RE: Next Patch ideas and suggestions (post yours)
Posted: Fri Jan 16, 2009 5:04 am
I would like to see a couple of things:
1. replace the localization team. Translations are at times incomprehensible. I don't know who did the English translations for the game, but I suspect they spent far too much of their salary on vodka.
2. stability and performance issues. I believe Matrix has enough dumps to identify the worst offending crashes. Seeing the same crashes after another patch will be very disappointing. If the developers ever want to grow beyond a niche market, they're going to have to take stability and performance testing _BEFORE_ release far more seriously.
3. more reasonable implementation of interrupts. Developers can refer to JA2 for ideas if they're lost.
4. alarm notifications (guards alerting others) needs to be implemented to allow for "ninja kills" - as it stands, it's 90% a slug-fest, where you do your best to fight from where you enter. There isn't very much in the way of sneaking around to a position of choice before starting combat.
4a. night fighting - related to 4, so a sub-section. There's a clock, and I can't see any reason why night fighting can't be implemented. Not just as a visibility range parameter - but a real change on the maps, where lit and unlit areas make a real difference. Again, refer to JA2, This might require some map work, but I can't see it being too onerous.
5. hidden goodies. Seriously - how many JA2 players can remember prying or picking every single box, locker and crate for whatever hidden goodie they might contain - regardless of whether or not it was actually needed. There's probably some Pavlovian explanation to it, but prying open every single container seemed to be a common pastime.
6. documentation of as much of the modding parameters as possible, as well as a (perhaps command line?) system of using alternate mods without wholesale replacement of files. This has been done reasonably well with MTW2, where modders can put together specific packages - each of which can be used independently of others without file-swapping.
7. economics - reduce the reliance on sector income. Selling opponent drops would make it more rewarding to the player to actively raid and engage, rather than taking a few profitable sectors, piling up the guards, and engaging enemies only as necessary. As it stands, there's no reward for raiding or actively defending (ie: pulling back and letting the NPC guards defend).
8. probably outside the scope of a patch, but releasing some of the dev tools would almost assuredly extend the life of the (or next, if they survive) game. I don't think I have to point out the number of games whose lives have been dramatically extended due to the ability of the mod community to turn out their own maps, graphics, etc. OK, perhaps I need an example - look at NWN - a pretty mundane game by any account, had its life stretched out for years due to their allowing the mod community to extensively script and alter the base product. How many games of NWN's age do you _STILL_ see on the shelves?
1. replace the localization team. Translations are at times incomprehensible. I don't know who did the English translations for the game, but I suspect they spent far too much of their salary on vodka.
2. stability and performance issues. I believe Matrix has enough dumps to identify the worst offending crashes. Seeing the same crashes after another patch will be very disappointing. If the developers ever want to grow beyond a niche market, they're going to have to take stability and performance testing _BEFORE_ release far more seriously.
3. more reasonable implementation of interrupts. Developers can refer to JA2 for ideas if they're lost.
4. alarm notifications (guards alerting others) needs to be implemented to allow for "ninja kills" - as it stands, it's 90% a slug-fest, where you do your best to fight from where you enter. There isn't very much in the way of sneaking around to a position of choice before starting combat.
4a. night fighting - related to 4, so a sub-section. There's a clock, and I can't see any reason why night fighting can't be implemented. Not just as a visibility range parameter - but a real change on the maps, where lit and unlit areas make a real difference. Again, refer to JA2, This might require some map work, but I can't see it being too onerous.
5. hidden goodies. Seriously - how many JA2 players can remember prying or picking every single box, locker and crate for whatever hidden goodie they might contain - regardless of whether or not it was actually needed. There's probably some Pavlovian explanation to it, but prying open every single container seemed to be a common pastime.
6. documentation of as much of the modding parameters as possible, as well as a (perhaps command line?) system of using alternate mods without wholesale replacement of files. This has been done reasonably well with MTW2, where modders can put together specific packages - each of which can be used independently of others without file-swapping.
7. economics - reduce the reliance on sector income. Selling opponent drops would make it more rewarding to the player to actively raid and engage, rather than taking a few profitable sectors, piling up the guards, and engaging enemies only as necessary. As it stands, there's no reward for raiding or actively defending (ie: pulling back and letting the NPC guards defend).
8. probably outside the scope of a patch, but releasing some of the dev tools would almost assuredly extend the life of the (or next, if they survive) game. I don't think I have to point out the number of games whose lives have been dramatically extended due to the ability of the mod community to turn out their own maps, graphics, etc. OK, perhaps I need an example - look at NWN - a pretty mundane game by any account, had its life stretched out for years due to their allowing the mod community to extensively script and alter the base product. How many games of NWN's age do you _STILL_ see on the shelves?
