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For all the detail they put in animations, you'd think the messaging system would have gotten some TLC. They seemed to have leaned heavily on premade scripts from the Unreal engine for messaging instead of truly trying to duplicate the original Pascal code from the original game. The gold distribution as well as boring hit, miss, damage without any good descriptions is super dull.
I've brought up all this as well as adding simple solutions such as descriptive verbs, color coding, sounds for critical hits, the original gold awarding system, messaging speed control, etc. If there is any response (which there rarely is), the devs just blow it off as if none of these things are issues and players don't really want any of these things.
Bards Tale Remastered by Chrome and Inxile would be a great place for them to look for messaging ideas. It has a descriptive, accurate messaging system with excellent messaging speed control. Wizardry 8 has animation speed control, messaging speed control and a way to turn off animations all together as well as detailed descriptions of combat like body parts hit, shields blocking attacks, armor absorbing attacks, characters and monsters dodging attacks, etc. Many users have been voicing their concerns that combat is too slow and in some cases too fast. An animation turn off option as well as the original T)ime option functioning again would make everyone happy.
Anyway, thanks for your posts! Hopefully this game will keep improving and the devs will listen to a product manager who can analyze user data for them...
swords & daggers (monsters & characters) = slices or stabs for x damage
maces, flails, staffs (monsters & characters) = swings or bashes for x damage
fire base spells and breath weapons = burnt or roasted for x damage
ice based spells or attacks (undead) = frozen or congealed for x damage
lightning spells or attacks = zapped or shocked for x damage
harming priest spells = tormented or tortured for x damage
animal attacks = bites or claws for x damage
undead attacks = gropes or bites for x numbing damage
giants & ogres = crushes or smashes for x damage
ninjas = punches, kicks, slices or stabs for x damage
Image how much more fun combat would be with these simple descriptions! As a D&D DM, I use these verbs a lot for my group of players every week we play. Being able to spark the imagination with the details is key to any good game!
Yes! In, fact this is where the source of my feedback comes from. I completed the Remastered Bards Tale Trilogy just before diving into SNES Wizardry and then this Remaster, so the absence of descriptive combat messaging is quite noticeable in comparison.
I like this. Also, the Shuriken should be "hurled". Even the original Apple II messaging gets this muddled and uses the "chop" and "stab" verbs as though it were a melee weapon (well, it is mechnically treated as such, but the flavor text could still be adjusted).
For Priest spells and instant death spells like Makanito and Lakanito, verbs like "choked", "strangled", or "suffocated" might be appropriate. I like the idea of those spells being like Vader's Force choke in Star Wars. Mangar's psychic spells in Bards Tale used similar descriptors.
All great ideas! I love it!