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Ilmoita käännösongelmasta
The turn delay and the ammo options worked, because each "tick" was tied to an action in game. Delay meant a turn per tick and ammo meant use per tick.
Crate probability and weapon power are different, in my opinion. Firstly in W: A's iteration these were very obscure. What does a crate mean in terms of probability? How much more of an increase is 3 crates over 2 crates? Even if this were displayed in percent I still do not think it would be a good addition, because even with a 50% chance you could potentially play 30 games without the weapon spawning; and I'm sure the system is more complex than that. The game would then have to have a system in place, probably, to increase the chance as matches went on so that eventually the weapon would spawn for sure, but given that this is a match-based game this would mean it would have to carry over to other matches. If the participants are not the same it is an issue in on itself, but even if the participants are the same it still feels "gamey" to expect that crate to drop for sure in X amount of matches. Suggestions?
Weapon power has a different issue that I can see, apart from the obscurity in W: A's system mention above. Like Skunk3 I think pointed out a lot of the casual players like to play Wormageddon schemes, essentially all weapons unlocked and silliness like that. Weapon power is nice to be able to turn the damage off completely for some game modes, but usually (in my personal experience and as I read around in others' too) people would max out the power in all the weapons, making the game struggle with redundancy and gameplay issues. When a mine can blow up half the map, what use is there for a Holy Hand Grenade? I think it's good to have some consistency in the weapon power department both for the player and the game. Suggestions?
In terms of map options I would also like a selection of default non-randomly-generated maps as per Worms: Armageddon. It was nice to be able to choose between random generation and the predictability of a familiar map that you liked.
https://www.youtube.com/watch?v=reQoQXE5FsU
https://www.youtube.com/watch?v=eyTcZZitEhU
nope :(
Edit:
from top video at 54:35: PC version has a png-importer like W:A
For the map editor, I don't understand why you're outraged. This is clearly not meant to be a map editor, but rather a map generator. Also, I'm not exactly sure a map editor where you actually draw a landscape would work very well because of how the terrain generates in this game. Instead of generating a shape with a texture on it, it uses a bunch of little hand-drawn bits and bobs sticked together to form landscapes. Plus, there's going to be a .png importer anyways
As for most of the missing features, they're probably, as you said, hidden in other menus. For example, the mine fuse option is likely under the "Objects" options rather than "Time". For the lack of themes, they said they would keep the game updated, so, who knows? Maybe there will be more themes added in the future.
He didn't say a level editor like armageddon, just a png importer like armageddon.
Because they are reviewers or developers
https://www.youtube.com/watch?v=_1wPf75r3ig
For shame. Jonno if you're reading this tell your management department that this is disgraceful, that other companies TALK to their customers and that the latter are getting annoyed with this, not just your games.
This is EA games' level of mis/ non-communication and you're supposed to be an indie studio.
Yep, I was waiting... but sadly I'm going to refund this today. This game could be good and all that, but i want real interest and COMMUNICATION from the devs/community managers.
Hey crew,
As a heads up Danny is looking after the Steam forums for now.
Please don't take my absence/lack of replies on here for legging it. I'll be focusing on social media & community forums whilst Danny flies the flag here and answers your questions.
Best,
So just please be sure to do all you can to notify the higher-ups that if Team 17 as a brand loses on credibility and incidentally on sales, it will, to perhaps no surprise, be the fault of the management department.
I can't believe that in spite of all the modern, "indie" marketting practices like Early Access etc. that really open up the development process and the communication--I've seen numerous indie developers talk to their customers daily on Steam, addressing criticism and being very open about the (upcoming) features etc. good or bad--Team 17 despite being and indie studio as per the web page, still ommuniates with their customers like it's 2005 or like it's a corporation with just a bunch of stokholders running the show.
Yeah there is communication but never substantial, just empty generic stuff. Get whoever to talk about the missing features, this is critical to preorder people.
What you are seeing in the recent videos is not quite the final version of the game. There is still work going on with the game and we'll continue working on it up to launch and past it.
There are some features that you've correctly indentified as not carrying across from the previous games. There are some changes with each game, and we've made changes to the Worms formula with Worms W.M.D. What I will say is that we are listening to this feedback and we will be working with you as a community to implement future updates.
I'll make a video demonstrating the menus so you can see everything, I'll be back in a jiff