Well as a developer you need to find a balance. The casuals pay the bills, but your core group, is often your support; emotional, feedback, and sticking with the project.
I agree with a lot of what you said and can expand a bit..."Quoted stuff"
What Devolution wrote was perfectly clear to me (i played a lot of FPS and Flight-Sims), so i think He meant it exactly like that.Did you mean that exactly as you wrote it in english? Because that's non-sense if you did mean that exactly as you wrote it.
Look at this diagram and you'll understand there are not zero people who do this.
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I can't play this game until i can invert my mouse.
This one I disagree with - the system right now is just a janky clicker, no skill involved. I like the consequences and I agree conditions should be detrimental to the player - the crux of the matter is how they are applied and how can they be evaded.The struggle mechanic makes sense, you pay a price to get out. The better you are, the better your outcome. You can only take so much before you get to your limit then you have to deal with the consequences. [...] This system is better than the last struggle system version we had which honestly was a clicking clusterfuck. I assume as this goes on, even this will be flushed out a be bitter. Its clunky, but it works.
I agree, a skillcheck might not be the most elegant solution, but personally I would rather leave it to chance (influenced by the character's current state and abilities) than just click like a monkey and hope for the best (that aside, I think you would need an autoclicker for the last stages of struggle, which defeats the purpose of the option - why have it, if it's impossible for a human to succeed?).The system makes you feel like you have a real and hander time and chance the worse your condition is. The dev has made it apparent that getting any tentacle juice in you will have issues for you and your relations to people. Thus a random chance on first capture to get fucked would be to detrimental to the start.
True, hence I underlined it's my subjective opinion. Skimming the thread I got the impression people rather like the model - but personally, I dislike the traits of it I outlined above. I don't even have a specific bodytype preference - I like every type if it's well made: starting from DFC, going through athletic one and ending on thicc and curvy. But this one... with just small adjustments, I believe it could be much better, what can I say more? ¯\_(ツ)_/¯Bodies come in all shapes and sizes, just because this one doesn't fit the bill for you doesn't mean its spot on for someone else.
I agree and believe me, I know and understand perfectly what a rabbit hole is a customizable body type and what it entails. Please note I haven't said I expect character customization at all, not to mention at this point in the project. But I understand why you made these points, given how often devs get unreasonable requests from fans regarding features.The dev did say about looking into making the PC modifiable which would be ideal to everyone. But there is a system that takes time. Modify the body means you have to modify the outfits with it. Then any animation needs to account for the changes and be adaptable to work with a array of shapes and sizes. This one is tricky as fuck and I seen a lot of devs get hung up on this step for months on months. Although, having this system in early is much better because any additional systems added in, can be handled one by one rather then having to redesign everything after implementing it from a static model.
I think that's a given - the current implementation is mostly to showcase different weather/time of day. The quick change is probably an omission that doesn't impact the demo much.The one gripe I have is the weather. It's always raining/foggy/cloudy. You can move the sliders down but 10 sec later you are back to more fog than London. Unless delta is making that happen.. which then it all make sense. If the weather is meant to be realistic, them might need a weight system that leverage the weather to more realistic conditions.
You know, reading that it made me think like a skill check that Dead by Daylight does. It feels tricky but manageable.. for a time and critical checks make you feel good when you manage it but those aren't OP either, fails give you that "oh shit, what should I do now" reaction. I don't really agree with just avoiding everything, more so when everything is pretty static to the same spots. Then its just a game of memory and that's one thing I hate about most FPS games, even today. I do understand this level is basically a tutorial level teaching you the basics, but I do hope there is a more random dynamic then mobs wondering a few meters going forward into actual content. Not knowing where the threat is, makes the replay value go up and keeps you on your toes. Then again, am I asking to much of a lewd game? Maybe.. I'm not looking at this game solely as a lewd game, but potential in being a decent FPS action game because of the elements it already has.Let me elaborate and argue some points I made:
No thanks. This is the digital equivilent of Nuns smacking kids on their knuckles for being left handed. His reasoning that "only vehicles get inverted controls" is his own arbitrary preference. Why not give some one an option to have 1 set of controls? Invert all the looking. Why make me do both and laternate because i'm in a vehicle vs. not? I've played countless 1st/3rd Per. shooters and ive never played a final product that lacked the invert-y toggle. He may include it yet, so i spoke up.What Devolution wrote was perfectly clear to me (i played a lot of FPS and Flight-Sims), so i think He meant it exactly like that.
(Engrish is not the Issue here)
The Controls You described are commonly called Flight-Mouse-Control because 99% of Flight-Sims default to them.
(Push to dive, pull to climb, like you would on the Joy-/Flight-Stick)
The Controls in this Game are called FPS-Mouse-Control because 99% of FPS-Games default to these.
(Like the standard Mouse-Operation on the Desktop; push goes up, pull goes down)
You might want to train both approaches, since these Defaults grew in the past 25 Years like that for good Reason.
It's not difficult. Simple multiplying controller input value by -1 before adding it character's camera pitch. I'm sure the developer can easily implement this at any time. But now there are more important things to work on.The other thing is, it may be difficult to invert camera controls in UE4. They might be hard-coded.
You are wrong.At least 80% of those billion "gamers" only play on mobile devices.
talk with him then follow this path :how do i find a scene with the human?
"v0.6" need to become "Public".