@bybeach: Thanks so much! I'm heading to New York in a few days (usually live in London) to visit my buddies i'm making the game with; we're getting close, and I can't wait to show it off to folks and have the time to make another animation!
LackingSaint's forum posts
The 6-9 months thing is definitely way off the mark. Most games are mediocre-at-best until at least the last 10% of development. Everything is poorly-tuned, badly-balanced, broken, it's an absolute ugly mess. Most games come together at the very end, the sad part is that for a variety of reasons, sometimes it still doesn't work out. And yes, the developer almost always knows.
@zevvion: I totally understand your frustrations, but just to point a few things out;
- The devs have never once said that the campaigns should last "roughly 30 hours". They wanted it to be a longer experience, hence "Long War", and 30 hours would be like 3 days of playing, which isn't a huge amount really.
- All fighter crafts improve in their aim as you take down enemy ships. While 40% might seem harsh (it's actually 55% if you go Aggressive, which you really should in the early-game when your ships have poor aim), if it started at something like 70% then you really wouldn't have much motivation to get invested in your more experienced pilots, and the entire Defensive/Balanced/Aggressive shooting system would be sort of pointless because you'd just go with your 70% Defensive.
- Not shooting down UFOs in Long War's early game doesn't prevent you getting UFO missions, because half the time they create a Landing Mission anyway. It may have been something poorly balanced in older versions, or you just got very unlucky. The game isn't actually designed for you to need to shoot down every UFO, either, because just doing damage alone to ships will often harm the aliens' resources.
- Again, enemy health scaling is not random. Leaders in groups might have a bump in health, but everything else scales exactly with how well the aliens are doing (how many UFO missions they complete, how often you're able to clear a mission yourself).
- RE: RNG in Vanilla game - Have you played Ironman Impossible in XCOM: Enemy Unknown, recently? The first couple of months in the game are almost entirely luck-based, because all enemies have a massive bump in aim and all of your troops have horrible starting health (with you being at least a month away from decent armour) and mediocre weapons. Low-cover is entirely useless unless you Hunker Down (and even then is horribly unreliable), unlike Long War which bumps up the defense-bonus and makes Low-cover viable, and almost every enemy in the game will one-shot you until you get better armour. In Long War, enemies almost never one-shot you unless they manage a crit, as I said before the cover elements have higher innate defense, and you have the Heavy/Light selection of armors for your troops off the bat to give them some damage reduction. You also get 2 inventory slots off the back, giving you the versatility to bring cover-destroying grenades, smoke grenades for overwatch-running, panic-proofing trophies, aim-bonus miniscopes, bulletproof vests, battle-scanners and a variety of other devices that give you additional options in the early game. And of course, you start with 6 troops standard, further increasing your options. Finally, there's the mere fact that in both Long War and Vanilla you can of course have a "mission from hell", where you're just unlucky as hell and nothing goes right. The difference is, in Long War failing a mission is a setback. In Enemy Unknown, if you fail a mission you might as well restart the entire campaign. Long War is specifically designed so that a dice roll doesn't doom your campaign, because unlike EU any number of setbacks can occur without it fucking you up completely.
- To repeat that; in Long War, failing a 'crucial' dice roll (which, when you have 6 troops with 12 items between them, would have meant you were taking a hell of a gamble with that dice-roll if you seriously had no back-up plan) and failing a mission because of it DOES NOT FUCK UP YOUR CAMPAIGN. It definitely makes things hard, but you can fight back because it doesn't automatically mean you give up most of a continent usually (and even if it does, you can actually retake countries with Long War). In Enemy Unknown, failing a crucial dice roll (which is much more likely when you have just 4 squaddies with 1 item each) and failing a mission is basically a game over. You can maybe make it back if you fail one mission. If you fail two? You must be a hell of a player to still win the game. If you fail three? Forget about it.
Again, I understand the frustration, I appreciate that you felt cheated by the game, but I feel like you're somewhat villifying the community and especially the developers because you had a poor first experience. This isn't "lol troll difficulty" where they just throw out 50HP Sectoids in the first month, the developers have been putting years into creating a much more in-depth, versatile package, with a variety of troop-builds, unique helpful items, and unique encounters like new map-spawns and Boss Mobs. If it's not for you, it's not for you, but the LW Devs are putting a huge amount of time and effort into making a mod that gives you as many new experiences and interesting options as possible. They aren't leaning back in their chairs looking at message-boards and going "Bahaha, stupid casuals can't beat our game".
@twigger89: I gave Xenonauts a shot a few months ago and it didn't really click (I guess for whatever reason I felt less immersed in the experience, and immersion is really important for me with games), but I definitely want to go back and give it another try when I have time. Thanks for the suggestion!
@twigger89: Yeah, i've played a good 200+ hours of Long War, and I can sympathize with having to deal with unruly load-times and crashes, but thankfully the most recent versions seem to have very little of that. Crashes and bugs aren't unheard of, just as they weren't in EU or EW, but it's gotten a lot better. Also, there is a comprehensive wiki detailing every new item, mechanic and rebalance, as well as a change-log for each version of LW. You can find it here!
Obviously Long War is not for everyone, but I do really recommend that big fans of EU/EW try to 'tough it out' for the first few hours and get a feel for it. It can be really jarring at first having to suddenly deal with all these things that have been changed and added (took me about 20 hours to really get to grips with it, to be honest), but the level of depth is just so much more rewarding once you start to gel with it. And most importantly, use the Dynamic War / Not So Long War Second Wave Option for your first playthrough. If there's one things just objectively terrible about Long War for a newcomer, it's that the standard playthrough is - not overestimating here - over 100 hours, and that's a playthrough that you can Game Over at any point if you have a bad enough month. By default, Dynamic War (or Not So Long War for older versions of the game) cuts that to about half, which is a lot more manageable.
@zevvion: How long ago did you play Long War? It's still in Beta, and they're making substantial improvements with each new release. At this point, it's really far less random than the Vanilla game, because the aliens will only progress in their levels of tech based on how well you are able to handle them (which can be tracked through how much Meld you're getting from canisters), and particularly hard missions require the aliens to 'save up' by putting out a few easy missions, so you know what's going on. Especially in comparison to Impossible Difficulty in the Vanilla game, you really need to play the RNG game FAAAR less, because unlike Vanilla your troops immediately have a lot of options in those first couple of months, rather than just "Well i'm Hunkered in Full Cover because I can't move without being overwatch-shot, I hope this Sectoid doesn't one-hit-kill me!" And of course, there are a lot of people who have beaten Long War on Impossible Ironman difficulty at this point, and I don't think it's a coincidence that they're all very good at the game; it relies on luck to an extent, just like EU and EW, but you can make any situation go your way with the right tactics.
I think having the enemy play by the same rules is the big one. The fact that the aliens got a free move as soon as you encountered them was really annoying in Enemy Unknown and often left you on the back foot at the start of encounters.
A lot of people say this, but I don't really understand this complaint. I mean, if you could shoot at aliens right off the bat, you could completely trivialize every single enemy that utilizes cover, because if you catch them early in your turn you have 6+ shots at a group of enemies standing out in the open with zero ability to dodge your hits. Also, they already do basically play by your rules; if an enemy stumbles into you during their turn, then they can't attack you in that turn either. I am totally fine with having to deal with enemies scrambling for cover, rather than suddenly being rushed, flank-shot and having zero ability to deal with it. Seriously, imagine a scenario where you're scouting for enemies, finish your turn, and then at the start of the Alien turn they rush in, flank all your dudes and mow you all down. THAT would be "playing by the same rules" if enemy aliens weren't allowed to scramble for cover.
Aside from that though, i'll definitely echo the comments that i'd love to see the devs take some more inspiration from Long War. Honestly, i'm so attached to Infantry, Gunners, Engineers, Scouts, Giant Mobs, multiple Base Assaults, new map spawns, unique MEC classes, crazy extra items and extensive rebalancing, I don't know if I could just go back to the kind of tactical selection we have in Vanilla EU/EW.
It's good to see that after Episode 3 - which quickly turned TT's GoT from "forgettable fluff" to "tense thriller" - we've gotten an Episode with just as many nail-biting scenarios and brutal character moments. In my opinion, this series has been consistently getting better and better, and I hope Episode 5 keeps that up. Still doesn't approach the masterful work TellTale is doing with Tales From The Borderlands, but this series has become something i've seriously started looking forward to.
For some reason, I didn't get any kind of choice thing at the end of this episode. This isn't something i've ever seen happen in a modern TellTale game, so I dunno if it's just a bug or some kind of new mechanical change. In any case, here's what I figure are the important choices, and what I chose to do;
I revealed that Sera was a bastard, to get some information on Lyman Lannister. Felt suuuper bad about it in retrospect, since she's been nothing but nice to me, but hey, King's Landing!
I told the Archer dudes I wouldn't kill Gryff, and then I had him imprisoned. Didn't punch him about or spit on him, because unlike Gryff i'm not a massive dick. I got kind of annoyed when Gwyn Whitehill (HOLY SHIT LAURA BAILEY PLEASE WORK ON THIS ACCENT IT IS ACTUALLY SO DISTRACTINGLY BAD) acted like I had somehow betrayed her when I chose the most delicate option that game offered me. I literally said to the Archer Dude "No, I can't fuck with Gryff. Take back your Archers", and he still gave me them and I had to apprehend him.
Took Finn and Cotter with me to the Wild North. Finn is such a bro, backing me up after I killed that guy. I like him way more than Cotter at this point, which probably means he's in for an agonizing death.
I killed the slaver dude on Beksha's behalf. I seriously just couldn't be assed with all the angst from her and bitchiness from Croft, so I did the thing and there now it's done get over it man. Beksha seems cool with it, and Croft is obviously pissed off but i'm sure he'll get over it.
I had all of my Archers stay to guard Ironrath, and left Ser Royland to guard it with them because A) He's not my Sentinel and B) He's specifically a military advisor. Man, can you imagine if I had decided to leave my hand-picked diplomatic advisor to lead an army, and brought my military advisor to a diplomatic mission? I mean, it's a good thing I did, because having my entire army and a honed military dude guarding my keep totally meant they didn't get completely trounced by Deus Ex Ramsayna at the end there!! (heh heh... hehh...)
I called Ludd's bluff on killing my brother. Seriously this was just a crapshoot, I just felt too caught under duress to be say stuff like "HEY NO WE'LL DO WHATEVER YOU WANT, DUDER". Luckily it worked out for me, and I had a wonderful occasion where Mom Forrestor was all "i'm glad you knew exactly what you were doing". Sure, lady, sure.