![]() ![]() KI could lose lots of money for putting that in a family game. You do know that 5 year olds play this, don't you? Second, this wouldn't be fair for some people who don't like that stuff. I think you play WAY to many gunner games. Ok, not a positive opinion, but this idea is awful. Maybe if we get a world like somewhere from the Renaissance, all the way to the Old West, (which I would absolutely LOVE, KI!) could implement it as some firearms fitting with lore. Script a few animations (Yes, I get that's pretty hard,) and then you're just making filler weapons. These would be something like the two-handed weapons. Things people suggest, like shields and gauntlets, would have to completely redesign the game. Gatorjaw wrote:I can't imagine that this hasn't been suggested before, but I haven't seen any. **Edited by Professor Greyrose to add Poll** Anybody want to share their (positive) opinions? I can't ramble any longer it's late and I've had a long day. Imagine: holding a repeater in your hand while wearing gunslinger garb riding some new horse mount. This could also add some kind of new $30-40 pack. I've got a few ideas, too.īlunderbuss of Blaze: Does some sort of 0-pip, weak fire spell like the wands do. Not having it overstay its welcome, when there could be months before the game releases, is likely for the best for all involved.I can't imagine that this hasn't been suggested before, but I haven't seen any. In the end, the demo didn't completely represent the final product and it did what it was meant to do promote the game, giving players a bit of a taste, and give the devs feedback on things. That gets tiresome after awhile, and so pulling the demo was probably the best. However, it only had 2 hours of natural gameplay, and maybe 8-12 hours of awkward 'sandbox mode gameplay that kept people stuck in effectually the beginnings of the tutorial/newbie stage. The demo in the short term showed that the gameplay loop worked and worked well, making many people wanting to play more of it. Don't get me wrong, this was done on purpose and there is nothing wrong with this. Except in this case the product was mostly done, rather than still in early development, but it was cut down to only the core parts of the game loop. For lack of a better term, the demo was pretty much a minimum viable product of sorts. While this term is sometimes used in a derogatory way, I'm not intending it as such. When I think of a demo, I expect it to have more than what was given. I felt as though it didn't give the player a real feel for what to expect. I did say, more than a few times (sorry devs if that was off putting), that the demo was too short and didn't really get to the good parts. I actually get why, and it is a smart move, even though it did felt a bit awkward on this end. ![]()
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