>the feedback has generally been very positive
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I'm very happy with this update. The agent actually goes to Bangkok and does stuff, I was able to get a good hour to hour and half worth of gameplay out of this update.
My one gripe is that there are a lot of situations that are teased that end up going nowhere. For example, meeting the old guy at the bar, jumping into the pool with the two agents in underwear or partying with those 6 guys late at night. You hope something ends up happening, but no, the scene suddenly ends because our agent has an early morning meeting.
Yeah I really thought thething would go somewhere. Maybe some scenes get fleshed out fnarr fnarr in the full release. Plenty of plot threads sown, like theYou don't have permission to view the spoiler content. Log in or register now..You don't have permission to view the spoiler content. Log in or register now.
It's nice to see others in this thread who enjoys the game even though there are issues with the development. I also think this overall was a positive update. I'd like more meaningful choices as well, and ideally such a long update would include more than one sex scene, but I'd expect that to change gradually as the mission develops.I thought that was a good update, very substantial. Surprised it was as much of a WiP as it was (shout out to TK, hardest working man in FA). I think once Crush nails the writing, the next thing he should figure out is meaningful choice. 90% of choices are pointless decisions between saying 'hey' or 'yeah' with no impact on either the situation or your stats. Screwing up or protesting sexual action rewards you with more scenes (and more interesting scenes) than wanting sex or successfully having it. It prevents it from being a really great game.
Possibly, but a big decision. This game has split supporters in the 'customisation', 'sandbox/open world', 'spy linear novel' and 'lifepath' camps. You can't please them all, but an alpha can tease a lot of these elements. Pushing forwards at current direction will make a number loose interest, going back to old stuff will irritate some.Will he change anything based on that feedback? Of course not! He always ignores feedback anyway
Now the problem here is re-integrating the Lifepath due to the following problems; more nationalities in the later version, UK Lifepath half complete and more customisation options in the earlier game. Then the Lifepath for it to add value will influence the mission events. Re-adding the Lifepath will take years at current development speeds, and will become harder with the more progress in Bangkok. Worth noting that the new Lifepath is a deluxe version of the 1.6 all nationality Lifepath which took at least a year to build, possibly more. Sex XP system can be a ticking time bomb as well, due to the potential range of variables (eg super slutty playthrough, over a nervous agent).Dev took the decision to jump to Bangkok (with the intention of returning to the earlier stuff later) because this is the main mission for the game that fans want to play.
That's by design, isn't it? Whether it's by some ulterior motive or simply because of lack of resources (and I'm including "expertise and knowledge" as a resource), Crushstation has basically never said "no, the game will be much simpler than that". He's always been like "Yeah the game will be an RPG, with plenty of choices, and many scenes, and so many options for everything, and a fantastic avatar, and also open world, but also has linear scenes, oh and an origin story that matters in the later parts...yes, it will have everything, I promise! I'm just working on it!"Possibly, but a big decision. This game has split supporters in the 'customisation', 'sandbox/open world', 'spy linear novel' and 'lifepath' camps. You can't please them all, but an alpha can tease a lot of these elements. Pushing forwards at current direction will make a number loose interest, going back to old stuff will irritate some.
That is something I never understood. The game should be the same thing for every backbround once you've reached Scotland. Other than inserting names and places for the different backgrounds what other work is there? With a new artist taking care of the avatar stuff, why is changing the colour of the skin an issue? It's not like the game adresses skin colour all the time. Not even once, If I am not mistaken.The closest he has ever done to say "no" has been "Yeah we can't really support nationalities or ethnicities *right now* but it will be added later on, just wait with us!"
It especially didn't make a lot of sense back when they were making like thousands of different images of all combinations of features and clothes. I remember pointing that out as stupid I think a year ago, and that they should be doing it with programming so valuable development time isn't spent just making avatars.That is something I never understood. The game should be the same thing for every backbround once you've reached Scotland. Other than inserting names and places for the different backgrounds what other work is there? With a new artist taking care of the avatar stuff, why is changing the colour of the skin an issue? It's not like the game adresses skin colour all the time. Not even once, If I am not mistaken.
That should be something that can be implemented quite easily, I'd say. I am not saying that this should be at the top of the list, but it seems to be "content" that some/many people want without expecting it to have much impact on the game itself. It seems that this could be something you can get out of the way rather easily and sell as "content".
That's another 4 years of development.The stat the game needs is something like "resilience,"
That's another 4 years of development.
Partially I think, Crush certainly reads the feedback and is clearly aware his fans all want slightly different things. Crush has a real passion for the open world/sandbox elements, immersion and the UI.That's by design, isn't it?