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Path of Evil: seeking playtesters


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#151
kamalpoe

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Games For Learning wrote...

Hi Kamalpoe,

I just started playing and have some feedback. I didn't read through all six pages of this, so these points may have been made elsewhere. I found some possible errors and put them onto your wiki page. That was my first time on a wiki! Thanks!

I think that there are too many extraneous people in Beggar's nest. If I can't attack them, steal from them, or bully them, then they kind of get in the way. I don't know if you could include something where you can roll a homeless guy but run the risk of the guard coming for you.

I like that Kvas speaks up with the wagon to get you into the spirit of evil, but it would be nice to have an option to speak after the first time.

I've only played for a few hours, but there don't seem to be any options other than helping Hemlock. I tried to attack him and I couldn't see any other way to expand my character yet. I thought that perhaps I could talk to one of the gangs or the people in taverns and offer my services. There didn't seem to be anyone in the tavern serving or just to talk to about work. The captains were of limited information at this level.

I'll try to get in some more time soon and give you feedback as I go.
Thanks for making this game!

People marked as Commoners serve to make an area feel "lived in". They just stand or wander around. If you talk to them they do have random barkstrings of famous quotes related to the area they are in. Beggars Nest commoners talk about poverty, the Docks commoners about fish or the ocean etc. The homeless are not commoners, they are quest related. The Guard will never come if you beat up a homeless person, part of the story is the Guard has essentially left the Nest to fend for itself.

In Neverwinter you have a primary questgiver. You are obviously a wizard/sorceror/warlock/bard as you got the arcane questgiver. If you had picked another class you'd be given one of the other questgivers (gang leader, Black Crows thief leader, Vinadir the priest) and have a different set of quests.

In the inn in the Nest there is a mercenary who will give you a quest, and the homeless will give you one as well. You can also do some freelance exploration of things that are not marked, an unused sewers, a small crypt, some things that are part of others questlines but not yours.

One thing I missed at some point is after your "graduation", you need to talk with Kvas' sister Springapple outside the sewer, I made an error fixing her talking to you constantly, and she doesn't when she needs to to progress the plot.

#152
kamalpoe

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I see the wiki edits. I had a bit of a problem at first because you'd marked them as [added], which I normally use when I add something new in the game.



The "missing" items in your house really are there, mouseover the bed. (there's a pic on the wiki). Etienne was bugged, but has been fixed.

#153
Burnheart

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Merry christmas Kamal, i hope your having a better one than my family.

#154
kamalpoe

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Hopefully things are better for you.



Just making sure some things work 100%. Repeated testing has produced a few spots where triggers are not firing 100%.

#155
Shaughn78

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Almost finished all the new areas. Just like to make sure I didn't miss any. So far they are all very interesting.



Did the new basement and second floor of the keep

Caverns behind keep

Mines with the genasi companion

The portal areas: Jungle, Desert, Island, Forest, Dragon

Sarrukh Ruins



I still have to do the new wizard area, does the new dwarf companion have an area?

Any others that I have missed?

#156
kamalpoe

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Shaughn78 wrote...

Almost finished all the new areas. Just like to make sure I didn't miss any. So far they are all very interesting.

Did the new basement and second floor of the keep
Caverns behind keep
Mines with the genasi companion
The portal areas: Jungle, Desert, Island, Forest, Dragon
Sarrukh Ruins

I still have to do the new wizard area, does the new dwarf companion have an area?
Any others that I have missed?

The wizard's area is in the Akanapeaks. There is another new area called the Akanapeaks Trails that you can enter via the Akanapeaks (next to the waterfall) or via a path from the farm village. The Akanapeaks Trails has two interiors. The dwarf companion doesn't have any sidequest or areas.

#157
Games For Learning

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Some general comments:

Some conversations don't really work when you go back a second time. You may consider changing the settings so that they only fire once per player.



The way that you have signs for doors in a goblin-occupied town on the overland map (I can't remember the name of the town) would work really well for Neverwinter as well.



It would be helpful to have the entrance (or exit) map note for areas like crypts and things.



What is your feeling about typos? I can list ones I find if you like.



I like the design of the overland map. You've succeeded very well in making it look like a map!



There are a number of times that the PC is forced into evil actions because of their companions or limited conversation choices. I like it better when you have the choice like when Kvas steals something and checks in with you. If I'm going to be evil, then I'd like it to be because I wanted to.



Is there a time that my actions will start changing my alignment?



That's all for now. So far so fun!

#158
kamalpoe

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Path of Evil is currently uploading to the Vault. Because of it's size it has to be ftp'd and then the files placed with the entry by Vault admins.

#159
PJ156

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kamalpoe wrote...

Path of Evil is currently uploading to the Vault. Because of it's size it has to be ftp'd and then the files placed with the entry by Vault admins.


Congratulations Kamal.

Hope the release goes well.

PJ

Modifié par PJ156, 29 décembre 2010 - 03:53 .


#160
kamalpoe

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Games For Learning wrote...

Some general comments:
Some conversations don't really work when you go back a second time. You may consider changing the settings so that they only fire once per player.

The way that you have signs for doors in a goblin-occupied town on the overland map (I can't remember the name of the town) would work really well for Neverwinter as well.

It would be helpful to have the entrance (or exit) map note for areas like crypts and things.

What is your feeling about typos? I can list ones I find if you like.

I like the design of the overland map. You've succeeded very well in making it look like a map!

There are a number of times that the PC is forced into evil actions because of their companions or limited conversation choices. I like it better when you have the choice like when Kvas steals something and checks in with you. If I'm going to be evil, then I'd like it to be because I wanted to.

Is there a time that my actions will start changing my alignment?

That's all for now. So far so fun!

They all should have entry/exit notes.
You can send me screenshots of any typos, or descriptions.
The Overland Map was done by making a custom visual effect and using it to display the map image.
Your companions may force you into things. They have minds of their own and don't always kowtow to you. They are evil.
There are no alignment changes other than evil points that occur by default for killing good aligned creatures. I believe a pc may say something that seems "lawful" out of a chaotic reason and vice versa.

#161
Games For Learning

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Congrats on finishing it! Sorry I couldn't get through it quickly enough to help :(



I'll still be playing it :)

#162
nicethugbert

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NEAT!

Incidentally, any pointers on playing a cleric?  I briefly tested it with a cleric.  But, the cleric path did not involve my cleric's diety so it was weird like that.

Modifié par nicethugbert, 29 décembre 2010 - 11:05 .


#163
kamalpoe

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nicethugbert wrote...

NEAT!

Incidentally, any pointers on playing a cleric?  I briefly tested it with a cleric.  But, the cleric path did not involve my cleric's diety so it was weird like that.

Bane, Shar, and Talos have content bits specific to them allowing you to solve quests via your affiliation. They are not cleric specific though, but checking the diety. Umberlee and Cyric also give you some dialog options. The cleric path had to be generic enough for a priest of any diety. If you want really tight cleric/diety/story integration like TMGS you're not going to find it here unless you read diety specific motivation into yourself.

Non drow elves, half orcs, drow, yuan ti and genasi all have some race specific things. Not big things as I wanted most content to be open to all.

After the class specific beginning most access to things is opened via skills or specific companions rather than class.

#164
nicethugbert

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Hmm, there is an old Path of Evil page on the vault.  That's the play test?

#165
kamalpoe

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nicethugbert wrote...

Hmm, there is an old Path of Evil page on the vault.  That's the play test?

No. That's a very old version of the first module that was my proof of concept and to gauge interest in the idea. There are a lot of things improved from that, but since the first module was integrated into the campaign it's not seperable anymore to update that.

The full campaign will have a new page. It's created but pending approval still. I'll open a new thread to discuss it once it's available.

#166
Burnheart

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Its being released soon? Nice:D