07-11-2011 01:25 AM - edited 07-11-2011 01:29 AM
I've made a couple of series rated 3 stars and above, so I thought I'd make a thread dedicated to those missions and the new Infamous-based series I'm making, called Infamy. (Just click the text of the part you would like to link to.) Also, I re-published Detective MacGrath Case 3 (which I think was removed because there was a lot of profanity that was uncensored but is now censored) so I thought I'd announce that here.
Bertrand's Inception
Inception! In Infamous form! Bertrand hires men to play with Cole's mind.
Detective MacGrath
Detective MacGrath is a special detective who works on Conduit-Related cases. He is called in on a case where 20 people committed suicide on the bridge, at the same time.
Case 3: Death of a Lover (Should be Re-published)
Case 5: The Super Conduit (The Epic Conclusion)
The Conduit War
It turns out that Cole's prediction was very true, that a war would spark between Conduits and Humans, right in New Marais! How will Cole, and humans, react to the declaration of war? (Play Detective MacGrath Cases 1-5 for full understanding of story).
Part 3: Destroying Enemy Strongholds
Part 4: The Battle of York Street
Part 6: The Invasion of Gas Works (Day One)
Part 7: The Invasion of Gas Works (Day Two)
Part 8: The Invasion of Gas Works (Day Three) [For some reason is still says day 8, even after I republished it]
Infamy: The Heist is currently incomplete, so I will just repost all of the parts together once they are completed. For now, feel free to play and rate Part 1!
07-11-2011 05:25 AM - edited 07-11-2011 05:29 AM
I am playing the first series of missions, as I like the ideas of them. Let me give you some feedback so you can improve them. In mission 1, in the circle, I kept getting a mission fail for going outside of the circle, and getting a lot of restrictions on movement. That is not very fun, please remove that. Also in the warehouse scene, one of the letters is separated from one of the words in the dialogue. In the second mission, you keep messing with the powers and telling the player what attack to use: that is rather bossy and again not fun. I'm not sure if it adds anything to the story, but if not, like all unnecessary restrictions, it should be taken out. Also, when Kontrol calls, it says "unknown number", but then shows the number! Lol! I will report more issues as I find them, so I can remember which mission I am talking about.
on 07-11-2011 06:50 AM
In part 5 of Bertrand's Inception, at the "wait here for everybody" part, nobody shows up and the mission just stalls. You really need to rethink that part of the mission.
on 07-11-2011 11:33 AM
GameForce wrote:In part 5 of Bertrand's Inception, at the "wait here for everybody" part, nobody shows up and the mission just stalls.
Did you heal everyone before following the spiker? And, if that's not the problem, are you sure you just didn't wait long enough?
on 07-11-2011 03:12 PM
I know it says I'm supposed to do that, but it kinda breaks the flow of the mission to have to find and heal someone during a chase scene. It also breaks the immersion to just blatantly insert rules for the player to follow, and to have Cole locked in place with nothing happening for (what seems to be) several minutes. Changing that would greatly improve the mission.
07-11-2011 08:00 PM - edited 07-11-2011 08:01 PM
GameForce wrote:I know it says I'm supposed to do that, but it kinda breaks the flow of the mission to have to find and heal someone during a chase scene. It also breaks the immersion to just blatantly insert rules for the player to follow, and to have Cole locked in place with nothing happening for (what seems to be) several minutes. Changing that would greatly improve the mission. is
I see what you're saying, but:
1. There's no real chase scene in part 5. They're just going in, as a group, and searching the place for Bertrand, as a group, so having the player make sure everyone is alive helps keep that feeling that you are doing this as a group and it's not just Cole doing whatever he wants to do.
2. It's a narrative mission so there's a story that I feel I need to tell, and the rules and restrictions I put in make sure that the player follows the story the way I want them to.
Also, what part are you referencing when you say that Cole is locked in a place with nothing happening for several minutes?
Thanks for your feedback, I probably won't go back and change them in Bertrand's Inception, seeing that it's already been out for several months now, but I'll try to lessen the things you didn't like in my future narrative missions if it seems like it could be an annoying problem for people.
on 07-11-2011 08:07 PM
GameForce wrote:I am playing the first series of missions, as I like the ideas of them. Let me give you some feedback so you can improve them. In mission 1, in the circle, I kept getting a mission fail for going outside of the circle, and getting a lot of restrictions on movement.
I tried to make an inner cirlce, so that the player knows when they're about to leave the boundaries because I definently want to restrict the players movement there, so that they don't go on to other areas before they are supposed to.
GameForce wrote:Also in the warehouse scene, one of the letters is separated from one of the words in the dialogue.
I'll try to find that and fix it, thank you.
GameForce wrote:Also, when Kontrol calls, it says "unknown number", but then shows the number! Lol!
It was supposed to mean that Caller ID didn't know the name of the person associated with the number.
Thanks for your feedback.
07-11-2011 11:52 PM - edited 07-11-2011 11:57 PM
Epouhe wrote:
GameForce wrote:I know it says I'm supposed to do that, but it kinda breaks the flow of the mission to have to find and heal someone during a chase scene. It also breaks the immersion to just blatantly insert rules for the player to follow, and to have Cole locked in place with nothing happening for (what seems to be) several minutes. Changing that would greatly improve the mission. is
I see what you're saying, but:
1. There's no real chase scene in part 5. They're just going in, as a group, and searching the place for Bertrand, as a group, so having the player make sure everyone is alive helps keep that feeling that you are doing this as a group and it's not just Cole doing whatever he wants to do.
2. It's a narrative mission so there's a story that I feel I need to tell, and the rules and restrictions I put in make sure that the player follows the story the way I want them to.
Also, what part are you referencing when you say that Cole is locked in a place with nothing happening for several minutes?
Thanks for your feedback, I probably won't go back and change them in Bertrand's Inception, seeing that it's already been out for several months now, but I'll try to lessen the things you didn't like in my future narrative missions if it seems like it could be an annoying problem for people.
The chase scene is where you have to follow the Spiker, isn't that a chase scene? When it says "wait here for everybody" player controls are disabled. Assuming it stays that way until everybody gets there, based on the distance and time it would take for them to get there, that is too long to make people wait. It breaks the immersion.
Also, it really adds to the story to say: "Kill him with grenades"? Really? And also, about "Kill him with Hellfire Rockets", what if they don't have Hellfire Rockets?
It is still worth it to update your old missions. There only a few months old now, but people will stilll be able to play them for years and years. Compared to that, a few months isn't much.
on 08-11-2011 12:01 AM
Epouhe wrote:
GameForce wrote:I am playing the first series of missions, as I like the ideas of them. Let me give you some feedback so you can improve them. In mission 1, in the circle, I kept getting a mission fail for going outside of the circle, and getting a lot of restrictions on movement.
I tried to make an inner cirlce, so that the player knows when they're about to leave the boundaries because I definently want to restrict the players movement there, so that they don't go on to other areas before they are supposed to.
GameForce wrote:Also in the warehouse scene, one of the letters is separated from one of the words in the dialogue.
I'll try to find that and fix it, thank you.
GameForce wrote:Also, when Kontrol calls, it says "unknown number", but then shows the number! Lol!
It was supposed to mean that Caller ID didn't know the name of the person associated with the number.
Thanks for your feedback.
Instead of giving an instant mission fail, you could give them a warning and a timer like that late mission in the game when you are going through warehouses looking for a blast core. The second thing was just nitpicking now that I look back at it, and the third thing I just pointed out cause I thought it was funny.
on 08-11-2011 12:20 AM
The chase scene is where you have to follow the Spiker, isn't that a chase scene? When it says "wait here for everybody" player controls are disabled. Assuming it stays that way until everybody gets there, based on the distance and time it would take for them to get there, that is too long to make people wait. It breaks the immersion.
Also, it really adds to the story to say: "Kill him with grenades"? Really? And also, about "Kill him with Hellfire Rockets", what if they don't have Hellfire Rockets?
It is still worth it to update your old missions. There only a few months old now, but people will stilll be able to play them for years and years. Compared to that, a few months isn't much.
Ooooooooooh! Now I understand what you're talking about. (Sorry, haven't played the mission in a while). Yeah, that is a chase scene, but it does tell you to heal any people who have been injured, and I believe it even tells you to heal everyone before moving on to the chase (Not 100% sure, I'll have to check that). Also, as I said before, no one else is going to be able to heal them, and it's not supposed to be just Cole doing whatever he wants to do, so you do have to stop and heal them. Also, I can't have random people left behind because that would be hard to keep track of and would mess up the dialogue later in the level.
No, I guess it doesn't add to the story to say, "Kill him with the gernades", and I don't really understand why that just annoys people so much, but you do have a point that it is unnecessary. Also, I tried to fix Part 1 and republish it so that it doesn't force you to use only Hellfire Rockets, but I don't know at all how republishing editted missions works.
And, for your third comment, I'll try to get to editting it, but I'm currently working on other missions and barely have time to work on those as it is. I'll try to get to making a Director's cut to attend to the issues you feel should be fixed, but as I said before, the missions are months old and I have moved on to making other ones, so I'll get to it when I can.
Thanks for your feedback.
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