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 Pickled Cow on the 3.0 Prerelease. 
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Sorry for taking so long. I was holding back on my feedback until a patch was issued that fixed a crash that was keeping me from progressing through the game. But it turns out that I hold a bad installation instead, and redownloading version 3.0 the crash that was holding me back. Now that I had a chance to play though story mode, and had ample chance to play around with modding, I'm ready to post some real feedback.

Right now, I'd say 3.0's story mode has some problems with repeatedly forcing the player to wait needlessly.

A very loud zipper.
For some reason in the dream that Peter has in the beginning of the story, it causes horrendous glitchy sound to come out of my speakers. So much so is that it overpowers my computer's audio completely until the zipper is done. Does this happen to anyone else?

Speaking of horrendous glitchy audio...
If I leave XSP running in the background and try to use anything else that needs my computer's audio, an even louder glitch sound with come out of my speakers, until I either mute whatever needs sound or close XSP.

Opening the valves is too consuming.
It takes a lot of time to open all 24 valves on the reactors. The fact that each individual valve demands holding down the mouse button until completely open is the problem. I suggest making it so that merely clicking on a valve triggers it to open or close on its own automatically.

The plasma puzzle requires too much guess work.
The biggest problem with the plasma puzzle is that you don't know what you are suppose to be even doing. Not only does the thought bubble does very little to help, it actually can point the player in the wrong direction. I suggest that the thought bubble for this section be edited to more point the player in the right direction for the puzzle.
Quote:
Okay, the plasma streams are flowing. Now I've got to look at the 4 pipe windows that are above the server, and adjust and the shift until the 4 plasma steams act as pairs...

That should be enough be enough to point players in the right direction.

On second thought, the controls in the reactor puzzle needs to be reevaluated.
The puzzle is set up in a way that it asks you to look away from the results of your actions. I suggest that a central control panel be placed in the middle of the room so that Peter can look at the teleportation device while he operates.
Attachment:
File comment: This control panel will that same buttons found on the 2 servers, and the 4 buttons found next to the teleportation pods, minus that one button that does nothing except buzz at you for pressing it.
central control panel.png
central control panel.png [ 12.91 KiB | Viewed 14683 times ]


Why 2 stair wells in the apartment building?
Why are there 2 different stair wells? Why can't the stairwell attached to Peter's room just be 2 flights of stairs on the same map? The player ultimately has no business on first floor anyway, so having them go through the first floor just to get to the second floor forces the player to wait though 2 map loads. For each trip up and down.

Saiko's Shower doesn't have actual drain.
This doesn't effect anything, it's just weird.

There needs to be though bubble instructions on the RFID and thumb reader
The RFID reader and thumbprint reader are both operated in the same matter by the way; click and hold down the mouse button on the reader, press U, it opens.

The elevators have increase the number needless of wait times.
Because of the transparent texture bug that pestered Radeon card owners, I know that the elevators actually move the player up and down. But this is superfluous, considering that the elevators are on the inside and don't really have a view to the outside. The moment the elevator doors close with the player inside them, is the moment the game should fade to the next map.

Monica's dialog after fixing the server is a bit ambiguous.
When Monica told me I could leave, I thought she meant for me to go back to my desk and go back to work. It wasn't until I released that Peter didn't really have a desk that I figured out that I was suppose to go back home. She should say "You can go home" instead.

Monica's legs can be used to knock the creature off the table.
I don't know if this stops the game from progressing, I reloaded my last save after noticing that the creature wouldn't let me pick him up after doing this.

Obversely, The creature can be used to knock Monica off the table.
This doesn't seem to effect anything, I just think the resulting pose is hilarious.

If you grab the projector remote, you can whack the creature with it.
Ever after the game freezes your movement.
_________________________________________________________________________________________________________________________________

Okay, here we get to the stuff that applies to the game in general.

The controls need to be expanded.
Only being able to manipulate one object or only one point of an object or person is very limiting of what we can do. I have already suggested something around using 2 USB mouse devices.

What exactly do quality settings do?
I haven't had time to play with quality settings yet. All I know for sure is that the "Low" setting prevents liquids from staining skin and that it keeps the whip and paddle from leaving marks.

Fast sex should allow us to edit dungeon settings before loading the map.
The game loads up the map after we have selected a girl. It should ask us what the dungeon settings should before loading up the map.

The area underneath the breasts on the models could use some work.
If you lift up the breasts, ribs poking out of place trying to follow them. This is barely noticeable on Saiko, but it's very noticeable on Monica.

Thought bubbles need to be rearranged on the screen.
Thought bubbles can prevent you from clicking on dungeon settings in fast sex mode. This can be fixed by moving them to the right side of the screen.

Thought bubbles need to cycle though different error messages.
The thought bubbles "I need to be closer to reach that." and "I can't touch that (yet)!" shouldn't be the same messages over and over again.

Code:
For "Can't Touch That Yet" bubbles,
"Now is not the best time to touch that."
"Touching that will get me in trouble..."
"She'll yell at me if touch that!"

For "Can't Reach That" bubbles,
"Can't reach it from here."
"Need to be a bit closer to reach..."
"If only my arms were longer!


Pissing doesn't always sound like that.
Bit of a nit pick, but something I feel needs attention. Currently, only one sound is made for pissing, and that is the sound that piss makes when it hit water. This sound effect is played whenever some is pissing, regaurdless of what they are pissing one. There needs to be more sound effects and more logic behind when they are played.

Has piss hit anything yet?
Do nothing until it does.

Did piss just hit a liquid surface?
If yes, raise the "piss on liquid" flag.
If no, do nothing.

Is the "piss on liquid" flag currently raised?
If yes, play or unmute the "piss on liquid" sound effect.
If no, mute the "piss on liquid" sound effect.

Has it been 50ms since piss has last hit a liquid surface?
If yes, do nothing.
If no, lower the "piss on liquid" flag.

Has it been 1000ms since the "piss on liquid" flag was lowered?
If yes, stop playing the "piss on liquid" sound effect.
If no, do nothing.


And then have code blocks like that for sufaces made out of wood, tiles, carpet, metal, plastic and people.

The text box and other control menus take up too much transition time.
When I press Enter to summon the text box or when press Escape to dismiss it, I expect this transition of control to be instant. Instead, I have to wait a full second before I can what I want to do. The same applies to Dungeon settings menu.

Here is a webM recording that show off in real time for me how long it takes for menus to transition.
Attachment:
File comment: Ignore the hourglass, I forgot to tell to CamStudio to hide the cursor.
Menu transistion time.zip [1.26 MiB]
Downloaded 700 times


And well that's about it. Everything else I want to talk about needs to be in feature request, not here. Thanks for reading! :D

EDIT

Oh, I've realized that have forgotten to mention my thought regarding the camera.

When using an alternate camera, the cursor ignores it.
Does anyone else have a problem with the cursor not using the selected camera when you try to move things around? You behaves as if you are always looking out your eyes. You have to go to first person view, grab on to a desired something there, hold the mouse button and go back into which alt camera you wanted to use in the first place.

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Last edited by Pickled Cow on Thu Dec 25, 2014 6:18 am, edited 1 time in total.



Wed Dec 24, 2014 9:29 am
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Regarding audio glitches: I don't have any of those.

Regarding the timing on the reactor: I found it's easiest to first up the 2nd knob all the way (the one that increases the speed)
That way, you don't need to turn away from the console, as soon as you hit the right frequency, it will notify you about success.

Edit: Also, these transition times: Yes they are useless, but in your webM they are much longer than on my system. Is it possible you got an old GPU / System?


Wed Dec 24, 2014 1:21 pm
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riftporn wrote:
Regarding the timing on the reactor: I found it's easiest to first up the 2nd knob all the way (the one that increases the speed)
That way, you don't need to turn away from the console, as soon as you hit the right frequency, it will notify you about success.

When I first solved the puzzle, I only cranked the speed up to 180 when I noticed there were plasma view ports above the server. I wanted to see if the puzzle could be solved without an FAQ. And it can be solved, but the game does not point the player in the right direction.

Quote:
Edit: Also, these transition times: Yes they are useless, but in your webM they are much longer than on my system. Is it possible you got an old GPU / System?

It's no secret that I run XSP on out dated hardware, I even have to set up CamStudio so that it records a time lapse to make up for the fact that I can only play XSP at 1/4th to 1/3rd speed.

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Wed Dec 24, 2014 4:44 pm
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Yea. More confuse and tedious puzzle. Walking/movement still not great. It make the stair and door worse than need be. Lot of wait and watch. Very agree about dungeon setting. Default never what want. Have load two times. Your computer very likely reason for menu problem. And personal thought, wish object examples were release with game.


Wed Dec 24, 2014 6:13 pm
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I went ahead and made a stress test the quality settings. Found out that at "Good" quality and below, the floor stops reflecting other characters, but I didn't learn anything else about it.

Attachment:
File comment: This video has been cropped to relevant information only, to conserve file size.
Quality settings test.zip [1.2 MiB]
Downloaded 673 times

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Wed Dec 24, 2014 8:37 pm
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Pickled Cow wrote:

Oh, I've realized that have forgotten to mention my thought regarding the camera.

When using an alternate camera, the cursor ignores it.
Does anyone else have a problem with the cursor not using the selected camera when you try to move things around? You behaves as if you are always looking out your eyes. You have to go to first person view, grab on to a desired something there, hold the mouse button and go back into which alt camera you wanted to use in the first place.


Indeed, it's a "major" annoyance


Fri Jun 12, 2015 10:25 pm
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