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报告翻译问题
It definitely needs some tidying up, the inventory is awful and needs better sorting features, etc.. Its dumb to have multiples of something deciding to not organize right
An amazingly well written essay.
A lot of this was also pointed out during EA but shouted down by the die-hard fans (as they are now doing again to you) to the detriment of the game overall.
It's a good game but just like the previous game the Dev made it's lacking in a lot of areas to see any appeal outside the niche cult fan base.
Hate to break it to you, but cRPGs are a niche genre - probably the "nichest" there is.
Game is fine btw, and it's doing pretty well on reviews.
I liked it overall. I think I agree with the statement that the game is 'fine' as ambiguous as that is. It's not 'great', and it's not 'bad'. It's fine. But I think on their next project, assuming they get to make another game, they should focus on some of the low hanging fruit that would make their game a little less awkward, as long as it doesn't come at the cost of their strengths. If they can elevate it from 'fine' to 'great' or better for more of their players it's a win for everyone. Does that make sense?
"It's not going to fly with a broader audience. This is no Pillars of Eternity 2. It's not even a Pathfinder: Wrath of the Righteous never mind a DOS2."
These games were made by very large teams with very large budgets. Colony Ship is the absolute best we could do in terms of polish and presentation and we won't be able to do better without expanding the team (more like doubling its size considering that the core team is 4 people plus a couple of contractors), which won't happen any time soon as we'll be lucky to survive as is.
Then ape some of their ideas?
You don't have to come up with everything yourself from scratch.
Salt and Sanctuary is doing incredibly well and comes from a company with only a handfull of games by taking the best if castlevania and combing it with dark souls.
You were given a lot if feed back during EA but you subbornly refused to listen to any of it over the sweet words of your already dedicated fans.
And now all you have are these fans as most outsiders who might have been interested have moved on.
The game has so few bad reviews not bevause its such a perfect game but because anyone who was interested was chased away if they didn't share the same opinion as you and your fans.
Our games do have a limited appeal and we knew it back when we started, so there are no surprises there. If this is the end of the road for us, we'll accept it gracefully and thank everyone who supported us all these years.
Yeah Vince, that's totally fair, and what I suspected. If I didn't, I should have qualified my thoughts with a general 'it's up to you guys, and you know what your budget and limitations are'. I hope you guys get to keep going, because I think for the most part your effort paid off. I'm sure you guys had to make some tough choices regarding what you could afford to include or refine relative to what you really wished you could.
If you don't mind my asking, what were the most cost intensive elements of Colony Ship? Was there anything you guys would have done differently in hindsight? I'm not entitled to this, but I'm sincerely curious.
It's a little bit janky in places, and there are a variety of little things which caused me some disproportionate discomfort or disappointment. I still liked it well enough, and I think it's like a 6-7 out of 10 for me. I can easily see how it's a 8 or 9 for the right person. I'm certainly interested in a sequel. I hope that they can iron out some of the rougher edges in the next game as they'll be more experienced both as a team and as individual professionals.
The inventory management, armor system in particular, is poor. Forces you to keep tons of junk just in case.
Lack of consequences to stealing.
Lack of explanation of a few important story elements, such as finding out companions
Feeling forced to do all the skill checks to level up, meaning you don't have a choice in which skill checks you do (stealing comes back to mind here): If you want to be able to do the late checks, you have to do them all.
Also some complaints about death timers.
Regarding not listening to the EA, well, death timers, along with difficulty levels, were added in the EA, so I think the devs listened to feedback.
Consequences for theft could have been added, providing more stealth checks with an effect if you did them (e.g. if you steal the stuff from one guy, he can't give you some quest later) but would have required a bunch of scripting, so I suppose with a larger budget/time, this could have been achieved.
However, what I think is most problematic/common is the complaint about having to do all the skill checks for X in order not to be blocked later in the game by skill check X.
Either you go with random rolls, which means RNG+reload (= tedium) gets you through the game, or you have to have a different XP system that allows someone to gain levels without rewarding "grinding". That would require a lot of opportunities to use the skills, which again requires a lot of scripting/resources.
The other option is to ditch learn-by-doing and allow allocating points where you want (a bit like in AoD or most level-based games). I think the game would have been worse for it.
I personnally don't like having to look for all opportunities to use a skill in order to pass a later skill check, but I think it's better than the alternative solution of decorrelating doing and learning.
Since we don't have the budget to hire people, the main currency is time and the game took 7 years as it is, so taking a few more years wasn't an option.
Scripting takes the most, runs through everything, and affects design. If you wonder why something was designed a certain way, the answer is probably scripting. If you wonder why some design element is missing, the answer is probably scripting too.
No. Everything we wanted to (and could) change and expand was done in EA.
It doesn't mean that we think the game is absolutely perfect, but with the same team (size) and budget there wasn't much we could do differently, other than some cosmetic things.
Stealing is just another skill check, there's no morality in the game, it's a design choice.
Why not do them all?
I did make a suggestion of having one skill point per level you could invest in lower skills (like a hybrid of XP and learn by doing), but Vince never liked that. The curse of always being right is things usually not going your way.