dr. Mikoyan to go help the bandit in the factory after the revolt in the abandoned factory, the guy he agrees to go treat isn't even there anymore. The quest gets checked off, but you don't get any rewards, nor does the doctor mention anything about treating (or not treating) the guy.
Did you go straight to the factory after convincing Dr. Mikoyan to go there? When I did it, I found him there treating the guy in the warehouse (he's in the same bed when you first find him). After some dialog he gave me a bunch of rewards from his bedside table/crate. If he's no longer there, maybe searching the crate/table near his bed will produce the same rewards?

Either way, it sounds like doing this after the factory revolt screwed things up somewhat - from memory, if treating him before the revolt, I found the guy in bed pretty much every time I visited - it wasn't until the revolt when he finally got out of bed (I think - can't recall if he was one of the survivors or not).
Post edited February 11, 2019 by squid830
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T-Rexvs.Skenderbeg: - The dude in Peregon is referred to as Fyodor Maximovich in the game, while the ending (at least the English version) calls him Maxim Maximovich.
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squid830: I didn't notice this (must have missed it) - but I do recall there being a "Maxim Maximovich" mentioned in one of the anecdotes told by one of the people you come across. The anecdote refers to what I can only assume is a Russian Mad Max. So I guess a writer/dev got the two confused at the ending slides?
avatar
T-Rexvs.Skenderbeg: - If you persuade dr. Mikoyan to go help the bandit in the factory after the revolt in the abandoned factory, the guy he agrees to go treat isn't even there anymore. The quest gets checked off, but you don't get any rewards, nor does the doctor mention anything about treating (or not treating) the guy.
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squid830: Did you go straight to the factory after convincing Dr. Mikoyan to go there? When I did it, I found him there treating the guy in the warehouse (he's in the same bed when you first find him). After some dialog he gave me a bunch of rewards from his bedside table/crate. If he's no longer there, maybe searching the crate/table near his bed will produce the same rewards?

Either way, it sounds like doing this after the factory revolt screwed things up somewhat - from memory, if treating him before the revolt, I found the guy in bed pretty much every time I visited - it wasn't until the revolt when he finally got out of bed (I think - can't recall if he was one of the survivors or not).
It is time sensitive thing among few others - if it takes you longer than 30 in-game days since game start to get doctor Mikoyan to Abandoned factory wounded bandit dies.