So problem was not with stealing/not stealing but with POINTING that? Cool. So lets make it clear:
Assets stolen / People think it was stolen/ Result
+ / +/ community is at fault
- / +/ community is at fault
+ / - / Everything is ok
- / - / Everything is ok
In that case I have more than one suggestion - where thay should go and what to do with themselves.
I mean, it wasn't just the false accusations of stolen assets. It was also burying the official (paid) links in searches with third party, free links when the project was just getting started. I do agree these devs are extreme about it, but this forum is in no way free of guilt on what could legitimately be described as a minor feud.
The jar for the void form during Tales of the Void was nowhere to be found. Not with male char, nor with female. Dick\no dick doesnt matters. Plus - after sex scene in the void there is "repeatable sex" marker on map, but no such option in void spirit dialog.
Will definitely need to poke at that one. While void form isn't required to proceed with the quests, it is a major ingame reward, as is the repeatable sex scene. If I can find a way to trigger the bug consistently it'll make it much easier to report and get fixed.
Edit: I've tried multiple angles of attack on this one and all of the standard approaches are still giving me the jar. Do you have a save from before the sex scene that consistently gives you the bug? If so, could you share it?
It is not a "not there" problem. It is a small sign of "we don't care" problem. Fisrt kind can be fixed within 10 minutes, latter - can be solved rarely and with titanic efforts.
I didn't know you had access to this game's source, to give accurate time estimates of work involved. More seriously though, adding a new header to the ingame menu is likely fairly simple but also a total non-priority compared to other things, like tracking down and fixing quest bugs. The option functions and is fairly easy to find. For a pre-alpha (aka "first playable") game, those are the most important aspects. It's the same reason we've got cases of area hazards that only exist in one spot in the game thus far. They need to develop the mechanics, then the gameplay, then the content, and then, finally, polish everything properly and shave off the rough edges.
Mind, polish is a continuous step that happens in the background too. Just that it has a low priority until the others get sorted.
Why it is your bad? This is in fact another sign of "we don't care".
My comments about the tutorial were misinformed because I hadn't yet become aware that it had vanished from the latest game, and I was apologizing for that.
This is an assumption based ona few years of observations. Usually devteams react on major problems within week when there is an indie project and within two week if we talk about big projects. But only if they are interested in resolving an issue.
From my experience when you work on something mare than a 2-3 month - you can tell where is the bottleneck and what could break. Yes - mostly approximately, but you can.
This devteam does have a history of regularly posting hotfix builds. They don't really show in the OP's changelog because their documentation on them has always been spotty at best. However, there is a commonality there - the hotfix builds have always been to fix critical issues that had a massive negative impact on players. Crashes, game freezes, and save corruption to name a few. Most other things, especially avoidable ones, tend to wait until the next update.
Critical bug - is the bug that breaks the game making it impossible to continue. In my case no void urn = no void form = main quest cannot be completed = main storyline cannot be resumed.
You don't need the void form, nor the sex scene. The urn does contain the khopesh you need to progress, however. I did just run through the quest myself, and it worked normally. I have a save from just before - I'll poke at it to see what might be causing the issue because it does seem to be very conditional.
My favorite part. Are you aware of the fact than literally not even single case they showed is a problem? And part of cases -
explicit bullshit.
No I'm not - because they aren't.
Picture with coloumns - explicit bullshit. First model is always takes more time than its latter variations. Coz you make first from scratch.
Sure, if all you consider is the column itself. But they're not showing off the columns, they're showing off five detailed and notably different capstones made in the same timeframe as a single one for the UE4 example. I'd understand if you were complaining about the difference in detail work, since the column and capstone on the left do visually show a lot of finalization-level detail work not present in the five columns on the right. But this is not a simple copy and paste smoke and mirrors example.
Picture with house and map size - is trying to change the topic. They are not the problems.
Whats the point of different houses - when they are all fucking EMPTY? But nooo, we wont say shit about it, we try to convince, there was problem with exteriors.
I won't be uncharitable and assume you're complaining about the lack of prop details on their visual demo of a new, more detailed prop kit. In which case, is it safer to assume you're complaining about the lack of NPCs and loot? Those are both things the developers have been working on implementing the underlying systems for, and the game has already seen a lot of progress on those fronts. The developers do clearly have plans, including an entire magic system that we have yet to see heads or tails of.
It's worth remembering that the more filler content they implement now, the more work they make for themselves later when they want to put in the actual, planned content once underlying systems are built.
Whats the problem with map - there is literally NOTHING on 80% of map. And now the come and say - we want to make it bigger - WHAT FOR? It ALREADY is big pile of nothing. Vast areas of copy-paste trees from Ubisoft says hello. Literally dozens of square kilometers of nothing. Hundreds of copypaste encounters from Skyrim says hello - right from dozens of copypasted dungeons.
And there it is - the asset accusation. Is only one game developer in the world allowed to use real-world trees? Is that what people think these days?
Having actually seen the map rebuilds (yes, plural) they've done in the past, I can say with full confidence that this complaint is irrelevant. When they want that map space filled (which is a when, not an if), it will get filled in very rapidly.
From what I can see - I cas assume several things.
You can assume, yes. It's very easy to assume. Honestly I've found the world to be a much more interesting place when I don't automatically assume the worst.
Maybe they got a project, and dont know what to do with it. It happens when scums got ownership but no skill beside greed and stupidity.
Or maybe they dont have (lost somehow) thair main gamedesigner(-s). One or several people who know EXACTLY how the game should feel, how it should be.
So now you're making assumptions based on internal team information we know nothing about? The devs actually do have a very consistent list of planned features and mechanics that show up both on their roadmaps and in polls. We're currently arguing about a game prototype that's missing vast portions of those.
I'm not kidding, by the way. The publicly planned mechanics and features dramatically outnumber what we already have, but rather than rushing through them and bashing together something mostly nonfunctional, the devs are taking their time to focus on one or two new mechanics at a time. Recent additions are weapon crafting and the dynamic sex system/carnal instinct, with the prior major content additions being the baseline for the player's camp and an entirely new body system + character customization. Plans relevant to your next complaint include, but are not limited to:
- Bandit Chieftains (win/loss scenes for challenge) & Player Enslavement (do as you're told slave!)
- Beast Hunts (Trap and collect rare exotic NPCs for your camp) & Bounties System (hunt dangerous targets)
- Urban Zones (adds substantial city & temple zones to Sabu) & Repair Ruins (reclaim deserted areas to restore Sabu)
- Environmental Hazards (More goo options, plant vines, half-petrified npcs)
- New Major Biome (Isle of Lybos - Hellenistic Greece Themed)
- New Minor Biomes (Temple Gardens of Suma - Sumerian/Babylonian Themed) & (Palace of the Void Queen)
- Nocturnal Encounters (NPCs go to bed, night-only hazard and content)
- Weather System (rain, dust storms, etc)
And these are just taken from the
You must be registered to see the links
they did last July. This is not "vote for content we might implement." It's very much a case of "We plan to add all of this, but you can tell us what you want first."
There is LITERALLY NOT EVEN A SINGLE REASON to make map bigger without filling already existing gaps.
But there is. Aside from being a testing ground for mechanics that need the space (which they're using it as for sailing, riding, and exotic forms), there's also the opposite question: why does a map need to be filled with content that they will need to replace as more of the game's core systems get implemented?
Inadequate range combat and cringe instead of autolock in melee. Poorly configured melee sysem with broken block and evade animation loops. Not enough items - shields, clothes, armor. Clothing system itself is brokem - with no visible racial flags.
Inventory is broken - with its overlapping and item disappearing. And with its odd "pick with LMB, but equip with RMB". Minor collision issues - but grand in quantity.
If a bug never gets reported to developers, it won't get fixed unless they encounter it themselves. And you seem to be very proficient at running into unusual edge cases that most players never encounter.
As far as combat is concerned, that's been a long term work in progress. It changes slightly with every update, both in terms of new weapon types and new mechanics. It's seen at least one total overhaul and a lot of minor tweaks and additions over time. As a specific example, when stagger was first implemented the player would always stagger backwards. That made it impossible to run away from archers, since arrows stagger the player. This was pointed out to the developers, and in the very next update stagger was adjusted to move away from the source of the hit.
The developers are also adding new items over time. With the crafting system there's now a large variety of weapons compared to the game's original combination of a single sword, bow, and shield options. And again, more with time. Judging things in a void does nobody any favors.
The clothing system doesn't have racial flags because (apparently with the exception of the void form), all clothing seems to be planned to work with all races. Male forms are comparatively new and the devs are still working on adapting clothing types for them. Again, judging a work in progress system as though it's final is always going to give you a negative result.
Broken dialog system - because of poorly scripting. (for starters - if you have more than 5 or 6 different dialog options - you fucked up the script.) And this even hitting their faces once or twice - when option 9 cannot be picked.
At this point I'm assuming you're complaining about the missing sex scenes for the felian concubines, which is a valid complaint and one I've personally made before. Early on the developers had a habit of flagging planned content with inaccessible dialogue options, and they stopped doing it due to the number of complaints they got over it. The existing ones have mostly stuck around, however.
Copypaste dungeons without mapping system.
You're gonna need to run that one by me again - copypaste from what?
Or are you referring to the large number of rooms that are just a single square chamber with a statue in the center? If it's that, there are plans for those. They're shrines to high-paying patrons, and will be customized (within a menu the devs have provided) to include decorations, statues, and NPCs + sex scenes.
This game has all the potential to turn adult gaming genre, setting an incredibly high level of quality.
And instead of fixing and polishing it they say - "to fuck with problems, we decide to start almost from scratch. We'll make world bigger and fill it with thousands of broken things instead of fixing them when they are dozens".
No, they did not say that. They tested the upgraded engine against their own production pipeline and found that they got better results with less work, and made the deliberate decision to begin developing the game in the new engine. They even explicitly state in the bit I copied that they will continue working on both versions alongside each other until the UE5 version is properly ready, rather than just throwing away all the work they've done thus far.
That's very much going to slow development, yes. But it shows a dedication to the players that you just don't see from the developers who opt to throw everything away and try again in a new engine.
So - no, I don't trust people with no common sense. Too many scums, too many unfulfilled promises.
Honestly, I'd hate to live in the world you're building for yourself. You seem to prefer to assume the worst, and that makes things bland, boring, and downright depressing.
And before anyone says how poor devs suffers from critics. If you cant see the problem when people telling you about just because you are thinking too high of yourself - well that is only your problems.
If you are this game dev and ready to listen - you have vast community so talk and to help. Some of us can even willing to help and do something useful like scetches, quests, writing stories and even make art. They say worst critics usually comes from biggest fans.
But if all you can think - is how we are filthy pirates spoiling your great mighty efforts - well, good luck diving into shitpit which have already consumed majority of gamedev industry. Remember - that pit is bottomles and consume all shitmakers. Clowns like todd"it just works" or shittyvision shitzzard already guggles from its depths.
As a dev myself, if I saw this part of your post and it was in relation to one of my projects, I'd immediately discard everything you'd said. This is not meant to offend, but community members offering to plan content and provide assets, unsolicited, are a poison pill just waiting to destroy a project from the inside. And I'm not even talking about relative skill level or quality of work - that's irrelevant.
If the devs took you up on your offer they'd be at significant legal risk of losing the entire project (or major chunks of it) in the event you decided you didn't want your content in the game anymore. That can be avoided to an extent with licensing rights (such as Fenoxo and crew do with CoC and TiTS) or getting you to sign a full legal contract. But It's very much a red flag that is easier avoided than handled.
Edit: Mind, I am not wholly uncritical of the devs. But I'm critical of actual flaws rather than assumed flaws. The devs have a lot of issues with game logic, and most of the bugs that crop up are ones that an experienced programmer (which they seem to lack) would be able to sort out in short order. This has historically cropped up in every new and modified system they make. New quests and dialogue options frequently have logic issues (for example, the report that you can't turn in the Footsteps of the Dragon quest in the male form at the moment). Their inventory system has had major flaws in the past, ones I've personally tracked down specific steps to reproduce both in order to warn people and in order to give the devs what they need to fix them. Their ingame save/load menu (as opposed to title screen) has cross-contaminated saves with object pickup and quest data from the save you're currently in affecting the one you're loading.
In most cases, once the devs get a detailed report on how to produce a bug, they manage to track it down and fix it. Due to their patreon->steam release cycle, this frequently means that the overwhelming majority of bugs the game has never make it to Steam builds. And before you complain about them sending untested content to subscribers - that's explicitly something subscribers are aware of. We've opted for early access at the cost of stability, because we see potential in the project and want to help. The developers allow us to help by funding (the subscription) and further testing (four thousand subscribers versus five developers).
Are the devs perfect? No. They're trying to make an adult game from scratch, and some aspects of it are clearly things they're less familiar with. They make mistakes, but they also do actually listen to their players and address them.