Miasmata
Stuck after the swamps? (Probably spoilers within!)
So I found the bioluminescent algae in the swamp, but am at a loss as to where to find the chemical binding ingredient to go with it. Do I need to backtrack to every hut to find a note or something, or is it in the ruins?
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Сообщения 114 из 14
hers a idea, go search the most northwestern point on the map, you may find a solution there
same here after i got there i have not found another map or anything. i would think the game would keep on with the new maps and what not but idk
I found that finding the other part of Agent Y was the most difficult part of the game for me, well at least the most time consuming. I literally spent hours before discovering the information I needed to find it. I had literally almost mapped out the entire island and back tracked to numerous locations before finding it. I'll post the solution in spoiler tags below, but I recommend you just keep mapping the island and searching for it yourself as it will be more rewarding this way.

Wilhelm is wrong, it's not North West. You need to head to the North East part of the island, you'll find a map to the tall pink and white Rainbow Orchid which can be found right in the top NE corner. The map is in a hut, if you head NE where the island stretches into the sea you should see 4 huts grouped together, that's where the map is. There are then 4 more mini-huts right in the North East corner. You should also come across a map to a boat to get off the island here too.
Отредактировано LostHopeFate; 2 дек. 2012 г. в 19:55
I've not been sure where to go several times along the story. I guess devs like their players to wander aimlessly a lot. Not a good idea.
Ok, I'll just keep mapping out the island. I guess the sudden lack of a clear "trail" to follow thew me and made me think I'd missed something (I'd always had the blue dotted trail up until this point).
Автор сообщения: IgorK
I've not been sure where to go several times along the story. I guess devs like their players to wander aimlessly a lot. Not a good idea.
I disagree. There were only a few times I had been completely lost without any plan at all. I think the game does a great job of providing you with enough information from the documents you find and it's by no means wandering aimlessly. If you keep triangulating your position, discovering landmarks and finding maps and documents, you'll always have an idea of where to go next. This game rewards discovery and exploration and if you don't have a plan or journey in mind, the game will just exhaust you out.
Отредактировано LostHopeFate; 2 дек. 2012 г. в 20:03
Автор сообщения: LostHopeFate
There were only a few times I had been completely lost without any plan at all.
One time is already too many.
Автор сообщения: IgorK
Автор сообщения: LostHopeFate
There were only a few times I had been completely lost without any plan at all.
One time is already too many.

Bah! I found the lack of hand holding quite refreshing considering how many straight line games we have had lately. That and its an exploration/survival game .... Get out there and explore and it all makes sense. My 2 cents. :)
Автор сообщения: sloth101
Автор сообщения: IgorK
Автор сообщения: LostHopeFate
There were only a few times I had been completely lost without any plan at all.
One time is already too many.

Bah! I found the lack of hand holding quite refreshing considering how many straight line games we have had lately. That and its an exploration/survival game .... Get out there and explore and it all makes sense. My 2 cents. :)
Exactly. Those "few times" I were lost and didn't really have a set path in mind didn't hinder the experience, but instead made me make decisions and explore areas I may have missed or not even discovered yet. That isn't a bad thing.

If someone goes into this game expecting a linear story with the direction they're supposed to go mapped out for them, you're playing the wrong game. As sloth101 pointed out, it's a refreshing change to find an objective based game that allows the player to explore at their own pace on this scale. This game is definitely a game that requires you to think and to plan, and if if you don't do that, you will just end up "wandering aimlessly" which will become frustrating and unrewarding.
Отредактировано LostHopeFate; 3 дек. 2012 г. в 5:30
Автор сообщения: sloth101
Bah! I found the lack of hand holding quite refreshing considering how many straight line games we have had lately. That and its an exploration/survival game .... Get out there and explore and it all makes sense. My 2 cents. :)
Indeed, yes. It's quite refreshing. For the first couple of hours. Until you find yourself in an undiscovered territory with no known sites to map. Then your only choice is to go along coast until you circle the unknown island. Other way you could wander aimlessly until you randomly hit a hut with a map of current region.
I don't think this was the idea of general gameplay of Miasmata.
Besides that, I don't see how a bit of hand holding would prevent you from free exploration.
P.S.: Really, the game is quite linear. Well... actually, more like a broken line.
Отредактировано Gary Dozer; 3 дек. 2012 г. в 5:32
Автор сообщения: IgorK
Автор сообщения: sloth101
Bah! I found the lack of hand holding quite refreshing considering how many straight line games we have had lately. That and its an exploration/survival game .... Get out there and explore and it all makes sense. My 2 cents. :)
Indeed, yes. It's quite refreshing. For the first couple of hours. Until you find yourself in an undiscovered territory with no known sites to map. Then your only choice is to go along coast until you circle the unknown island. Other way you could wander aimlessly until you hit a hut with a map of current region.
I don't think this was the idea of general gameplay of Miasmata.
Besides that, I don't see how a bit of hand holding would prevent you from free exploration.
P.S.: Really, the game is quite linear. Well... actually, more like a broken line.
But in those instances of the game where you are mapping a coastline and working inland to discover new landmarks and huts, isn't that exciting for you? I mean, I found that process a lot more exciting than I should have, because even though it may seem tedious to some, there's nothing quite like that sense of relief and reward you get when you do discover somewhere new, making it all worth it.

...and I guess I see what you mean when you question my linear comments, but I don't see it this way. I see the game as simple, in that you have a sole objective and purpose. I wouldn't describe it as linear because you can do these objectives in almost any order and at any pace you see fit.

I guess we just enjoy different types of games in this regard and will just have to disagree, haha.
Автор сообщения: LostHopeFate
Автор сообщения: IgorK
Автор сообщения: sloth101
Bah! I found the lack of hand holding quite refreshing considering how many straight line games we have had lately. That and its an exploration/survival game .... Get out there and explore and it all makes sense. My 2 cents. :)
Indeed, yes. It's quite refreshing. For the first couple of hours. Until you find yourself in an undiscovered territory with no known sites to map. Then your only choice is to go along coast until you circle the unknown island. Other way you could wander aimlessly until you hit a hut with a map of current region.
I don't think this was the idea of general gameplay of Miasmata.
Besides that, I don't see how a bit of hand holding would prevent you from free exploration.
P.S.: Really, the game is quite linear. Well... actually, more like a broken line.
But in those instances of the game where you are mapping a coastline and working inland to discover new landmarks and huts, isn't that exciting for you? I mean, I found that process a lot more exciting than I should have, because even though it may seem tedious to some, there's nothing quite like that sense of relief and reward you get when you do discover somewhere new, making it all worth it.

...and I guess I see what you mean when you question my linear comments, but I don't see it this way. I see the game as simple, in that you have a sole objective and purpose. I wouldn't describe it as linear because you can do these objectives in almost any order and at any pace you see fit.

I guess we just enjoy different types of games in this regard and will just have to disagree, haha.

I enjoy wandering the island--the point of the game, to me at least, is to uncover more landmarks and make navigation possible. The herbology and associated cure is the TRUE point, to be sure, but none of it is possible if one doesn't get that little rush from filling out the map one "sphere" at a time.
Автор сообщения: Gary Dozer
I've not been sure where to go several times along the story. I guess devs like their players to wander aimlessly a lot. Not a good idea.

the game was made by only two developers, appreciate the work they've done
There's a difference between free exploration and having a complete gap of information leaving you with nothing to go on. who's Cornelius? Where's the Orchadae? I searched the internet because the sudden absence of ANY information made me think i'd hit a glitch. There's a lot of room between hand holding and free exploration, and when you've got a Bunyip stalking your ass you don't want to wander aimlessly, you want a goal or what the hell are you risking your life for? That one was too big a gap, it should be logical, not merely absent information.
That's the only mistake the game made, which is saying something. :kiskit:
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Дата создания: 2 дек. 2012 г. в 19:17
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