State of Alpha

Discussion in 'NOTD Discussion' started by HamCient, Jun 11, 2012.

  1. HamCient

    HamCient New Member

    I decide to upload my most recent alpha gameplay while I am using arty fo. The reason I uploaded the gameplay is for the designers and community to look through the game from my perspective to identify possible technical bugs or errors.

    I know I am not a very good player (and you can see me taking huge hits when in the beginning when I was caught off guard while meddling with my tree and handling other applications and also my pretty bad fight with chronous).

    Here are some problems I noticed:

    - Hits and damage taken from enemies ... 0 ?

    - Tried to throw down fo flares around tight corners or central square. What would usually happen is flare wouldnt appear or appear totally badly off. If the flare doesnt appear, my flare skill would still be 'used' and energy deducted. Pay close attention to me flaring. Please notice how I tried to call down flare when I approach central square and how my summoning of the flare is badly futile.

    - During chronous fight, I am not directly hit by the chronous laser but my health is dipping for some instances. Yes my chronous laser kiting is bad but I would suggest putting replay on slow speed and notice that I am not directly touched by the laser (just close to but not direct) on a few instances and I am dying already. Thanks to my low ratings, I survived it. The tight corners in the lab can be excruciating coupled with how squishy fo is and the fact the laser does not need to touch you (according to the graphics on the screen) and you have an interesting combination.

    - Summoning down a trooper right before tanaka activates gas ... the trooper doesnt appear. Notice how I tried to bring in a trooper and the next moment the gas sequence comes in, my trooper is not with me and take a look at my energy and my summon trooper skill under 'refresh' status ? I consider troopers essential to any fo during gas sequence to act as the fo's bodyguard (not meat shield) to escort the fo as safely as possible.

    I hope my replay would give insights into discovering possibly more technical bugs in alpha gameplay.

    Thanks.
  2. spartanhija

    spartanhija Member

    Haven't watched the video but as for flares, they appear randomley in the circular radius, also if the spot they will apear in is a cliff/hole it wont spawn. Same with infantry unfortunatley you will lose one infantry if he happened to fall in a hole. As for hits and whatnaught ill have to check out your video when i get home, your not a bad player ham, just keep practicing.
  3. HamCient

    HamCient New Member

    Ty. Hopefully the dev and design team could use some real first person view I provide to walkthrough the game and well... hopefully it helps them with bug fixing with a real sample I provided above :D.
  4. Ghost
    • Warden

    Ghost Warden

    1. Is a bug affecting everything currently - already on list
    2. SF radius is very large, it can land anywhere inside the radius. I've previously suggested to lower the radius and it has been slightly
    3. Being at the edge of a laser counts as a hit. SC2 limitation really and linked to direction of laser movement with the actual laser moving a split second after the visual laser moves.
    4. It probably appeared (its not a cutscene) just it didn't follow you and died. That's still not implemented fully (the spawn with FO part)

    I would say that none of the 4 points have much to do with the current state of Alpha however and are more gripes about the FO in general, which should go into the dedicated FO thread.
  5. HamCient

    HamCient New Member

    Ty. Move this post to the fo thread if needed.
  6. Ryan III

    Ryan III Well-Known Member

    Somehow I'm not surprised considering alpha's always changing.
  7. Nebibubi

    Nebibubi New Member

    To get back on topic, I actually do think Alpha Company should get some tweaks. Don't get me wrong, I think its greatly designed and fun to play. But when it comes to Nightmare mode, it just feels like there's no more challenge after you know how it goes and won a few rounds.

    It's no where as challenging as EC NM/Sec NM/Surv NM. I barely see anyone trying the other NM modes to be honest since Alpha is just so easier and gets a decent amount of XP/Credits. Then again EC NM barely rewards you with anything compared to the other modes and Sec NM looks too "difficult"/time comsuming.

    All in all, I just think that Alpha nm should match the difficulty of the other nightmare modes or at least be slightly more challenging than it is right now, if "Nightmare mode" is supposed to actually designate the hardest mode in notd.
  8. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    Thanks - have watched the replay. The hits bug is fixed in next patch. Have made some minor updates to Alpha as well. Any other observations?

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