Urban Strife

Urban Strife

Beta test results and notes
This game is in a Beta test phase. I've done beta testing before.

Overall, the game addresses many of the problems I've seen before.
Someone shoots, uses a melee weapon, I'm gratified to see them actually have the weapons when I loot them. Most games never have the NPCs with weapons when you loot them.
Vendors close to each other. I hate having to spend time moving back and forth the different vendors. Glad to see they're not scattered around.

Movement leader. I don't want the 1st character to always lead in movement. The game seems to make one of the party the leader due to conversation unlocks. For example - I have the entire party selected. I talk with Big Ben (just a name I made up) and someone has an affinity conversation unlock. That person becomes the leader.

Movement. I'd like to see some sort of formation, not just a mob.

Key to open map, inventory etc. should also close it. Press M to open map. Press M to close map screen.

Over watch and firing symbols are too big and get in the way. When you set over watch, there is this huge symbol in the way. The targeting symbol is the same. Hide too much like the health behind it.

I want to close a door, not just open it.

Need a button to move all food, health and moral items to the donation side. Often, I collect numerous items such as food. Click and drag. Waste of time. Give me a button to move all of them. I can always take back those items I want which is fewer then what I donate.

Serious problem with using the mouse to scroll the screen. Where the UI is, the mouse will not allow the screen to move. That means 3 of 4 corners and the bottom where the party is displayed, the screen will not scroll. Regular pain in the a$$.

Needs an arrow to adjust sliders used in such as buying from a vendor or moving inventory from one party member to another.

In turn based mode (fights), if you set someone to over watch, it just back to the first person in the party. Should go to the next one in the party, not the first.

Movement has 4 modes, not 3. Sneak, Walk and Run is the norm. Should be a 4th - tac movement. Crouched behind cover, rush to next position and end with a crouch. Norm is to manually select run then couch after you move. Be easier if the game did it. It would also affect the interrupt targeting on someone running.

Targeting doesn't show affects like burning or bleeding.

Currently, the AP cost in targeting and movement doesn't account for different types. Moving in a crouch costs the same as moving at a run. Aiming at a body part costs the same as a general shot.

Love the game. Can't wait to see the final version.
Geschrieben am: 23. März um 11:55
Beiträge: 0