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 Post subject: Scattered Evil Limited Alpha feedback thread
PostPosted: Sun Dec 27, 2009 11:01 am 
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This thread is for feedback of any kind regarding the SE Limited Alpha. Bug reports should be submitted to the bug report thread.


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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Mon Dec 28, 2009 9:14 am 
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I found it rather annoying that the first three areas I entered were the domain of menelkir, traductus and I somehow met Korax aswell, but there is nothing keeping new players away from them at low levels, so neither is it keeping away frustration. There should be some warning at least. or a basic sign of what level is recommended to enter. "You must be this tall to ride"


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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Mon Dec 28, 2009 10:50 am 
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lol, for the next patch we'll put the quest system initial implementation which will guide you in a more RPGesque way ;). For now just focus on testing what is implemented ;).

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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Mon Dec 28, 2009 11:44 am 
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Firebrand wrote:
For now just focus on testing what is implemented ;).

Erm. What an... appropriate thing to say to game player.

2 Dansco, and others: putting this simple, this release isn't supposed to be played "normally" at all. So feel free to use any cheats.


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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Mon Dec 28, 2009 11:54 am 
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Actually, the "gimme spells" and "gimme weapons" cheats are even meant to be used for testing the Alpha.

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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Mon Dec 28, 2009 3:25 pm 
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Crimson Wizard wrote:
Firebrand wrote:
For now just focus on testing what is implemented ;).

Erm. What an... appropriate thing to say to game player.

Reading that again I think it might have sound a bit rude :), but I didn't mean it in that way, sorry if it got misunderstood ;).

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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Tue Jan 12, 2010 11:39 am 
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I love the fight Korax part, and how when he begins to die, he starts teleporting all over the area.




P.S. don't forget that you can also you GOD and noclip for easier alpha testing. =P


EDIT: Oh, and after further snooping, I found the hidden journal and the hidden spells. I must say, I like what I've seen so far.

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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Thu Jan 14, 2010 9:44 am 
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Good to hear that ;).

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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Mon May 17, 2010 7:37 pm 
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The link is dead. Do you think you could re-post it?

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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Tue May 18, 2010 1:12 am 
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Fixed, go download as it won't be there forever.


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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Sat Jun 05, 2010 7:46 pm 
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I already posted in the bug report thread, but I figured I'd post here too. For reference, in all of my testing I was playing in OpenGL, with 200% exp and no cheats.

First, about the game:

For such an early alpha, I'm liking what I'm seeing! And hearing, the music in particular is very good! The mapping on the cities in particular is also very good (the church in the first city is really cool)! The stats are all important, I like the journal and map system so far (such as they are), and if this is the direction the project is going in, I can't wait until it's further along!

Now some suggestions. Some of it you're probably already considering but just haven't gotten around to implementing yet, but it never hurts:

- Why the heck can the Fighter be created with no higher than a 3 in Consitution, and the Mage can get up to a 12? That's a little silly. :P
- You really need to cap Constitution to have a maximum value (possibly with different max values depending on class?) at some point or HP amounts are just going to be ridiculous, which will be especially a problem if you introduce inns or potions that fully heal you, etc. Also it'd be nice to have Con give retroactive HP if you add points later down the line, otherwise the first few levels of any character will be kind of boring since you'll want to dump every point into Con ASAP until you max it.
- Would be nice to be able to have an "inventory" in the journal where you can use items from. Especially since normally I've got my inventory left and right mapped to mouse scroll, and item use mapped to Mouse 3. But since KRPG has spells, I now wanna use the mousewheel for spells!
- Unless I'm just an idiot and missed it, the Status screen of the Journal doesn't list Max HP or Mana/Faith/Rage.
- The first town LOOKS great, but it's HUGE and way too maze-like! Once development gets a little further and the place gets filled out with stores, quest-givers, etc., I can already tell it's going to be one hell of a chore tracking down whoever or whatever you're looking for in that place. I'd say you could cut the place in half and it'd still almost be too big.
- Bosses give way too little exp, unless I just didn't notice at the time and you can't gain more than one level at once. Only gaining 1 level from killing Heresiarch at level 3 with 200% exp doesn't seem right.
- I'm not sure if you changed it or what, but the blue wand is just horrendously powerful. I beat both Heresiarch and Korax with just it on the hardest difficulty in less time than it took me to kill them with all weapons and items in vanilla Hexen, and I didn't use it against any other enemies either. It seems way too good.
- In addition to the blue wand being really powerful, it also gives the mage a considerable head start that the Fighter and Cleric don't have. Since it's a ranged weapon with piercing, it can destroy a lot of out-of-reach destructible objects in the starting town and other areas, meaning the Mage can get a full level long before the Fighter or Cleric since he can get extra exp for destroying objects they can't reach.
- Unless I saw it wrong, it looks like Korax's "injured" sprites have him missing an arm or two, which is a nice touch, but when he attacks his arms magically pop back on and he's still shooting six blasts at you at once.
- Speaking of, did you change Korax's pattern? He was laughably easy.
- The map... I dunno, I like it, but controlling it seems clunky.

Aaaaand that's about all I can think of for now. I may have more to add when I play a bit more, but for now, digging it, hope I could help some, great job, thanks for the hard work, and looking forward to playing more!

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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Mon Jun 07, 2010 5:03 am 
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Nice to hear some more comments, feature suggestions are welcomed, since they give some insight as to what people expect from the complete MOD :).

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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Mon Jun 07, 2010 8:27 am 
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BTW regarding the port city, the majority of the streets are placeholders and different districts will look unique as to make it easy to find your way around (e.g. the Southern Gate district where you enter the map is just as clearly different from other streets as Cathedral Square is).


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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Wed Sep 22, 2010 7:11 am 
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I'd wish to play this, but are there no easy instrutions to follow to install this? I have no idea how to install this, as I put it into the jhexen folder, then I run Vavoom, and it plays just normal hexen in bad and blocky graphics. Am I missing something? Since Korax Mod works just fine, something is up with the installation for this type of hexen. Help? Or make the instructions more...user freindly?


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 Post subject: Re: Scattered Evil Limited Alpha feedback thread
PostPosted: Fri Mar 02, 2012 3:37 am 
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SE Alpha is closed and over, thank you for all your feedback.


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