Demo released
#42
Posted 01 February 2012 - 07:02 PM
environmental usage is good
AI knows cooperation (like how they wait you)
one of my merch after saved from death starts to limping and move slowly thats another good point for me
weapons seems balanced jamming period
cloths have camo bonus one more point
P&G got some advantages like guarding and cover action
some new merchs I see at the tutorial (but IMP that's what we need
okay time for negative part :
it's hard to chose enemy under roof that has to be patched ...
pathfinding got some problems about merchs like if two merch crossroad some where they stop
enemies LoS cones must be rechecked some problem about it there like they can see much more far (when my merch proned and not moving)
cameras zoom out can be more!
attachment slot need one or more adding (if there is 40mm grenade launcher than talon can be added to weapon.
there will be more added as played but for now thats all I can see at first round
and one more thing did I gonna buy it I think I will give a chance for it but wish two major upgrade
1-) IMP -) cam'on it makes some more fun for the game
2-) portraits must get remake they are really bad shape (for over all graphic yeah I try at maximum and they are fine)
#44
Posted 01 February 2012 - 08:48 PM
ok
a litle hard indeed
But one thing i think a litle odd:
You can eat live spiders??
wtf?
Hehehe, yes you can eat the spiders, but stay away from the cockroaches!! Had a guy eat a cockroach and he was sick the rest of the way with only about 50% energy from then on!
#45
Posted 01 February 2012 - 09:01 PM
okey after played a little bit some things to say first of positive ones:
environmental usage is good
AI knows cooperation (like how they wait you)
one of my merch after saved from death starts to limping and move slowly thats another good point for me
weapons seems balanced jamming period
cloths have camo bonus one more point
P&G got some advantages like guarding and cover action
some new merchs I see at the tutorial (but IMP that's what we need)
okay time for negative part :
it's hard to chose enemy under roof that has to be patched ...
pathfinding got some problems about merchs like if two merch crossroad some where they stop
enemies LoS cones must be rechecked some problem about it there like they can see much more far (when my merch proned and not moving)
cameras zoom out can be more!
attachment slot need one or more adding (if there is 40mm grenade launcher than talon can be added to weapon.
there will be more added as played but for now thats all I can see at first round![]()
and one more thing did I gonna buy it I think I will give a chance for it but wish two major upgrade
1-) IMP -) cam'on it makes some more fun for the game
2-) portraits must get remake they are really bad shape (for over all graphic yeah I try at maximum and they are fine)
Actually agree with you here on a couple of the negatives you pointed out. However, just a question about the LOS cones for enemy. Is it a matter of settings that need to be tweaked on their side, or is it that we have a guy laying perfectly still, but he's out in the open too much with not enough camo% for cover? Just saying, if he's laying flat is in some brush is one thing, but laying flat out in the open, he's still gonna stand out. Just curious if it's one side or the other.
Having the same problem with the pathfinding as well. Not very often, but when they are grouped tightly together and you want them to move just a short distance, they do get in each other's way. So you're not alone there.
Portraits aren't all that bad, not saying they're the greatest thing since sliced bread though, but the voices are way off. Gotta point out that Lynx went from a Bass to an Alto in his voice, doesn't sound close. So if the intention was to make them close to the originals, (Maybe BC couldn't get the original voice actors), then the voices are not close. If they are supposed to be different, then they are.
Does anybody have a problem with the way the display for the tactical map is laid out? I understand having the portraits and all, but is there a way that they can be scaled back some? I look at my screen and the greyed out area for the portraits take up aprox. 1/5th of the screen which leaves me with what seems a small window to view through. Combine that not being able to zoom out the display farther, and makes it feel really narrow and makes the eyes hurt after a while.
Positves people have said I agree with. Overall I like it and it's a very interesting twist on an old game
#46
Posted 01 February 2012 - 09:12 PM
I just played the Demo, tutorial and tried the mission... And I most say that I am so disappointed with the real time crap so I will cancel my preorder at steam. The Jagged feeling is gone in this version...
Why did you not make the game turned based! This is just boring...
And I have been waiting so long for this game... I think I will cry myself to sleep now... Giving my hopes to XCOM Enemy Unknown...
WHY! WHY! Is the game producers today always changing a winning concept to the worse!? Stick to the original game functions and upgrade the graphics, functionality, freedom and detail in the old game. And just expand it.
Don't spend time on crap and don't reduce the functionality of the games!
#47
Posted 01 February 2012 - 10:07 PM
Is there any way to destroy walls by explosives, or can you just destroy the walls where a green icon is, like in the tutorial???? Talk about a huge setback... This is so sad...
Pleas say that there is a way to blow the environment / walls up?
#48
Posted 01 February 2012 - 10:11 PM
Playing it some more, this game is a disaster... Combat inside a house is just ridiculous...
Is there any way to destroy walls by explosives, or can you just destroy the walls where a green icon is, like in the tutorial???? Talk about a huge setback... This is so sad...
Pleas say that there is a way to blow the environment / walls up?
AFAIK, only where it's designated (the green thingies).
#50
Posted 01 February 2012 - 10:27 PM
Hi
I just played the Demo, tutorial and tried the mission... And I most say that I am so disappointed with the real time crap so I will cancel my preorder at steam. The Jagged feeling is gone in this version...
Why did you not make the game turned based! This is just boring...
Yep, sad to say but now I'm allowed to speak i guess? So i say this is no more Jagged Alliance.
Why should i even use the plan and go modus lol.
Just crouch and shoot from distance, if you got hit just heal yourself, there is even no need for plan and go!
Guard Mode is the answer to everything lol, this is so dumped down like my little cousin could play this, just crouch trough the hole map using guard mode ^^
#51
Posted 01 February 2012 - 10:38 PM
Damn, I feel sick...
Shame on you developers!!! SHAME ON YOU!!! You just killed Jagged Alliance....
Yep, sad to say but now I'm allowed to speak i guess? So i say this is no more Jagged Alliance.
Why should i even use the plan and go modus lol.
Just crouch and shoot from distance, if you got hit just heal yourself, there is even no need for plan and go!
Guard Mode is the answer to everything lol, this is so dumped down like my little cousin could play this, just crouch trough the hole map using guard mode ^^
#52
Posted 01 February 2012 - 10:42 PM
"And u are not able to cut thru fences anymore"
LOL!! FAIL, WTF IS THIS CRAP!!!
Did the developers even play the old Jagged games for more than 10 hours? It feels like the developers played high school soccer instead of playing old games like Jagged, and now they tried to make a game called Jagged Alliance after they have seen some screenshots on Google and Youtube videos...
Shame...
@krad
Sorry to tell u but there are only spezial bombspots ingame like the tutorial shows.
Same to climbing up walls.
And u are not able to cut thru fences anymore
#53
Posted 02 February 2012 - 02:56 AM
positive :
healing system : its not the best style for but its some thing mixture of good things like after take some shoots merch starts to limping and if I remember right It's not to the end of game but we know It takes time to your merch go back in full recovery (and without healing on the world map I think that takes time for It)
Hardcore playing : not at the original release but I think some thing can be made with patch or dlc cause I find some items that don't needed without hardcore play (like extended ears or syringes (empty ones)
negatives :
AI after first time you can see hoe it's move like you can easily calculate where to wait and how to ambush it.
grenade use (okey this must be my fault but hey I not a grenadier I'm much lover for 40mm launcher) It seems flies and roll much further than you want.
nearly half of the I don't use most features of plan and go (except guard mode which more acting like interrupting turns for me)
healing system need more calculation at least some thing must be done about healing while target merch in gun fight
I had to write this FoW NEEDED BADLY IT'S NOT THAT HARD (IF WE CALCULATE AT JA2 SETTINGS I CAN SAY IT'S FAIR EXPERIENCED MODE) JUST ADD FoW AT LEAST LoS AND SOME MORE TACTICS TO AI.
Actually agree with you here on a couple of the negatives you pointed out. However, just a question about the LOS cones for enemy. Is it a matter of settings that need to be tweaked on their side, or is it that we have a guy laying perfectly still, but he's out in the open too much with not enough camo% for cover? Just saying, if he's laying flat is in some brush is one thing, but laying flat out in the open, he's still gonna stand out. Just curious if it's one side or the other.
laying next to tree and rocks and for reality can't be seen from other side of cover but it seems AI doesn't agree with me at that point
If some one at the company can give us coming up updates list after demos feedback It will be good
#54
Posted 02 February 2012 - 07:03 AM
I'll play the demo a bit more before I pass my final verdict, but so far...
The last minute change to the healing/medic system was at least a step in the right direction. Otherwise, the combat plays out like a 90's FPS, hordes of enemies that charge out to catch your bullets. Find a good position, use Lynx (that looks NOTHING like Lynx) to draw them out and Magic to auto fire them to death... and the other two to help if they get close enough. No tactical depth or challenge, no point either as you can see the enemies regardless of where they are...
And every time Lynx says "I used to laugh at that kind of thing, but seen to many friends... blah blah", I want to scream. That was great in JA2 when he said that when the enemies head exploded, but without exploding heads Lynx saying that makes no sense.
I don't like the field repairs of weapons, combined with the no Doctor/Patient thing... doesn't seem to be anything left to do in the overview map... which removes a LOT of the crucial gameplay and strategic depth of JA2. The fact that you have to put a key in the equipment slot to open a door (from the tutorial) is just silly.
I prefer the RPG system of the original, your skills improve as you use them. Levelling up is a cool addition, but the original system should have been left intact... made it so you can pick perks or specialisations or something when you level up. It just all feels like Jagged Alliance Lite, like the game was made by handful of programmers somewhere in a garage or a basement that didn’t really have the time or resources to do it properly. I still hold to the opinion that a “remake” should AT THE VERY LEAST include ALL gameplay mechanics and features that was successful in the original.
The game isn’t all bad and shows some potential, I feel BC made a mistake by discarding the TB combat completely as that changed the direction of its development completely and alienated most of the old fans... which would have been, ironically, the consumers mostly likely to buy the game. I think that if BC would spend more time going forward, actually listening to their potential fan base and taking to heart what they say... that bitComposer could actually publish a game worthy of carrying the name Jagged Alliance.
BiA just isn’t Jagged Alliance, which is sad... I feel if bitComposer gave the game another name, and didn’t try to pass it off as a Jagged Alliance title, I more than likely would have considered buying it. Now I’ll just give it a few months and check a bargain bin or not bother at all.
Regardless, thanks to Michael for all his patience over the months and answering questions as best he could. All best to you and your colleagues, another few days until release and then you can sit back and enjoy your coke
Edit: Oh yes! Forgot, the camera is a pain... you need to be able to drop it a bit lower to the ground:)
#56
Posted 02 February 2012 - 08:31 AM
everything else seemed ok to me, unlike the many ruthless fans on here, i was interested in playing something new and not a carbon copy remake with a gfx over haul, if i wanted to play ja2 i can. theres a bunch of things that are a shame to not be implemented, i'm also not that big on the FOW to me its just an arbitrary level of difficulty, being able to see the enemies you would realistically, help when planning an attack instead of just repeating attacks over and over until you know where everyone is anyway.
#57
Posted 02 February 2012 - 08:42 AM
#59
Posted 02 February 2012 - 09:00 AM
I think the difficulty would be much more challenging with fog of war. I dont want to beat a dead horse. But knowing where all the enemies is a huge advantage/boarding on god mode. No real thought has to go into movement or placement. You know exactly where to put your guys to murder the enemy without being touched.
Healing system is ok(ish). If you get knocked out, then healed up, you lose a chunk of your maximum health. Great, thats what you would expect and gives you incentive to play better. I suggest adding in an option that lowers maximum health when any damage is taken. Not as much as you lose for a knockout, but enough to make you refine your tactics a little. Have this an on/off option like fog of war.
Cover system doesnt seem to work. I would expect hiding behind a rock to offer some protection, but I saw no evidence of this. In fact the best way to protect you mercs that I found was to lie them down and pick off the enemy from range. Much like the original games I must say, but I hoped for a little more diversity.
Missing a 'sneak' mode. The noise system is fine, but you need a sneak mode you can switch on in combination with the different movement options. crawling up to people all the time is tedious. I'd like to be able to crouch then sneak to further reduce the noise, but drastically lower my movement speed.
Side stepping. Didnt see an option for this. I dont want to move around a corner, turn and fire. I want to side step around the corner and fire immediately.
Every door should be breach-able with explosives.
I agree with what someone said above me, I'd like to see a return to the learn by doing system. But keep the leveling system for picking perks. That sounds like a great idea.
The rooftop blocking los was annoying. If im not inside a house I can understand not being able to see under the roof. But I cannot see enemies under lean-to covers a porch roofs when im looking directly at them. So basically there are two types of roofs. One supported by walls and ones supported by sticks. There should be an option to disable to ones supported by sticks.
Also about roofs, if ive opened a door and im looking directly into a room I expect to be able to see inside the room without the roof. But the roof only disappears when the merc goes inside.
with a bit of tweaking this could turn into a good game
#60
Posted 02 February 2012 - 09:17 AM
1) Have killed all turn-based component. Now instead JA we got Commandos 2 HD.
2) ALL ENEMIES is instantly visible ON the SCREEN. What a FUCK? There is no situations when you get on the roof and SUDDENLY find there a sniper.
3) By the way, about roofs: now it is impossible to get on. But it is possible to get on stones, lol? great exchange... That is, it turns out two levels of height: the earth and an eminence (all buildings are located on heights).
4) The cover system was covered with a cunt. Now enemies doesnt care are you behind of stone or not. Most likely they will see you anywhere and get you. Now instead of covers there is an indicator of reserve and a shade. That is, if you in a shade - you hidden, if you behind a tree - to you will get a bullet in a face.
5) Shooting has come totally crushed. Firing across two fucking screens. That is, you do not see the enemy which shoots at your mercenaries on one screen with them. Most likely it will be necessary to scroll screen two times to see the enemy. About any visibility ranges in a similar context it is possible not to think at all.
6) Management is fucked up. Considering that the turn-based mode is not present - the best way to characterise a gameplay - the right clicking on opponents, repear 9000 times each mission. If earlier it has been comprehended (a step-by-step mode, points of action for aiming ) now - at a choice of a part of a body at for shot there is an inscription "most likely will get", "probably will get" and "dont think will get". WTF????!!1111 Add to this mechanic from the previous points and take FRUSTRATION. Has passed a demo-mission, and I will precisely do not buy this game. A sad shit. FUUUUUUU!!!!
Don't think at all to make to let out game in that kind in which it is presented to a demo. Add in game the mechanics of old parts JA. Follow eventually an example developers DEUS EX, dont be a DUMBS!
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