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I'd say combat strength makes sense, though it'd be a decent enough reason to invest in Low Tech for a ranged weapons run. Still, gotta go with the augmentation here.
Is the AI supposed to be as dumb as a sack of bricks? I went on the first raid and the bandits just kept ambling around casually as I was shooting their buddies in the face.
Eh, it doesn't seem to change things much, but I appreciate the effort to help.
(As you can see on this last one, the top of the menu is actually cut off by the screen)
There you go.
Also, behavior by design or not, it's kinda annoying and I'd prefer it to be smaller! Hope this helps.
I've had it checked since first install. Doesn't do anything.
Well, that fixed the weirdness, but the menus are still way too big to enjoy the game properly (the HUD also obscures like, half the screen during play. Not fun.) I'll wait for the next release.
Also, worth noting that my monitor's dimensions are 1600x900.
(Sorry, wasn't logged in!)
I'm having some menu scaling issues, but I think the biggest problem so far is that the "Challenges" tab (added by Biomod, I think) takes me to the game intro and then dumps me back in the main menu screen. Very bizarre, any idea why this is happening?
Liking it a lot so far - it pushes most of the right buttons in terms of atmosphere and difficulty.
What I don't like so far: there's a lot of superfluous items that're mostly vendor trash or offer negligible repair percentages. I literally found "Mein Kampf" as a pick-up - I don't mind, necessarily, but maybe cut down on a few of these random items, maybe? There's something to be said for streamlining.
Additionally, I'm gonna echo the complaints about the "NPC force field" effect that makes it difficult as -sin- to stab someone in the back. Since I went recon class, this is especially annoying and I'm shocked it made it past the testing phase (that along with the flashlight bug? C'mon.)
But I digress! Overall, really good job. It's polished as hell, which makes the aforementioned bugs all the more embarrassing, so fix 'em!
I used pretty much all of 'em besides the French translation. I've got Shifter enabled, so yeah. And it occurs when I use the executable. (I sent an email regarding this, if you'd prefer not to clutter the comments section. Either way is fine, though.)
I can't seem to play this - I get an error saying "Can't find file for package: DXmod." Anyone have an idea on how to get past this?
Ehhh. I'm not sure I agree with the look here. The original may have been bland, but it was all ruined and abandoned looking for a very specific reason - this looks sleek, modern and well used - kinda contradicts what the story tells you, imo.
I just wanna add that I'm also having difficulty with the chopper - I've actually had a slew of errors come up while playing this mod, but I'll save those for my review.
I kinda have to agree with the guy who spoke earlier in this thread. While it's obvious a whole lot of thought has been put into this, it's really almost... too much? Almost boring, I would say. Short and succinct descriptions work better, especially for artifacts, to preserve that degree of ineffability that should be part and parcel for living in the Zone. To explain it is to rob it of mystery, in my opinion.
This goes double for the more mundane items - I'm simply not gonna read it if it's a wall of text with technical stuff, and since I'm not the most scientifically inclined person I know I'm gonna be confused by all the new values for what items actually *do.* It's pretty alienating, actually. But yeah, even if it seems like you're dumbing stuff down, well, brevity is the soul of wit and all that.
If this could be an optional thing (you can opt in or out during installation, I mean) then I think that would be for the best.
This has been said a bunch, but it'd be really cool and lore-friendly to Roadside Picnic if you guys included certain artifacts as a viable power source, like the Battery artifact. Maybe elecro-based artifacts (Sparkler, Flash, Moonlight) provide more than batteries, but are still limited (so you have to decide whether to sell such an artifact, or use it for power instead,) while the Battery is unlimited, but extremely rare?
And, as said, it'd probably be for the best if you had to take said artifact to a technician (maybe the Yanov ecologists?) so he could hook the artifact up to a power source which could double as a battery.
At any rate, I really like this idea, cause the thought of losing my mini-map on the PDA just sends chills up my spine...
4. Won't comment on future stuff, as I wanna see what you do with this first.
5. I don't mind pre-set characters, if it helps tell the story better.
6. No real preference.
Looking forward to this module, as always. Thanks for the hard work.
Commenting on the first three...
1. A balance of both would be ideal. You can't really overload with either or, otherwise you have either too many places to explore or too many things to do. Every area should, ideally, have something for you to do, be it flavor exploration (with some exp gain, perhaps) or a side-quest.
2. Personally, I'm playing this for the survival horror aspect, and all the overbloated sex stuff made me really, /really/ despise A Dance with Rogues in the end, so I'm hopeful this module won't end up being ADWR-lite. Sex happens, obviously, but I don't see the need to dwell on it. Non-descriptive would be my preference. Plus, if you go for descriptive you'll need to push it back more while you get someone to write up all that nonsense.
This being said, definitely keep the romance stuff; it helps immersion to actually care about the other NPCs, after all. Just don't go into heavy-duty sex scenes a la A Dance with Rogues, it cheapens the experience. Obviously this is all my own opinion, so do with it as you would.
3. Definitely skills to get through stuff, but I also enjoy careful planning and preparation when it comes to combat.
Looking forward to this. Any ETA yet?
Great progress! Any chance for another demo? I really wanna see this in action, lol.
You don't read, do you?
(Edit: Wonderful mod, by the way, I'm anticipating this like hell.)
You've already distinguished yourself from Lovecraft in an interesting way, with Newport, albeit probably not to the degree that you're hoping. I noticed that the "protagonist" is primarily spurned to do what he did not because he was necessarily "evil," or that he was foreign, or by knowledge, but by love. Lovecraft's protagonists were quite the ideologues, doing what they do for the sake of intellectual pursuit (villains and heroes alike fit this) or by a perceived duty to safeguard mankind from horrors unimaginable.
Personal emotion never came into it, as far as I could tell, except perhaps with the exception of "The Outsider," and even then the protagonist is motivated by simple loneliness and curiosity.
What I'm saying is that Gray's actions are somewhat more palatable and emotionally satisfying because they do not stem purely from the fact that he's been corrupted by evil forces. He simply misses his wife. In that respect, he's catapulted to top of Lovecraft-inspired characters I could easily identify with.
I'm sure Triptych will be just as enthralling, whether it owes its genesis primarily to Lovecraft or not. We all have our inspirations, and you could do much worse.
As for becoming your own writer... I would say you have a fair shot at getting into the game industry with these credentials, so I would give that a shot first. It's not like your writing would ever fall by the wayside - it should remain a passion you can draw on.
Ironic, then, that Lovecraft allowed so many of his stories to become bloated as he impressed on the reader just HOW unutterably horrifying something could be.
Not necessarily a critique on him, mind you, as I feel his purple prose is simply part of the experience. He's minimalist in the sense that he doesn't come right out and explain what the monster is --sometimes-- otherwise his typical style of wrigting is very overblown indeed. You've done well to to cherry pick the best elements and adapt them for the visual medium - I believe TWoN is proof positive of that.
I'm not disagreeing with anything you wrote up there save the implication that Lovecraft was in any way subtle. Subtle, I suppose, in the sense that he doesn't come right out and lay the motivations of his horrors out to the reader, but everything else is illuminated in exquisitely horrifying detail.
That's the beauty of his technique; he can tell you EVERYTHING there is to know about this thing, save what it actually is, cause goddamnit, that **** is just too maddening to even contemplate.
Not at all. Destroying the boxes releases the protagonists emotions; the therapist gives you positive reinforcement, while at the same time this further drives in the wedge between James and Dylan.
On the flip side, if you refuse to open up, they stay together. Take from that what you will.
We're all queer down here.
This is a terrible mod. If you like no story, fighting endless hordes of enemies in uninteresting locations and waiting through dozens of pointless cutscenes, you're in luck. This is for you.
Otherwise, avoid with extreme prejudice.
His soul? Gimme a break. Fantastic answer, by the way.
It looks like... *puts on sunglasses.*
No more room in development hell.
This room reminds me strongly of a similar hallway from Penumbra: Black Plague.
So, any news?