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So the crash from drinking alcohol, water, honey, etc. appears to occur when your inventory is full and you consume one of these items from a container or your quickslots. Basically what happens is an empty bottle/canteen is being added to the inventory, which is currently full, so the game crashes instead of dropping the item to the ground.
This should be fixed when we release our hot fix later this week or early next week. In the meantime, if your inventory is full try to consume items directly from your inventory or store some extra items in your personal safe first. This isn't ideal, but it should prevent the crash from occurring until the hot fix is released.
I hope this helps.
There is no difference between the Xbox One and PC HUDs that I'm aware of.
Just going to write some general suggestions and summaries of things I really liked/didn't like so far in my playthrough.
+ I am a HUGE fan of having dynamic events that occur either only during the day or only during night-time. It provides two distinctly different atmospheres within which you can play the game, and I think it definitely enhances the immersion of it all in the long run. Definitely a plus in my book.
- I think that the Day/Night Cycle could absolutely be a bit longer, or at least more under the player's control. I find that there's not really enough time to fully commit to quests during the day or night without the time-frame changing halfway through the quest I'm trying to accomplish. The general pacing of the cycle feels rushed and it feels like I'm constantly in a hurry to get stuff done, or to explore. I'm not a huge fan of it. I understand that the passage of time needs to be paced relatively well, but I also feel like I should have time enough to accomplish what I'm setting out to accomplish.
+ Overall, always a positive mechanic that helps keep the player in a more 'survival' type of mood. I think that the cost of stamina regeneration versus conformity decreasing negatives is a good, strong gameplay mechanic that keeps the player honest and helps them balance their actions throughout the course of the day.
- Again, almost all of these mechanics make me feel rushed while I'm playing. I feel as though I'm constantly scarfing down food to keep up with the day/night cycle, and that exhaustion cuts my actual ability to explore and discover the area that's available to me to a startlingly short time frame. Some gentle tweaks in making this a bit more forgiving, or some form of 'difficulty level' or slider that I can use to adjust this, along with the day/night cycle, would be preferable.
+ Keeping the player moving back and forth between the safe area is a fantastic idea, because it forces them to go out and explore in batches.
- I quickly find, however, that because of the amount of food I scarf down in a day, most of my inventory is filled with food and water items. Otherwise, I don't particularly see a huge problem with this. It means I have to actually think about what I'm doing and manage my plans for the day accordingly.
Map Markers and Quest System:
+ Relatively clean - good, concise legend and very easy to follow.
- Alright. I have a bunch of problems with this, believe it or not, and I think that most of them are because the map isn't /quite/ working as intended. I have a number of map markers that stay beyond their usefulness and a lot of map markers that are just... in the wrong spot. It seems to vary /slightly/ with the game that I'm playing, but in general they just... aren't... correct.
- Further, I would like the ability to toggle and track quests so that I can narrow my focus down to one particular quest at a time so that I'm not constantly having to try and hunt down the quest that I'm looking for, and I can just kind of follow it on the compass hud at the top of the screen.
- Also, I'm not sure if this is intended, but I'm a big fan of having every quest have a map marker. While I understand this may break the immersion for some, I feel like an option could be added to toggle map markers off at least until you've uncovered the part of the map that you're looking for. Unless each quest is very clear and deliberate in what you're looking for, however, a map marker for at least the general region you should be looking in is incredibly helpful. Especially if you are trying to use a limited resource in order to locate your quest objective. [Looking at you Johnny Bolton and your Mystery House]
Other than that, there are some bugs that I found with quests, including some script misfires and a couple of broken NPCs, but I'll post something in the bug reports forum.
Overall? I love what I've played so far and I absolutely look forward to the final version of the game. I'll make certain to recommend it to my friends. Keep up the amazing work guys!
Currently, the only mechanic in terms of 'engagement' a player has is the greet button. It only works at close range, and does the same thing every time, becoming ineffective once discovered. It's also not very interesting; wandering down the street and pressing E occasionally is definitely more than most games do, but I feel like it needs to broadened considerably before it contributes to this feeling of paranoia that the game is trying to cultivate. To create tension, the danger of a reveal should be as close as possible. Hitchcock's 'bomb under the table' quote comes to mind; here, the bomb is every Wellie that you pass in the street. Since at the moment, you aren't required to do more than press a button in their general direction, there isn't much in the way of that tension. For that, I would think the player needs to be sat next to the bomb, and forced to act like it's a distant relative at a Christmas party.
Maybe someone you used to know invites you in for a cup of tea. Maybe someone spills a delivery crate, and needs assistance to pick it up. Bobbies performing a survey for potential Downers in the area. Small interactions that, if handled poorly (or even if handled at all) push the player closer to and eventually over that discovery point. That's even if the mechanics aren't expanded to accommodate this sort of gameplay; a simple dialogue system? Holding E to talk to someone for longer, which only works to a (variable) point? The point is that, as it is currently, only having a greet button means that a lot of potential isn't being explored, and I think it would be very beneficial for the game to do so. Expanding this stage of the gameplay leads to the player spending more time at risk of being discovered, meaning that they spend more time worrying about being discovered, meaning they spend more time being wary of the Wellies that they are forced to be around. This creates paranoia.
It still works if the paranoia being referred to is that of the Wellies. Giving the player more of a chance to experience the Wellies can only help; they are, effectively, the face of the game, and being able to experience the suspicion, wariness, and gradual rage that they go through in the more recent PAX trailer would be a good way to fulfill that part of the game's description. When moving through the streets requires more attention, and brings a player closer to the risk of discovery, they are bound to start feeling eyes on them, especially if the transition towards openly attacking you is made more gradual than it is now.
TL;DR - The best thing that could probably be done right now to bring the game more in line with the vision presented in the trailers is to expand the gameplay that takes place before a player is attacked, while they're interacting with the Wellies; that is, during the period in which they are not immediately hostile.
That's about all I really have on that subject, so I'll cap this off with a few more notes, sort of scattered and not as complete as the rest.
- The process of obtaining important items is kind of weird? As far as I can tell, you'd have to sort of hope you get stuff you can use, especially when those items can occasionally be stuff that is mandatory for progress. The PAX demo has a little bit of a solution in that you go to a specific encounter to get the thing you need, but I don't know how well that would carry over to having a bunch of encounters you can swap between.
- On the subject of that encounter, why is there an apple tree in the supposedly abandoned, derelict garden district, still being protected by Bobbies? Do they venture over the bridges to collect food? Are the shipments going to be shown in-game? Will they ever have to fend off hungry Wastrels?
- The ending encounter is also kind of awkward. Why are they all standing around in a cage with those electric pylons? They can't get through the Joy Detectors to chase me, and the pylon things don't do a very good job of killing them off, so my chosen method of getting rid of them involved awkwardly hopping back and forth through the Joy Detectors in a rubber suit until they finally died. I then either died of thirst, or completed the game, which showed the death newspaper anyway, so
- Houses are better. After dealing with the people inside, one of whom escaped, I accidentally set off an alarm, and tried to hide in a room, then the Bobbies kicked down the door and killed me. Which is great.
- After dying, I got the second chance thing, which I can't say I find appealing as a mechanic. It sort of cuts out a good deal of the menace of getting caught, and leaves you just in a very poor position, that you will probably die from anyway? I mean, as an occasional thing, maybe, but I don't see why the Bobbies would leave you alive, or an angry mob. If you're trying to make death less harsh, then perhaps it's framed as them imprisoning you in an attempt at rehabilitation? Or maybe, if the communication mechanics are expanded, a Wellie could take a sympathetic attitude, and leave you in the Garden District with a small amount of supplies? Or, since it's a roguelike, simply letting death be a reset.
- During the apple tree encounter, I threw a rock at a Bobby from behind a wall. He didn't see me, but pretty much every nearby Wastrel ran over to that spot, and started attacking me when they saw me. They remained hostile whenever I attempted to attack the Bobby. Not 100% on what the deal was, there. Another attempt led me to find out that you can just run a short distance outside the area, and give up completely, failing to do much but talk to you unless they are in 'looking for a murderer' mode
- The final encounter is also kind of awkward. You're basically entering the beating chamber, and it's not something I think you can really prepare for without prior knowledge of how to deal with it.
- I also did not have a very difficult time killing the Bobbies to take their stuff, despite only having a stick. Not sure if this was another difficulty adjustment for showing it to the public, but I think that could use another look.
- There are new items, which is alright. I don't quite understand how stuff like berserk bombs and that fit into the world, or how our only-recently not a downer protagonist can construct them, but that's not a major issue. I still feel like actually getting the higher end stuff is a less frequent reward for a lot of work.
- Non-combat AI behaviors continue to be a problem, at least in terms of creating an immersive Wellington Wells. I know giving everyone stuff to do is a lot of work, but frankly, the idle street-wandering doesn't make for a very engaging backdrop.
- That said, combat encounters are pretty decent. You get surrounded fairly quickly, and it's very tense and tiring.
- I don't think I like the new need icons much. It's very modern, and doesn't fit the rest of the game's aesthetic so well. It wouldn't be too hard to weak it a little to make it fit; getting a little Saul Bass-y with it could help, maybe. I dunno, I'm barely a design student.
- The ease of access to the flowers is alright, but I think the berries make not starving a little too easy. It might be wise to tone down these spawns, if you want to push people to take risks in order to survive.
- The encounters in the build don't have a variety of solutions. You kind of have to kill stuff to get through them, which is not inherently terrible, but for a game with sneaking and (hopefully) engagement mechanics, leaves a bit to be desired, but this could also be less of an issue when there's a larger variety of encounters.
That's about it, I think. Again, all just opinions from someone who hasn't made a game.
As announced at E3 earlier, July 26th will be early access on Steam and Xbox Preview. So there you go, folks, we got our answer.~
Well seeing as how I'm only 20, Playstation was what I played with as a kid, and I absolutely loved playing Spryo when I was little. I still have my old Spyro games and every once in a while I take them out and play them for the millionth time because I still love them so much xP The very first one came out in 1998, I remember trying to collect all the games as they came out! :P
There are a few reasons why we don't intent to do co-op at the moment, in my opinion (doesn't imply the rest of the team agrees with me). One is that it doesn't really fit the world or the story. Being with someone else would remove a lot of the intended feeling of survival in the city. The player is alone in a city of crazy people, being with a companion would kind of break the spell.
But the main reason is technical: multiplayer is hard to do, lots of thing that are very simple in single player become problematic when several players are involved (for instance we need to add third person versions of all the first person animation so you can see what your partner is doing), and we don't have the workforce to support all the gameplay features in multiplayer, for the moment at least.
Split screen is also its own beast, lots of studios have dropped it in recent years (even though I agree it's a really cool feature in some games) because the performance suffers a lot and the game doesn't look very good, and it also requires specific effort (the HUD elements for instance: some need to be shared, some need to be split. Music and sound also have elements that are sometimes split and sometimes shared), etc. Simply put it's not just adding an extra player and an extra camera.
It's not something that is totally ruled out, but it's definitely not planned for the moment.
Thank you so much!~ She made me smell like watermelon hairspray for days after, but super worth it.
Dude, that is some nice cosplay! If you cut into that mask and covered it over with something you could definitely get a nice custom Happy Face out of that.
Also, I finished my Wastrel and got to wear her to a local convention yesterday. My makeup artist friend did a brilliant job on full body bruises and scratches and blood, and honestly it added such a fantastic touch to it.
This one was from the Cosplay Masquerade, where for the re-shoots I went on with a very lovely Alice and Splicer (we thought the themes fitted together quite 'lovely').
(credit to Rob Parkin for the photos)
I scared quite a few people, as well as got quite a few interested in We Happy Few! Honestly she was one of the most fun costumes I've had to wear. I'll have some photoshoot photos where I crawled in some dirt shoeless a little later, as well as some I did back to back with my Splicer friend.
Thank you for creating such a fun character to cosplay as. ♥