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mcw

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Posts posted by mcw

  1. 4 hours ago, Alienkiller said:

    If I was harsh in my last Posts, then I´m very sorry.

    The Thing is, that the Game needed from Ground on in some Parts a big refit about the Things which haven´t worked after many Fixes, Try & Errors and so on up to V16 or similar. I can´t remember that Versions exactly. After that was done and all Versions after the big Groundrefit up to V21 / V22 with new Features and so on get testet, the first big Bugs should be out of the Game now.

    In the upcomming V23 we (Founders / Betatesters and Devs / Freelancers) hope to get the Game fullly stable now, that the other Parts which get still missing (R & D, Specials on the Geoscape, more Storyline and so on) can be integrated to make an more interresting Open Beta eventually to the End of the Year for more Founders / Betatesters like the Game UBoat is doing it. If all goes well it will be V27 or similar.

    The constant hard Working Founders / Betatesters schould be able to make an full Run / Playtrough in the next Versions with the Standard Win- / Lose-System. More Alternatives are comming for the Gameend (if I have an older Dev Diray correct in Mind 5 Playthrough-Ends incl. the old Standard Win- / Lose-System) and more cool Stuff in the Game-Phases (Start, Mid, End) with overworked already testet Features etc. to make Xenonauts 2 more differnt to the predecessor.

    There are light and medium Differneces to the Predecessor already integrated. Testet Features which come back Reworked / Upgraded Step by Step will bring in more medium and big differences to the Predecessor, so that the public Beta-Test will be an big hit.

    See, you're treating people with some disrespect. Or right away as idiots, because you brush off very obvious thoughts with just a lot of words, which are repetitive. Everybody here is either a backer or somehow a hardened fan. Thats why everybody invested time and money, and a lots of patience as well.

    Critical question being asked after 4 years is a very natural thing to do, it is rational and logical. Explaining how wrong all the rational and logical thoughts of some very patient adtult people are neither makes the obvious problems disappear, nor does it help the community or the patience shown by those very people. The critique here is: Why aren't there no information to the very backers of the game, which made it possible and are the (only) fanbase left? Why arn't there any satisfactory explanations for the delay in years? Why does the game feel so very much like Xenonauts 1? 

    I am waiting and testing the game ever since, I am leading a couple of different organizations and a software company. So I do know - as many others here too - how difficult development is, how sticky things can become.Peope are not stupid. They know how things feel. They know if stuff motivates them to dig in or if stuff bores them. They know, if they feel and experience something new; or they have a déjà vu. 

    Round about two years ago I wrote down my impressions. Your only reaction was to tell me, how wrong my feelings and impressions are. Now we have more years of development, and still I don't see or feel the difference to X1. But the feeling of a game is my motivation to play that game. And the feeling of a difference ist the motivation to fare for a successor. And right now I almost don't care any more, as my children have grown over the same time as well as my company rolled out three major products. 

     

    So you or the devs or whoever is invested should do some motivational work = explanation *and* take the feedback seriously. Otherwise X2 is doomed fade away as most of the other xcom-clones. As long we're critical, we still are invested. Though the clock is ticking, as you can read in the reactions above. 

    • Like 2
  2. 17 hours ago, Alienkiller said:

    Nothing is perfect and we Founders / Betatetsters as well as the Devs explained it often enough very friendly why.

    We integrated the Community in a Main-Important-Part. They decided it and that´s why the Game-Dev strengh over several Years. So don´t cry why that and that takes longer then expected. So we take us time for the implementation from all other Features now.

    Short enough for you Guys!

       

    Fanboy vs Reality

    • Like 1
    • Thanks 1
  3. 8 hours ago, Alienkiller said:

    Critical Thoughts are good, but not with an Time-Limiter or Rushing someone. Sadly the young Guys / Medium Guys Community which have begun playing first in the 2ks after the I-Net were established, took over the worst bad Thing from Publishers: Set an Time-Limit and Rush the Devs / Testers to bring out an Game which isn´t ready for Public.

    The Result: Over 80 % up to 90 % on the Market since the last 15 to 20 Years are unplayable Scrap. If you try to help make them Playable you get mostly courtmartialad or similar. And that´s no single Case.

    The remaing 10 to 20 % of Dev-Studios which make good to very good Games are the smaller independed Companys (like Goldhawk, Chaos Concept) or linked Companys to a very nice remaining existing Publisher (like Paradox, 2K, Sega).

    One more thing you have to think about:

    The Teams which bring out very good Games like Goldhawk Interactive, Chaos Concept, Studios in the Ukraine which are self-contained aren´t big. Mostly they are very small or medium (5 to 50 People as Core-Staff). The Remaing contains on Founders (like here) which are Betatesters too and some Freelancers which help the Devs [Translation, Graphics, Storywriter or whatever the Devs ask them for]. 

     

    In our Case here an other very big Part you have to look at, which get said a last time very friendly:

    The most things from the planed Gameplay on Kickstarter shows itself as not realizeable. In the last 4 Years the Devs, Freelancers and Betatesters have Refited, Reworked and Upgraded the Game as good as possible to give it a stable Ground with the realizable Features of Kickstarter. Big Parts of the Game are not integrated yet [R & D, Storyline, Geoscape-Secrets etc.] and many Parts from already tested Features, which will come in hopfully hardcoded are in Rework / Upgrade for the fix Ground-Platform. To Rush us or give a Time-Limitation from the Community isn´t productive.

    That´s bad overtaken Thing from the Community is what all of us, which working on this Project [Devs / Freelancers / Founder-Betatesters], make us very angry.

    Esp. the Beta-Testers which have to beginn completly new from 0 on after an new big Version or an Hotfix comes out. Only for the Community we get hundreds and thousends of Hours of Testing, Bughunting etc done with upcomming more hundrets / thousends Hours. That´s no self Evidance after we come home from Family, Friends, Holidays and the needed Work / Sporting Activitys.

    Otherewise we could do it like the bad big Companys and let the Community test the Game after they payed the Full Price.

    The Choise is yours now:

    1. You get an unfinished Product like above on Top announced, which you all are Beta-Testers for a full Price-Product.

    2. Or you let us Calmly do our Best and get an maximum tested Product before it goes to an Early Access Status where the Finetuning get done.

    quod erat demonstrandum

  4. As I said: I love the game. 

    I reported my impressions and feelings to add some more information to calculate the impact of their work. I loved X1, and I am going keep playing X2. So there is no need to convince oder correct me, how I do feel and should feel about the game. 

    And there is no need to defend the Devs against those impressions, nor to explain that a beta is a beta and not the final game. 

    Just take it as an information about some invisible parts of a game: the feelings of a player and the very reasion, why he/she is playing a game.

  5. It might be a major problem, if there is so much new stuff and it feels all the same as X1 because you can't tell the difference within the game-experience. Whatever things were made, they don't carry the weight. Which ist disappointing if you love the game. And I do. 

     

    If a player can't tell the difference, it does not matter if you thing, that there should be a difference.

    The bait should be tasty for the fish, not the angler.

     

     

  6. Hello all together,

     

    I had some time to keep track and check the current beta and I wanted to share my impressions as a feedback by somebody, who enjoied x1 and is patiently waiting ever since then. 

    First, I really dont feel a difference toward X1. It has been some time, so I am not comparing the details, but the impression and feeling. And it feels as I am playing X1. Not a single time I was surprised, annoyed, amazed, scared ... whatever I did, I was used to it. I cant grasp any feel-able changes, which confused me and risks to evolve into boredom.

    Second, right now there is no sense into any geoscape. either air-combat, or strategic basebuilding or command centeres: it does not make any difference. whatever I do, it feels the same in every aspekt. It does not matter how I equip the jets; which command center I get first; where I build a base and if I devolp a base into any specialisation -- it does end up all in the same way. So after a coulpe of weeks I dont care, I just speed up and click at some buttons. 

    Third, the storytelling shocked me after the first genocide. the second one made me uncomfortable, the third one was a mere acknowledgement. With that major thread most of the other things just did not matter any more. If there is any raid, base, UFO or whatsoever, I merely noticed the difference. There wernt any other elements in the storytelling, which cought my attention, nothing else made a difference. And after the 6th destroyed city this it started to feel hollow and meaningless. I was asking myself: Why do I have to struggle with some minor fundings if the apocalypse is knocking on the door and every nation does not care if their best/technological most advanced/tactical superior chance is choking on some scientist. In short: I am missing the interaction with the world -- anything of it.

    Fourth, the tactical layer feels good for the most part. I linger for some more variety at the start of a mission: a bordcanon for the dropship; any feeling for special operation forces and some elite soldiers which I really care for -- but all in all it feels good. some suprises might be nice for the sake of dramaturgy and the curiosity for the one next mission which will surprise me.

    Fith, I am missing some game-changing science-stuff. It does not really matter what it is, as long as it breaks the redundance of the mechanics: UFO, Mission, Home. Something like the psionics in the other xcom-clones - I dont know exactly. I am aching for suprises, or for the chance to to anything different. Maybe a rescue-mission for a hostage/agent with a timer, some stealth-missions or a strategic mission to track UFOs by some stealth-fighter without a fight. 

     

    So far some spontaneous impressions.

    cheers

  7. 1 hour ago, Max_Caine said:

    @mcw Back at the end August of last year Goldhawk Interactive stopped using Xsolla as a service. You should have recieved an email from Xsolla with a key to access the Beta for either Steam or GoG at around that time, between August and Setptember. Did you have any communication from Xsolla at that time

    Nope, -- no E-Mails so far. 

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