Seldom, have I been this disappointed with a game developer

sarge33rd
Level 13
3 weeks ago (edited)

Don't get me wrong. I absolutely LOVE Solasta and what it could be. It has become apparent to me however, that it is always going to be "what it could have been".


1 1/2 years after E.A., you have YET to allow a player to start upon awakening at the inn on day 2, leveled and bypassing 20-40 minutes of "fluff", which once done 3 or 4 times is irritating as hell and the single BIGGEST reason, I have not played the game in 3 months. 


The D.M....oh what that could have been.


You have added much since it's original incarnation. This is true. You have added a ton...of eye candy. And you have addressed the bug which precluded moving from one map to another. 

However when placing consumables into the starting chest; you have yet to add the capability of indicating quantity to add. If I click on Potion of healing, the game should then ask me QTY?. I should not have to select 1 potion of healing, 12 times, to place 12 of them in a  chest. 

When adding ingredients so the party can craft pots and the like. As the builder of a module, I should be able to AT A MINIMUM, mouse over a potions recipe (which must be added so their toons can learn to craft that pot) , hit ALT, and get the ingredient list FOR that specific potion, ie...read the recipe. Otherwise, I need apparently, to memorize the entire set of recipes in Solasta, to ensure that if I want the party to be able to craft potion XYZ, I don't forget to add oddball component G to a chest somewhere.

HUGELY, D.M. modules MUST be made so they can be integrated within the game world of Solasta: CoM itself. So that if I want to play Solasta, but I also want to add a dz or more mods TO the game, I should be able to do so. Bethesda showed us this with Morrowind, which still today, some 25 years or so after its release, is played and modded yet.


None of these are "new". I 1st mentioned on this very forum, over a year ago, skipping the tutorial once a person has played the game 2 or 3 times. The D.M. changes, I brought up not 3 days after the D.M. was 1st released. 


You have here, what could be THE benchmark game for the next 20 years. The question remains...what are ya gonna do with it? Are you going to fulfill it's potential, or leave it to be yet another...also ran?

Berengar
Level 9
3 weeks ago

I played the Crown campaign for about 40 hours and really enjoyed it. Since then the user content has exploded, that's all I'm playing and I'm loving it. There are loads of campaigns from 1 to max. No tutorial quests etc. just new adventures.

The DM is amazing, right now, and we are getting the first of many big upgrades very soon (next DLC). Have a look at these and see if you get tingly D&D goosebumps :)

https://solasta-dungeons.fandom.com/

Want to play classic D&D modules, without tutorials? Solasta is the hands-down best option with no competitors, right now. With mods we have multi-class, warlocks and other classes, merchants to trade with just like in Crown. You can multiplay with friends through various options. Your passion for the game is obvious and I'd love to see your reaction to how good the latest DM content is.

The rest of your points about the interface are bang on. TA are a small team that can't support multiple multiple branches of code to maintain. Almost all bugs and tweaks do not get applied as little fixes (only game breaking things are dealt with that way). They usually deploy a rollup of a bunch of things with each new game version. New free version upgrade expected very soon (with the 2 class DLCs) 2021 confirmed.


Find your next Solasta D&D adventure: https://solasta-dungeons.fandom.com

sarge33rd
Level 13
3 weeks ago (edited)

Yes, there is a mod to bypass the tutorial, but it still leaves you with 10 minutes of spacebar smashing to get to where the game itself starts. There is ZERO logical reason for the game not having the option Play tutorial Y/N? and if N, then jump to the morning of day 2 when the party awakens at the inn, newly minted level 2s.

The additional eye candy in the D.M., was a no brainer for it to be added, but it was also a non-issue TO add. All of those assets, were already in the DB. (Had to be, for the devs to place them in game to start with) All they had to do, was give the D.M. access TO the database.

I have on multiple occasions, defended T.A. BECAUSE they are a small team. I am aware of their manpower and budget limitations, compared to a Bethesda for ex. That awareness however, doesnt change the simple fact that 20 years ago, Bethesda showed the gaming world how to add a Dungeon Maker. (They called it a Construction Kit, and it gave the player access to the ENTIRE design asset list, as well as each and every cell of the game world. So yes, you COULD break your game if you got stupid with the CK.) Still, that is the correct way to do it. 

As for looking at the modules...I have. I have written a couple, (1st DM release version), and I have revisited the DM a few times with its upgrades. FLUFF, is not my highest priority. Nor do I feel it should be TAs, or the gaming publics. Eye candy, is easy. Leave that, until you have 100% functionality, THEN add the eye candy. Adding eye candy first, tells me rather loudly that the truly needed changes, are not coming at all;.



EDIT: Forgot to mention too...we still can not add torches in the D.M./ Candles? Yes. Torches? Nope. Not there to add. WHY?

Berengar
Level 9
3 weeks ago

I'll restrict my comments/opinions to the DM, which is my main interest. It is my understanding the DM is 100% not the in-house system they dev with, it is a completely different project. It has been VERY carefully designed to not break easily and is very inviting for first-time creators. I've never used Bethseda's toolkit so I cannot compare, but I see TA's current beta version of the DM as incredibly stable and very hard to break. Creators work on telling their story, decorating nicely and using the interactables. I love how people of different experience are telling very different tales in the DM.

This I assume is why we don't have 'full db access' because everything we do have access to is curated for use in the DM first. Obviously the more they add the better.

I'm unsure as to what you mean by the eye candy. It seemed to me the focus was clearly on mechanically making things work. I didn't notice any particular that favoured looks over substance?

The lighting in the DM varies by tileset/biome. Again, I assume TA want a minimum level of control over the final look of things. If you use the items they have 'approved' for the DM it creates very consistent looks. Some tilesets/biomes have got more options and flexibility than others. I often confuse myself with the lighting options as they are spread across two tabs; Props > Lighting, and Gadgets > Lighting. The former are not interactable and you place them lit or unlit depending on the object. The latter usually let you control their state lit/unlight and manipulate that state with activators.

There is also a grey-area if you are using DM PRO. For example, I use that to place Torch Pikes in Woodland, and it works perfectly for anyone in un-modded vanilla Solasta. If you go all-in on DM PRO (your players need the module) you can mix and match almost every room, prop and gadget. And add vendors. Custom monster names. Additional monsters etc.


Find your next Solasta D&D adventure: https://solasta-dungeons.fandom.com

sarge33rd
Level 13
3 weeks ago

Bethesda's kits, were neither easy to use, nor overly simple for beginning modders. Each and every cell of the game world, was available to alter. Every image, could be redesigned, retextured, etc  etc. It took work to become proficient with (a state I never achieved), but what could and has been done by those who pursued it, has been nothing short of utterly remarkable.


I will admit, I was not aware that the DM was a stand alone project as such. Still, it should be able to integrate with the original game, and allow for the inclusion of user designed adventures from within the play of Crown of the Magister. Yes, this means you could have potential conflicts if 2 mods for ex, tried to use the same "space", or changed the same in game item(s). These conflicts have been long known by Elder Scrolls fans, and are simply dealt with as they arise. (By excluding one or the other module)


By eye-candy, I am referring to the bookcases for ex, and other placeables for mood setting. Yes, they go a long ways toward creating a more enjoyable playing experience, but they add nothing to the functionality of the DM. I want to see this game, and this DM, reach their potentials. It is my belief that to do so, the DM has to interact with the game world, which would allow for an infinite number of replay experiences, as modules could be swapped in and out, changing the varying additional adventures the party could explore, while solving the primary game mission. That, would set Solasta apart, and let it rival Elder Scrolls, for giving players an expansive experience.

3 weeks ago

The things people are able to do with the very limited DM right now are amazing. And we know there's a fairly significant upgrade coming. Even just the ability to add merchants is amazing. I'm super stoked about the future of Solasta, no matter what TA does.

GrisGris
Visitor
2 weeks ago

1 1/2 years after E.A., you have YET to allow a player to start upon awakening at the inn on day 2, leveled and bypassing 20-40 minutes of "fluff", which once done 3 or 4 times is irritating as hell and the single BIGGEST reason, I have not played the game in 3 months. 

Just started playing and I'm already irritated about skipping tutorials.  Otherwise enjoy it so far.

sarge33rd
Level 13
1 week ago

1 1/2 years after E.A., you have YET to allow a player to start upon awakening at the inn on day 2, leveled and bypassing 20-40 minutes of "fluff", which once done 3 or 4 times is irritating as hell and the single BIGGEST reason, I have not played the game in 3 months. 

Just started playing and I'm already irritated about skipping tutorials.  Otherwise enjoy it so far.


totally agree that the game itself is GREAT! Fix the inability to skip the tutorials and actually start when you awaken on the morning of day 2 at the inn, as newly minted 2nd levels, and that will address the single biggest issue with the game itself.


Now, as for my issues with the D.M.? ...

vel
Level 5
1 week ago

November 4th, 2021 release: "You can finally skip the tutorial. Dry your tears of joy, serial rerollers, it's time to jump straight into the adventure."


There are also great DM improvements in the upcoming release!


https://store.steampowered.com/news/app/1096530/view/3039359731138862025




TriAegis
Level 2
1 week ago

Hope you feel humbled today, OP.

sarge33rd
Level 13
1 week ago

Hope you feel humbled today, OP.


why would I feel humbled? Because after a year, they are finally giving us what should have been there from day 1, the ability to skip the tutorial? If anything, I feel VINDICATED.


I will say, if they are able to deliver on the implied promise of this notice, then yes, I may well change my position re the D.M.