Thoughts on New Version (08/03)

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Thoughts on New Version (08/03)

Postby SagaDC » Tue Aug 04, 2015 10:15 pm

It's been a while since I last booted up Starcrawlers, but I figured I was overdue to crawl on some stars again. Since there are four crawlers with full skill trees now, I went ahead and started a new game with those four crawlers in particular, to see how the game plays these days. For the most part, it was a positive experience, though a few minor issues jumped out at me while I was playing:

1) Turning with the 'A' and 'D' keys seems to be way to sensitive. Unless you gently and quickly tap the button, your character spins in circles when you're just trying to turn left or right. Fortunately the freelook function is vastly improved since the last time I played, so I've just been using the 'W' and 'D' keys to move forwards and backwards, and the freelook function to turn corners.

2) Inversely, the 'drag' function when looking at your map seems very sluggish. The map has to be 'dragged' several times just to get it to budge more than a few inches. Not a huge deal, but somewhat frustrating when trying to navigate on some of the larger maps (such as the new story mission on the Stella Martin).

3) Reputation modifiers with the UFP don't seem to apply properly. It seemed to work properly on the very first story mission (+5 Rep with Chimera and UFP), but all subsequent missions only give Reputation modifiers for the main corporation and not for UFP (despite the missions saying that they'll provide modifiers for both). Not a huge deal since Rep doesn't do anything at the moment, but probably important for later versions of the game.

4) The new special events in the "Office" levels are neat, but there are only two of them with (almost) no randomized aspects. I've posed as Adrian and stolen money from corporate embezzlers a dozen times now. I'm sure there are more events planned for the future, and that it's a low priority for the time being, but I figured it's worth mentioning.

5) Camera "cones" still move around when the game is paused. Not a huge deal, but it can cause some odd things to happen. Pausing the game (via the Escape key, or by bringing up a dialogue window from a special event) won't stop the cones from continuing to move around. This means that the cameras can still "spot" the player when the game is paused, triggering traps or summoning monsters while the player is AFK or dealing with a dialogue event.

6) I'm loving the new Demo tree for the Soldier, but I ran into a gamestopper glitch involving the bomblets(sp?). If a bomblet kills the last enemy "between" turns, then combat locks up. You can still access the menu, but your only option is to quit to the title screen or load a previous save. EDIT - I'm not sure exactly what's causing this. I managed to replicate this glitch once, but two other times it worked just fine.
Last edited by SagaDC on Thu Aug 06, 2015 6:10 pm, edited 1 time in total.
SagaDC
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Re: Thoughts on New Version (08/03)

Postby Wakko » Wed Aug 05, 2015 8:15 pm

Also have a bit of feed back and I'm also loving the new updates.

Big problem with leveling new toons. You've always had this problem, but this one seems a bit more of an issue than before. Got to the third mission, brought in two new toons (the salvaged robot and the warrior) and neither could last one fight because my main was already level 2. Basically, toons going in are around 50-60 hps doing about 50-60 dmg and the mobs they are stuck fighting are around 500-600 health doing 30-90 dmg.

This has been one of the most disparaging issues I've seen with this game. You've got to figure out the right scaling for leveling toons and keeping the mobs scaled correctly to let new toons have a chance. Since this curve is too steep, you'll drive off the casual gamers.

FYI, this was on normal difficulty.

Love it, keep up the good work!
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Re: Thoughts on New Version (08/03)

Postby Thunderflux » Mon Aug 10, 2015 7:55 am

Thanks for the feedback!

Can I ask what resolution you're playing at? I've seen a few people comment that turning feels too sensitive and I'm trying to nail down if the issue is scaling with larger resolutions. Perhaps the solution is a turn sensitivity setting.
Same with the map dragging, I believe it's proportional to screen size, so that's why it might feel slow!

The UFP needs to get their act together on the rep front, we recently moved a few corps under their command and it's doing some odd things with handing out and calculating rep - in the works for a fix.

Lots of Adrians work for corps. It's a know fact! But yes, the variety and randomization on events needs to go way up (and it will) before it starts to feel more dynamic. I've sold (way) more than a few Psychotropic Molds myself...

Cameras *should* be pausing their scans when you bring up escape or enter a dialogue - I'll look into this.

Glad you're enjoying the complete Soldier tree! We've got a ways to go with balance, but the reception on the new trees has been very encouraging. Find the balance between mob hp, player hp, and gear progression is top priority once we've completed the rest of the class trees.

Thanks again for supporting and giving feedback!!
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Re: Thoughts on New Version (08/03)

Postby SagaDC » Fri Aug 14, 2015 1:32 pm

Thunderflux wrote:Can I ask what resolution you're playing at? I've seen a few people comment that turning feels too sensitive and I'm trying to nail down if the issue is scaling with larger resolutions. Perhaps the solution is a turn sensitivity setting.
Same with the map dragging, I believe it's proportional to screen size, so that's why it might feel slow!


That could absolutely be the source of the problem. I play at 1800x1400, but I set the game to windowed mode so I can switch back and forth between the game and other things without too much trouble. I haven't tried playing the game in full-screen mode recently, so it's possible that it might fix the issue for me.

Thunderflux wrote:The UFP needs to get their act together on the rep front, we recently moved a few corps under their command and it's doing some odd things with handing out and calculating rep - in the works for a fix.

Lots of Adrians work for corps. It's a know fact! But yes, the variety and randomization on events needs to go way up (and it will) before it starts to feel more dynamic. I've sold (way) more than a few Psychotropic Molds myself...


I figured as much. No worries. Like I said, I was just mentioning it on the off-chance that you hadn't already caught it, but it seems you're already on top of it. :)

Thunderflux wrote:Cameras *should* be pausing their scans when you bring up escape or enter a dialogue - I'll look into this.


It might only occur in certain environments, but I'll find some time later tonight to try it out again. I seem to recall it happening on some of the ship environments though, especially the ones where the player spawns in a room where there's already a camera that can spot them. It might have been a fluke, though, or I could possibly be going completely delusional. Regardless, I'll double-check it later. :P

Thunderflux wrote:Glad you're enjoying the complete Soldier tree! We've got a ways to go with balance, but the reception on the new trees has been very encouraging. Find the balance between mob hp, player hp, and gear progression is top priority once we've completed the rest of the class trees.

Thanks again for supporting and giving feedback!!


I'd say the new Soldier tree is definitely my favorite so far, though I've enjoyed playing with the new Hacker tree as well (their viruses can get pretty insane once you've got a dozen levels under their belt). The ninja has definitely been nerfed a bit (I miss wheel kick!), but that needed to be done, because in the earlier versions of the game he was pretty overpowered due to just how often he got to attack. Not a fan of his stealth tree (not enough payoff for all the slow setups), but I like the other two.

The prototype still feels kind of underwhelming, but I think that might just be because I feel like he malfunctions too much. Early on I would always look to see what malfunction he had gained, but after the first hour or two of playtime I just started ignoring it entirely, and the only reminder I had that it was even happening was when combat would pause every couple of rounds so the Prototype could tell me he was malfunctioning. Honestly, next time I play I'll probably dump him out of my party entirely in favor of the Engineer or the Smuggler. After a while, having him constantly pause combat to announce his malfunctions started to wear on my patience.
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Re: Thoughts on New Version (08/03)

Postby Serops » Mon Oct 19, 2015 2:24 pm

I recently purchased through Steam and have spend about 12hrs in game. It's been a pretty positive experience so far. I generally like the classes, combat system, and atmosphere. It's especially nice that many of the characters seem to have a support tree, a damage tree, and a tank tree or disabling tree, so a lot of party combinations should be workable. Anyway here are some specific observations:

1. It would be great to have a few more puzzles, traps, notes, and secret areas on each map. (I realize this hasn't been a priority yet).

2. Item values and selection at the store are underwhelming. I pretty much use what I find, very rarely is there anything worth buying at the store. It would be nice to have a much larger selection of level appropriate items and more realist values (i.e. the cup of coffee I found is worth 10 coins while an uncommon heavy armor suit is worth 2). It would be fun to play around with different load-outs since a lot of abilities seem to scale with your weapon and weapon speed.

3. Some skills could be altered to offer a little more strategy. For example, it would be great if my Force Pysker could indicate which character is going to get the barrier created by warding blow (instead of automatically going to the character with the least hp).

4. The soldier, force psyker, and smuggler have been my favorites so far. I played with the prototype for a while and used the tank tree which was kind of underwhelming. This is further reinforced by the fact that you can sell him for scrap at this point of the game and hire two other teammates with the proceeds (and completely fill out your team). I've used both the hacker and engineer and they seem a little weak, though I may not have learned how to use them properly yet. Which does bring up another point. The skill and class descriptions could be better. At this point you basically have to play for a while to figure out how resources/restrictions like force, junk, and malfunctions work.

5. The menus could also use some work. You can't see the skill trees until you pick a class or recruit, and you can't cancel or go back once you do. This resulted in a lot of starting over at the beginning of the game and a lot of reloading as I was trying to add recruits.

All in all its a good title as is and I hope it continues to improve.
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Re: Thoughts on New Version (08/03)

Postby Thunderflux » Thu Oct 22, 2015 12:51 pm

Cheers! The next big update should have a lot of stuff that addresses you concerns - more stuff in the environment, fist pass at economy balance, Black Market open for business to get quality items, more, more, more :D

I also have on my list adding a preview of ability trees before you begin a new game / recruit a class, it's not cool that you can't see what you're getting until you recruit.

Thanks for playing and the feedback!
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