Yandros on 3/12/2018 at 13:16
Here is a message from the author:
Quote:
I am very happy my mission received a constructive criticism. By this message I would like to let you know I didn't spent as much time on my FM as I originally planned. That's why both empty spaces as well as some gameplay problems should be visible. After my FM was submitted, I already started planning a patched release of it, which should not be earlier than 1st of March'19. Due to changes made during last few days before contest deadline, the FM lacks a lot of testing. As a result, I've discovered myself some critical, yet funny (and really easy to fix) bug, just 1 day after release.
The reason I write this message is I am really keen on seeing constructive comments and advices from players and dromeders. While working on this mission, I've learned a lot, but I think I've learned the most during testing sessions. That's why I think the player feedback is the most valuable to me now. Together we can release a better, patched version after these 3 months!
IMPORTANT NOTE: To be clear here, I am not writing this information to explain myself and make the voting better. I hope my request is transparent and you will help me make better missions in the future!
Some questions for start:
1. How should I set the loot proportions in my FM? I suppose I made a big mistake here with existing proportions.
2. Do you guys think the
treasury key riddle was too difficult?
marbleman on 3/12/2018 at 13:36
Regarding the author's questions.
I think the loot goal was too steep. Even on Normal, without finding that one piece of loot, I would not have met the requirement.
The riddle was unintuitive rather than difficult; I thought that the door is not openable because it's located at the edge of the compound, so I never checked it.
mtk on 3/12/2018 at 15:00
Quote Posted by Yandros
I am very happy my mission received a constructive criticism. By this message I would like to let you know I didn't spent as much time on my FM as I originally planned. That's why both empty spaces as well as some gameplay problems should be visible. After my FM was submitted, I already started planning a patched release of it, which should not be earlier than 1st of March'19. Due to changes made during last few days before contest deadline, the FM lacks a lot of testing. As a result, I've discovered myself some critical, yet funny (and really easy to fix) bug, just 1 day after release.
The reason I write this message is I am really keen on seeing constructive comments and advices from players and dromeders. While working on this mission, I've learned a lot, but I think I've learned the most during testing sessions. That's why I think the player feedback is the most valuable to me now. Together we can release a better, patched version after these 3 months!
IMPORTANT NOTE: To be clear here, I am not writing this information to explain myself and make the voting better. I hope my request is transparent and you will help me make better missions in the future!
Some questions for start:
1. How should I set the loot proportions in my FM? I suppose I made a big mistake here with existing proportions.
2. Do you guys think the
treasury key riddle was too difficult?
Im looking forward for the patch :)
1. I think the 4000 loot requirement on expert, especially that its out of
4100 or sometin? Is very steep, I think if you dont find that
secret behind the big fireplace you're screwed.
Considering how big the place is, but many places actually have very little loot, I would make each loot worth less (like lets say drop down the number from 150 to 75), but add additional loot in in some places.
greenhouse is totally empty, If i remember correctly, the roof also doesn't have any loot, except for the nest, which was very clever :) 2. I think the whole cutscene and all was nice, that def improves a score on story, I also felt a bit let down that
the TREASURY actually holds no loot :p, I mean, cmon! As you probably know I'm new to dromed myself, but if I had to improve your mission, except for things mentioned earlier I would:
1. Def add more details to the layout, in the round room with stairs going up to the bedroom and roof, the bottom is totally empty. On The top floor, where lord G's office is, I would either disconnect them from each other, because that way the hallway and guard patrolling it is useless, or add additional guard that patrols interiors and balcony (so it gives the player some time to loot the place)
2. Regarding the party place, I think the amount of AI's would be fine, if they were scattered around, but what is more important, you have to give the player some ability to make the room dark! I saw some switched outside on the other side, but they dont really dim the lights out in the whole room. From what I know its impossible to enter the party room without alerting the AI's. I think calendras cisten mission, if I remember correctly made this work very well. You had lights you could disable, and the roof was tall and had wooden beams, so you actually was able to use the rope to crawl down on it like a spider, pick up loot and crawl back up :D Think of that.
3. Map. holy shit please, add a map :D I would love to know at least the exteriors around the mansion, before I go in. Other than that, I would check some AI's and ask myself a question, "if the player wants to pass by this place without drawing attention, how can I make it possible" because for example the archery training ground had that one guard behind the corner guarding it all the time, and place was lit to the point I'm not sure it was possible to sneak past him. I ended up jumping around just avoiding flying arrows, which is not very immersive.
4. Either reduce the amount of crates at the servants shack, or make the invisible wall around the cutscene area bigger, because as I mentioned earlier, i stacked them pretty high and actually jumped across and got stuck I hope it helps :D
EDIT:
Maybe it was just me, but that lever in the bedroom to unlock the treasury was IMPOSSIBLE to find, I remember checking every cranny, blasting the brightness to max, and I still couldnt find it. (super dark in there, maybe make anim lights and lever that turns them on?) Had to cheat with checking it up in dromed, and whats even more hilarious, even when I knew exactly where it was, it still took me like 2 seconds to stand properly to actually see it. Maybe its nice for a secret area, but for something that is crucial in progress, its very cruel, that's my experience.
DarkMax on 3/12/2018 at 16:00
Huh, weird mission. On one hand it has an interesting premise, with some creative and good brush work along with unusual texturing. I had some fun, but I think the loot goal is ridiculous even on Expert :p and the fact that you can't go back from the final part doesn't help.
xx Bla xx on 4/12/2018 at 12:00
I think, this mission was really easy (excepting the loot goal). When I got a key it was obviously where to use it and where to go next. For the loot I found the way Thief 3 handled it good. Finding a certain percentage of the total loot for each difficulty level. For your mission it was nearly 100 % on expert, which is quite much. :D
The story was a little confusing for me. What exactly happend to Lorg G? Why do I got teleported at the end etc.? And when I read a book like a diary, I would like to know, who wrote it. Maybe I don't got it, but I'm not sure, who wrote the text in the books opposide the bedroom (which were quite funny btw.). I'm not even sure which sex the person had.
For the room with the party guests: it's a party! Of course they are all in one room. So for me there is no reason to complain about it. But some lightswitches wouldn't hurt. :D
All in all it was a nice little mission.
nicked on 5/12/2018 at 07:24
Interesting idea; but the mission feels very unfinished. It's enormous, but empty. The story doesn't seem to make sense and the readables need proofreading. The AI placement and challenge needs a lot of work. Definitely has potential. I'd be interested to see this again with about six months more work and a few rounds of beta testing completed.
Galaer on 5/12/2018 at 20:41
I need help. I have checked the whole mansion few times and still I have no idea where is treasury. Also there is one area outside for which I need a key. Could somebody help?
mtk on 6/12/2018 at 08:04
Quote Posted by Galaer
I need help. I have checked the whole mansion few times and still I have no idea where is treasury. Also there is one area outside for which I need a key. Could somebody help?
yeah, it was very frustrating for me as well
hint
he mentioned his bedroom he doesnt really use plays an important rolestraight up spoiler
there is a tiny ass lever on the floor level in front of the doors
ValmontPhl on 7/12/2018 at 00:07
Quote Posted by Yandros
Here is a message from the author:
1. The loot ratio is high but the real issue was that I went into the treasury and pressed on with 3880 loot because I was going into the *treasury* Surely there is at least 120 loot in the TREASURY - but nope.
2. Forgive me, but, what riddle? i found the
small arcing which I think is NOT part of the T1/G experience, btw, then stumbled on
Lord G key and had to figure out what it opens.
Overall I think this mission and any other iterations can/will be great from you, tho I was looking forward to getting into and exploring the area past the archway on the west side of the mansion only to discover that there is no west half of the mansion
except for that lone archer all the way west