Pre-Alpha Demo Feedback
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craxywere
Privateer X
Olympus19
ECDryere
8 posters
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Pre-Alpha Demo Feedback
Give us your feedback here.
*DISCLAIMER* We're doing some quick in-house testing of the demo right now. It will be available to the public in just about a week or so (around September 22nd).
*DISCLAIMER* We're doing some quick in-house testing of the demo right now. It will be available to the public in just about a week or so (around September 22nd).
Last edited by ECDryere on Mon Sep 17, 2012 3:08 pm; edited 1 time in total
Re: Pre-Alpha Demo Feedback
Still working through the demo. Keyboard controls take some getting used to, but I think the default keybinds do work well once you get used to them. I do think you should increase the hitboxes of the powerups that drop from enemies and crates. I seem to have trouble picking them up. Managed to beat several waves in that early mission that pits you against several in the Mercury, but still had trouble picking up the powerups during battle as I would always be a bit off to one side. Enjoying the game so far though.
Olympus19- Posts : 11
Join date : 2012-09-15
Re: Pre-Alpha Demo Feedback
I just encountered a bug when playing with the mouse/keyboard controls.
Basically, the mouse simply stopped working. What I believe happened is a mouse driver crash. Once I closed the game and disconnected then reconnected the mouse, it worked again. I cannot confirm this was caused by the game, but I don't understand why it would happen otherwise as no other applications were open and I haven't had this problem before.
Basically, the mouse simply stopped working. What I believe happened is a mouse driver crash. Once I closed the game and disconnected then reconnected the mouse, it worked again. I cannot confirm this was caused by the game, but I don't understand why it would happen otherwise as no other applications were open and I haven't had this problem before.
Olympus19- Posts : 11
Join date : 2012-09-15
Power-up pickup range
I was also going to suggest extending the powerup pickup radius. Maybe what you can do is have a small tractor beam come out of the ship to "rope" the powerup, pulling it into the ship.
Privateer X- Posts : 7
Join date : 2012-04-09
Age : 41
Re: Pre-Alpha Demo Feedback
I got through the story mode. I haven't noticed any slow-down at the map when selecting missions or scenarios. However, I suffered some serious lag during the Time Levee mission, the one where you are inside your head and have to stop the beams from reaching your ship by slowing down time so you can earn your first Sage ability. I would get problems where the game would freeze momentarily, and then jump ahead as if it had never frozen. I know it's lag and not part of the mechanic as I have played the mission on consoles. It could just be my PC. Not sure. My specs if you need them:
Intel Quad Core Q8200 ~2.3 GHz
6 GB RAM
NVIDIA GeForce 9800 GTX w/ 3.3 GB
Intel Quad Core Q8200 ~2.3 GHz
6 GB RAM
NVIDIA GeForce 9800 GTX w/ 3.3 GB
Olympus19- Posts : 11
Join date : 2012-09-15
Re: Pre-Alpha Demo Feedback
I've noticed that during Wave Mode in the scenario section, your partner seems just way too powerful. I got to around to wave 35 or so and started to struggle to stay alive, but my partner would bail me out, clear the wave, and I'd respawn for the next one. I felt this was cheap and wanted to quit, so I stopped trying. I came back and checked every so often and I was in the wave 45 or so. I stopped checking. I come back 30 minutes later and I'm at a win screen that says I got through 100 waves and unlocked a bunch of stuff.
Maybe just make it so if you die, you lose, instead of respawning if your partner clears the wave? Or make your partner weaker.
Maybe just make it so if you die, you lose, instead of respawning if your partner clears the wave? Or make your partner weaker.
Olympus19- Posts : 11
Join date : 2012-09-15
Re: Pre-Alpha Demo Feedback
Think it was the lowest because I was just trying the mode out for the first time. I'm sure that had something to do with my partner's survival, but at the same time, it also allows gamers to just do nothing and rack up rewards like ship parts for doing literally nothing.
Olympus19- Posts : 11
Join date : 2012-09-15
Re: Pre-Alpha Demo Feedback
Yeah, I thought we'd already tuned that down, but I'll take another look at it; thanks!
First few missions
First off, it looks amazing. Visually speaking everything looks really stunning.
I just got back from a work trip last night and I'm at work now so I gotta keep this brief.
1) The main guns and secondary guns won't fire simultaneously (not sure if its intended) but I found myself constantly wanting to continue holding LMB to fire main cannons while occasionally tapping LMB to fire off a rocket or whatever and it doesn't allow it. I have to fully release LMB in order to fire a rocket. I think some people may not like the slight pause or interrupt in their fire barrage...
2) I think people would find the powerups more satisfying if they knew what the powerups/pickups were actually doing for them. Some of them seem intuitively obvious (like the rockets) but others were not as obvious to a first timer. Every gift or earned reward is more enjoyable when you know what it is. Maybe a brief message telling you what you just refilled or whatever with the option to turn off or a quickie tutorial at some point that just shows you what they all give/do?
3) On the collect trash mission, I found it tough and occasionally frustrating that I couldn't just hold on the trash chunk for more than a second. It made it hard to throw pieces accurately at the main ship when there was large debris in the exact path of the trajectory. I wanted to pick up a piece, fly to an angle where there wasn't something blocking and then hurl it away. I'm assuming the inability to "hold" onto things is a design thing so you can't lock down opponents indefinitely, but for the trash mission perhaps allowing it wouldn't be bad though it may be counterproductive to train players to use the skill in a way it will never again be used (a conundrum I suppose).
Also in the trash mission, it would be nice to know when I do actually successfully get a trash chunk onto the main ship in order to high five myself internally (another little reward for a job well done). I like cookies
4) The gladiator missions were incredibly fun. I'm not sure if this was cause of the demo or what happened, but after I finished "Mugin Complete" it just kept starting the same mission (Mugin Complete) over and over and over. I played that mission over and over cause it was fun but I figured maybe it was a glitch or I reached the end of the demo?
That's all the time I have for now, I'll get back at it tonight and get back with more comments. Incredible game guys, very very impressed!
I just got back from a work trip last night and I'm at work now so I gotta keep this brief.
1) The main guns and secondary guns won't fire simultaneously (not sure if its intended) but I found myself constantly wanting to continue holding LMB to fire main cannons while occasionally tapping LMB to fire off a rocket or whatever and it doesn't allow it. I have to fully release LMB in order to fire a rocket. I think some people may not like the slight pause or interrupt in their fire barrage...
2) I think people would find the powerups more satisfying if they knew what the powerups/pickups were actually doing for them. Some of them seem intuitively obvious (like the rockets) but others were not as obvious to a first timer. Every gift or earned reward is more enjoyable when you know what it is. Maybe a brief message telling you what you just refilled or whatever with the option to turn off or a quickie tutorial at some point that just shows you what they all give/do?
3) On the collect trash mission, I found it tough and occasionally frustrating that I couldn't just hold on the trash chunk for more than a second. It made it hard to throw pieces accurately at the main ship when there was large debris in the exact path of the trajectory. I wanted to pick up a piece, fly to an angle where there wasn't something blocking and then hurl it away. I'm assuming the inability to "hold" onto things is a design thing so you can't lock down opponents indefinitely, but for the trash mission perhaps allowing it wouldn't be bad though it may be counterproductive to train players to use the skill in a way it will never again be used (a conundrum I suppose).
Also in the trash mission, it would be nice to know when I do actually successfully get a trash chunk onto the main ship in order to high five myself internally (another little reward for a job well done). I like cookies
4) The gladiator missions were incredibly fun. I'm not sure if this was cause of the demo or what happened, but after I finished "Mugin Complete" it just kept starting the same mission (Mugin Complete) over and over and over. I played that mission over and over cause it was fun but I figured maybe it was a glitch or I reached the end of the demo?
That's all the time I have for now, I'll get back at it tonight and get back with more comments. Incredible game guys, very very impressed!
NKB- Guest
Re: Pre-Alpha Demo Feedback
*The repeating of the Mugin mission is a glitch. We'll look into it right away!
The game operates on cool downs like most modern RPGs for a reason. Otherwise a Rogue would be able to sneak up behind you and fire all his weapons at once (later on you can have around 8 weapons at once if you build your ship that way). We want to avoid this kind of thing because it would instantly kill almost any ship.
We also plan on adding some kind of message to power ups (at least initially).
You should've been getting a sound effect when you successfully procure a piece of scrap in the collection mission, but we'll see if we can add a message there too.
You're completely right about the cargo loader ability. It would've been easier for that mission, but we're trying to train the player to use the skill as it will be employed in combat.
Let us know straight away if the Mugin mission glitch persists and you can't get beyond it. We'll try to get you an updated version.
The game operates on cool downs like most modern RPGs for a reason. Otherwise a Rogue would be able to sneak up behind you and fire all his weapons at once (later on you can have around 8 weapons at once if you build your ship that way). We want to avoid this kind of thing because it would instantly kill almost any ship.
We also plan on adding some kind of message to power ups (at least initially).
You should've been getting a sound effect when you successfully procure a piece of scrap in the collection mission, but we'll see if we can add a message there too.
You're completely right about the cargo loader ability. It would've been easier for that mission, but we're trying to train the player to use the skill as it will be employed in combat.
Let us know straight away if the Mugin mission glitch persists and you can't get beyond it. We'll try to get you an updated version.
Agree with powerup radius
Although I am sucking at this game -- I did get the Ace in the making and top gun bonuses -- but seriously this powerup pick up is terrible. I have to dogfight the powerup and do laps around it to pick it up. But everything else looks good. I am wrapping up the ludus missions.
craxywere- Posts : 6
Join date : 2012-09-20
Re: Pre-Alpha Demo Feedback
I've been experimenting with the Shop and Hangar, and a few things stand out:
1) Items bought in Shop need to be clear what part of the ship they can be used in, and by which ship type and hulls, both before purchase and after. By this I mean when I want to add a new part when customizing my hull, it should be very clear when scrolling through options that I have a new choice. Perhaps a star next to the ship part that I have a new upgrade in, with the part in yellow. I have bought several parts but am not even sure what hulls can use them. The options are so robust here that it gets overwhelming fast, so some guidance is key.
2) Speaking of the Hangar, I see that I have several bays to hold different hulls, but how can I switch between them? I can't find this option anywhere. Shouldn't I be able to cycle between the bays to see my different ships?
3) No Mercury?
Also a few other notes:
1) In the mission where you bet on which ship will win in the Ludus, the Spade seems to always win, often very quickly. Is this intentional? The Spade seems overpowered. Chak won't shut up about how OP the Spade is either as he repeated the mission like 10 times.
2) In the Scenario where you need to take out the other team's base while defending your own, the difficulty ramp seems rather steep. I could half-ass the Rookie difficulty and win every time, but when experimenting with different hulls, I had a really tough time winning in Runner difficulty, and could only do so with much effort with a hull I knew very well. I get that it's supposed to be harder, but the difficulty increase seems too severe.
1) Items bought in Shop need to be clear what part of the ship they can be used in, and by which ship type and hulls, both before purchase and after. By this I mean when I want to add a new part when customizing my hull, it should be very clear when scrolling through options that I have a new choice. Perhaps a star next to the ship part that I have a new upgrade in, with the part in yellow. I have bought several parts but am not even sure what hulls can use them. The options are so robust here that it gets overwhelming fast, so some guidance is key.
2) Speaking of the Hangar, I see that I have several bays to hold different hulls, but how can I switch between them? I can't find this option anywhere. Shouldn't I be able to cycle between the bays to see my different ships?
3) No Mercury?
Also a few other notes:
1) In the mission where you bet on which ship will win in the Ludus, the Spade seems to always win, often very quickly. Is this intentional? The Spade seems overpowered. Chak won't shut up about how OP the Spade is either as he repeated the mission like 10 times.
2) In the Scenario where you need to take out the other team's base while defending your own, the difficulty ramp seems rather steep. I could half-ass the Rookie difficulty and win every time, but when experimenting with different hulls, I had a really tough time winning in Runner difficulty, and could only do so with much effort with a hull I knew very well. I get that it's supposed to be harder, but the difficulty increase seems too severe.
Olympus19- Posts : 11
Join date : 2012-09-15
Re: Pre-Alpha Demo Feedback
Another issue I noticed is when you select a mission from campaign mode, you must use the mouse wheel to scroll through missions. You can't scroll down with the arrow keys. Any reason for this? At first I didn't think I could scroll down (this was days ago) but seeing Chak struggle recently with it reminding me I should probably point this out.
Olympus19- Posts : 11
Join date : 2012-09-15
Alt+Tab Issue
The game frequently crashes if you try to minimize by alt+tabing out.
craxywere- Posts : 6
Join date : 2012-09-20
UPDATE RECAP
* We're still working on the mouse and keyboard UI control. There should be better support very soon.
* The power-up range has been drastically increased.
* Mini-map added (optional opacity)
* Smart-HUD on player ship added (optional)
* Map optimized
* Power-up labels added
* Music and sfx edits
* Script revisions
* Difficulty choice prompt added at the very start of the game
* Rookie difficulty slightly increased
* The power-up range has been drastically increased.
* Mini-map added (optional opacity)
* Smart-HUD on player ship added (optional)
* Map optimized
* Power-up labels added
* Music and sfx edits
* Script revisions
* Difficulty choice prompt added at the very start of the game
* Rookie difficulty slightly increased
Re: Pre-Alpha Demo Feedback
Awesome! Great job looking into these minor issues. I know I've been a bit nitpicky, but I am enjoying the game a lot thus far. The Campaign kept me interested throughout with Nero's quips along the way and the fun backdrop of the world of RR. Within the Campaign mode, the difficult increases at the appropriate pace. I've been going back through in Runner difficulty, and while of course it is more of a challenge, the missions do ramp up at a steady enough pace to keep me challenged without getting too frustrating. I know there's a lot more story to the Campaign mode at release, so I'm looking forward to new ships, upgrades, and more of Nero's wit. Also hoping there's an opportunity to take on Krugler down the line. Scenarios are pretty fun as is. I like the variety of maps, chosen at random it seems to add variety, although I'm already starting to favor some over others. Should be fun to play these in multiplayer. And I'll see if I can get my roommate to help with playing a Duo. Still wrapping my head around that one. Cheers.
Olympus19- Posts : 11
Join date : 2012-09-15
Spire Mode
The spire mode is awesome!! I've been spending plex on the spade.
craxywere- Posts : 6
Join date : 2012-09-20
Just Rolled Sage mode
I just rolled the Sage mode Spire battle -- it was hard fought but victorious. I got so much plex and loot.
craxywere- Posts : 6
Join date : 2012-09-20
Skip code
Hey guys, i just installed a copy of the game on my laptop and i'm having to play all the way through the game again just to get to spire mode. Is there any way I can skip through the campaign part? I already played it on my home rig.
Privateer X- Posts : 7
Join date : 2012-04-09
Age : 41
Re: Pre-Alpha Demo Feedback
Yo! Try copying your saved game files under documents>saved games>RingRunner>RingRunner>AllPlayers
Copy all of the files there and replace the ones in the corresponding folder on your laptop.
Copy all of the files there and replace the ones in the corresponding folder on your laptop.
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» Where can i get the demo
» Unlock Alpha Demo
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» The Alpha Ask-Anything Thread
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