Ashmo said:
I ran the patch and it still says I'm looking for "a work".
Like I said: If just a few people offering there help to me, I can't make a choice.
Ashmo said:
When encountering the dying child in the radscorpion cave, my character talks to himself afterwards, telling me where to look for the antidote. An antidote I might easily have found and used for myself if I had found it prior to that dialogue, mind you.
Well, you CAN'T find the antidote in the maps. You have to talk to the guys inside of the caves. So I don't see a reason in telling you to talk to some guys, when you even don't know, that there are these guys.
Ashmo said:
The problem is that all mods face the decision whether to rush things and deliver an unplayable product or whether to do it right and risk eventual death of the project. You chose to go with the former one and here's the result.
I think, you can't compare this. It is just a mod from one guy (me) without profit, without anything else, just some spare free time. Should I let the project die because I have not enough ressources to make it like the next next gen RPG?
Ashmo said:
Mutants Rising for example took the middle path: most of what they released feels very polished and well-done. However they only released a short bit of the final product. The important thing is that at no point you notice how much of the project is unfinished because they decided to cut the really unplayable parts and instead focus on a homogenous, but shorter gaming experience.
I don't agree with you. Sure, the quests and dialogs, and so one where fine, but really really short (the dialogs as example. IMO not more, then you can have with my mod). At least they should build a new start map. It wasn't really well arranged and the mix of all building-set types doesn't make it better. (just as an example)
Ashmo said:
You decided to cut corners in order to allow the player to actually finish the game (or chapter, or whatever). The problem is that those cut corners show and severely hamper the gaming experience.
You mean the "to be continued" screen at the end? At least, you finished this mod, but not the hole. If I haven't done this, would you say something different? (as example if I would say, that this is not the hole mod, it's just a demo)
Ashmo said:
Try to focus on a narrower scope and use your available resources to create something fun and atmospheric rather than try and get the whole thing done at the cost of making the game actually something worth playing.
Like I said. It is just a modification and I didn't have had more time/money/willing people, that wanted to help me and no, I don't want to make small mods, that can be includet in Fallout 2.
Ashmo said:
A short, well-done demo reflects more favourably on your project than a large, unpolished mess.
Well, if you call the mod "large", then I have to feel honoured. :>
Ashmo said:
Case in point: the bunker section near the radscorpion cave. The hallway is too narrow and doesn't seem even remotely realistic because there's a lot of wasted space and the hallway just turns in zig-zags for no reason other than making it longer. The rooms are at the ends of random T-sections. A smaller, but less claustrophobic and stretched-out hallway would have played a lot better.
I agree with you.
Hmm, I never thought of the toxic caves.
I'm not trying to shoot you down, you're just providing a very easy target.
Not more easy then other people, who are creating modifications for games. (on a "we-are-no-professional-game-designers-like-XYZ"-level)
Yes, I think you could have created a decent mod if you had a huge team to help you out, but there are already huge teams out there, desperately in need of a good mapper, writer or scripter.
Yes, sure. But because of my experience over the years, I can feel, that the most of them will never release there stuff.. thats the reason, why I don't want to join a team. And honestly: The most of them are dead or where dead (at least half-dead).
Maybe the modding community wouldn't be so short on helpers if people would support a select few mods rather than running off and doing their own, doomed from the start?
Yes, I agree with you. But in the time, when I started working on my mod, there (as far as I can remember) was no active team. (for bigger mods. I don't mean patches or such a thing)
At the moment, the bigger mods are raising up again and I hope, that this will hold on. But if there isn't a kind of sign of life from the projects every few weeks, the motivation goes down and the chance to release something will also fall down...
Well.. maybe I also don't agree with you. If there would be more mod projects, there could be more competition and with this there could be more and varied mods out there.
Sorry if I sound insulting. I don't really mean to. I'm only being painfully honest about my impressions.
Normally I am the guy for this job.
