Paradoxically, I find that I identify less with the story when I have to read pages of "my" dialogue. Your dialogue is quite well written. It's that it disrupts the feeling that I'm in the story by causing me to go "hey that's not what I'd do!"
Hmm... suppose branching dialogue paths with differing personalities to the dialogue would make it feel more real, but I know how time consuming it can be to do 1 Dialogue chain. I can't imagine actually writing 3-4...
Sorry if it distracted from your enjoyment of the mission. I think you may be correct and it might disrupt the feeling for some players, but not all and I am will to take the chance to tell the story I want to tell.
I do like your idea of branching dialogue with a different player’s race selection but you are right it would take a lot of extra work and it would probably be more of a distraction than my writing style.
I did change the "Skip Dialogue" buttons from "Skip Dialogue Plot's bore me" based on the input of another player.
Paradoxically, I find that I identify less with the story when I have to read pages of "my" dialogue. Your dialogue is quite well written. It's that it disrupts the feeling that I'm in the story by causing me to go "hey that's not what I'd do!"
Hmm... suppose branching dialogue paths with differing personalities to the dialogue would make it feel more real, but I know how time consuming it can be to do 1 Dialogue chain. I can't imagine actually writing 3-4...
I am working on a "Best Practices" write up based on all my mission reviews. This is a good point to bring up. The decision that every writer must face of their writing style and the story they wish to tell versus the player’s sense of their character and their style of play. Where do you draw the line and where do you make the change. Thanks for the idea marhawkman.
I played your mission last night and had a wonderful time. The dialogue was excellent, and the freedom to choose between a combat-oriented or peaceful approach was superb. Your map work was also very well done; I especially enjoyed the duck blind setup, as well as the conference room map. Finally, some of your special effects, like buildings taking damage, was excellent (I'm going to have to rip that off for a future mission myself).
The only bit of feedback I have has to do with the map where you travel at warp inside the map itself. I would recommend using a larger invisible object (the largest possible) to drop out of warp so that people don't accidentally fly past the object while they're reading dialogue (like I did). You could also program the warp sequence to end on a dialogue trigger, and this would get rid of the problem altogether--just a thought.
Thanks for making this mission--it was a lot of fun!
I played your mission last night and had a wonderful time. The dialogue was excellent, and the freedom to choose between a combat-oriented or peaceful approach was superb. Your map work was also very well done; I especially enjoyed the duck blind setup, as well as the conference room map. Finally, some of your special effects, like buildings taking damage, was excellent (I'm going to have to rip that off for a future mission myself).
The only bit of feedback I have has to do with the map where you travel at warp inside the map itself. I would recommend using a larger invisible object (the largest possible) to drop out of warp so that people don't accidentally fly past the object while they're reading dialogue (like I did). You could also program the warp sequence to end on a dialogue trigger, and this would get rid of the problem altogether--just a thought.
Thanks for making this mission--it was a lot of fun!
Thanks for the review Sovereign. I'm glad you had fun and enjoyed the mission. I will definitely take another run at the warp sequence, after I catch up with my reviews, and implement your recommendations.
-Changed some of the dialogue around to fit in with player interactions better.
-Changed the "Drop from warp" interact object to a much larger invisible object, which enables the player longer reaction time to drop from warp. This should take care of the problem with players still reading dialogue and flying past the “Drop from warp” interact.
Hope you all enjoy the mission and thanks to those who’ve played it so far. I appreciate your feedback, both here and in the game. I’m glad you are enjoying the mission.
I got a review in the game that said the mission was broken and they gave me one star. That same day the mission appeared to be working as I received 4 and 5 star ratings from player's who also gave me good feedback and some things to fix as well as ideas to help make it better.
For folks that leave 1 star ratings and one word, or gibberish reviews, unless you are just interested in bringing down a review rating, please let the authors know what you didn’t like so they can consider fixing it. I realize that the in game review gives you just a few short lines but it will help the authors make better missions. Many authors also post forum postings to give players of the missions a chance to give more in depth feedback on way to improve the missions, which in turn makes the game a richer environment to play.
Thanks to all those players who leave constructive feedback here and in the game,
Brian
I'm rapidly approaching 100 reviews of this mission with a strong 4 star average and lot's of tips with great feedback. Thanks for the feedback and ratings. It is all appreciated.
Just some of the feedback:
"Absolutely brilliant mission and flawless execution. I felt like a trek episode...and loved that."
"Really enjoyed the mission and the multiple ways you could go about it."
-Changed the "Drop from warp" interact object to a much larger invisible object, which enables the player longer reaction time to drop from warp. This should take care of the problem with players still reading dialogue and flying past the “Drop from warp” interact.
I haven't actually played your mission, but in regards to people "flying by the warp interact". I'd highly recommend placing an invisible wall tall set at -20 Y that stops people from accidentally flying out. When you drop out of warp you set the wall to disappear. That way you eliminate even the smallest chance of the person overshooting.