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New Crash Site

8 replies [Last post]
Fri, 05/04/2012 - 14:50
Jacobey's picture
Jacobey

Feedback:

There are a lot of energy curtains.
Make one of them a double, explain the difference between single and double energy curtains.
I don't recall this being explained anywhere.

Love the new construct "appear" mode.
Please incorporate this as a standard feature in the core game.
Much nicer than just having stuff appear.

The "boss" is too easy - please increase the difficulty a bit.
Maybe have one or two additional power lines that shock Razwog.
Adds an opportunity for him to spout some more witty dialog that way. ;)

Not sure why I'm getting mail from Saxton Hale.
Quite frankly - has nothing to do with the intro.
If for some reason this needs to be in game - save it until the player gets to Haven.

Crossing the Chasm:
Odd that Rhedon doesn't say anything when I arrive at the start of the mission.
Also - does he actually need a Blitzneedle? Woudn't an Autogun be more appropriate?
Whole thing seemed very easy.

Please add the "flame cannons" as a standard, in game feature for robo-levels - adding in applicable elemental types so all levels can have them.

Love the new Haven entry gate.

Rhedon now needs to be integrated into the core story line - he's become a friend... so just can't disappear forever.
Maybe have him replace Bosco or one of the other minor town NPCs if nothing else.

When I arrived in town, a 3 minute countdown timer flashed and dissapeared... not sure why.

Overall - definitely more interesting than the original crash site.

Fri, 05/04/2012 - 17:11
#1
Spiralviperr's picture
Spiralviperr
Saxton Hale is probably a

Saxton Hale is probably a player. :C

I still thought it was funny though.

Fri, 05/04/2012 - 18:09
#2
Vagueabond's picture
Vagueabond
No, the Saxton Hale thing has

No, the Saxton Hale thing has to do with the free tf2 hat that playing SK unlocks.

I'm not sure about waiting until Haven, though I think it could help streamline the intro experience.

Fri, 05/04/2012 - 21:23
#3
Trydeth's picture
Trydeth
To be honest, the moment I

To be honest, the moment I saw Feron walk towards me after the boss fight my face lit up. I don't know why but I love seeing Feron in all his glory and take pride in my puny little knight's achievements.

Fri, 05/04/2012 - 21:54
#4
Heavy-Duty's picture
Heavy-Duty
...

...It was just epic. I feel like I want to start over :D. Well, not really, but it is just... epic.

Fri, 05/04/2012 - 23:44
#5
Vagueabond's picture
Vagueabond
Feron is the BEST.

Feron is the BEST.

Sat, 05/05/2012 - 08:44
#6
Sinkillerj's picture
Sinkillerj
Overall I like the new crash

Overall I like the new crash site, but where you first spawn... does not look much like a crash site, its beautiful, you should start in the wilderness like before and work your way closer to society.

Sat, 05/05/2012 - 11:03
#7
Obsidious's picture
Obsidious
My thoughts...

@Trydeth Me too. I gotta say, that was a very well scripted part, and probably one of the better ones I've seen. Feron is one of my favorite NPCs, simply because of how much his aesthetics bring about his character.

Regarding the rest of the new content, I'll add my own comments, though most of criticisms are generally nitpicks.

Crash Site: I very much dig the new look, and how it slowly rolled to being pretty to being half-planet half-mechanical. Excellent way of doing "show-don't tell." I will say, though, that at the area right before you meet Rhendon, there seems to be a 'chasms' that is completely white and certainly lacking in either water or mechanical gears. I'm fairly certain this is missing art that has yet to be put in, since it seems really odd that there's a 'sky' there, but I'm mentioning it just in case.

Although this next nitpick may be rather subjective, I feel that Rhendon's description of the area being 'so alien' a bit difficult to relate to since most of what we come across before we get to him is, well, rather pretty with a dash of cute hostile critters. Either a different wording or simply some added artwork (Perhaps filling the afformention white holes with the clockworks?) can help alleviate this. But its not so stand out that I think it should be changed out right, and there may be others players with a different opinion.

Rescue Camp: Very nice. You could imagine I explored nook and cranny of the, as well as every NPC, of the camp before starting the first mission, noting with curiosity what was new. Much better than the previous version, which felt a bit confusing with the larger lay out and being less streamlined; it feels morel like an actual camp now. And certainly a good way to get the story properly flowing. Cannot find anything to nitpick or suggest about it.

First Mission: Securing the Camp: Like one or two other plays, I experienced Rhendon repeating himself on the charge attack before and after the fight, but that was only once or twice. It was very non-existent afterwards in the later builds though. I might also have Rhendon say "What the heck?" at the beginning since starting with "Something just happened" (To paraphrase him) doesn't express one's surprise very well. Then again, simply adding a "Woah!" to the beginning of the original phrase can probably alleviate this. Otherwise I like the notion of the clockworks attempting to trap and kill you being expressed as a first hand experience, rather than the gates just popping up as a part of the game play; makes connection with the rest of the lore, possibly including what Vaelyn said at the end of the current missions. Very much liked the overall training.

Second mission: Ancient Generator: Once again, I've enjoyed the changed of aesthetics, as well as throwing rockets at monsters :P. LIke Jacobey, I partially agree that the 'boss' fight could have a slight increase in difficulty, since I didn't feel like I needed to shield almost at all during that fight, even to avoid damage. That said, it was relatively close to what the difficulty should be for that area. Lastly, the metal line where the gate seperating you and the artifact has some texture fluctuation; seems to get a bit fuzzy every now and then. A bit difficult to notice, but it's there, especially when you're moving.

First Contact: My only nitpick is Kora's "Gremlins 'seem' to be responsible for building the clockworks" (Once again paraphrased); be slightly careful with this in the future, as new players may recognize Gremlins being the actual builders a bit strongly; and a good portion of us veterans know that isn't entirely true. "Responsible for maintaining, and possibly building, the clockworks," could place better clarifications of that this is theory, but once again, this is all subjective and depends on what you guys have in mind.

Crossing the Chasm: The coupe de grace. With that noted, a Blitz needle might be a bit much, but it depends on what you want to show. That said, sometimes Razwog's aim with his flame thrower is completely off, as if he's aiming at an invisible target; like, he's not even looking at our general direction or where we were before not too long ago. Either me or Rhandon could be at the bottom middle of the area (Often this is the case) and he'll aim diagonally at the top., which is not even close.

ON a more general note, is Virgil supposed supposed glow a bit? Also also, the backdrop for the chasm near the elevator leading to Haven is mildly different during the day and night cycles. By day, it looks like you're average clockworks, but at night, after the mission, it looks as though you can see the other end of the chasm: http://steamcommunity.com/profiles/76561198025026594/screenshot/59584375...

Overall, though, I very much enjoyed the new content.

Sat, 05/05/2012 - 21:25
#8
Kitty-Softpaws's picture
Kitty-Softpaws
Hey guys I'm new on the

Hey guys I'm new on the testing servers!! :D Well well, so crash site is fun! I hope th content for end-game players has epic lore like this & hopefully lore features & scenery like this will be changed through out SK. Heck, I'd start over for the 4th time again just see the new lore feature on the game!

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