I think the wise thing to do is to offer services to help correct typos & fix grammar and syntax when players are concerned by the quality of these aspects of the game. I saw players suggesting changes that were more of the nature of the lore rather than simple syntax / grammar fixes and of course that is the scenario's author's prerogative to stick to his ideas. And there are feedback threads specifically for the game's story branches to bring up errors and suggestions. I understand someone can prefer to put all his time and efforts into his own "creation" but the developers don't have to be "punished" because they are mainly german speakers. As a french speaker myself I can totally relate to this because I often get thrown some slang/ critics from native english speakers, who obviously don't realize not every person on Earth is a perfect english speaker/ writer.
Personally i don't care one whit about spelling and grammar -- it sort of adds charm and can be quite funny, and having tried to do a scenario i have great respect for those who struggle through the speach process, the design methodolgy seems powerful, but painful to use.. and certainly the developers at this stage need to concentrate on content to fill their newish 'huge' galaxy instead of re-hashing old stuff... they just need to curtail their need to explain everything with walls of text , leave more to the imagination. (difficult in itself)
I agree. I know it's also more than a simple "language" issue : it's also cultural and depends on each person's personal history and habits. In some countries things can be deemed "funny" while they are not in other countries, for historical reasons. I could use a simple example with the Wolfenstein series, and everyone would understand quickly. Or I could suggest that people from Great Britain or France have a very special take on humor, while they may think it's the rest of the world that has no good sense of humor. Bring in the translation bit and things only get worse... But here an image is worth a thousand words. I, too, think the dialogues could be much shorter, which means having more of them and more often and with shorter delays, so they take less time out of the action flow. If the dialogue and scenario interface was to be greatly simplified then maybe lots of players would try it and show how they would do things themselves. This in turn is the best way to show the point, as it can be checked and tested in context. I would personally go "full audio" in most cases, and have IDA talk to the player instead with a cool female voice. A paragraph can be said in a few seconds, while in writing it can take much longer. The average player might not be as good a reader as we think, but most people understand simple speech quite well. The "text" version can then simply be stored in the PDA log for further reference. Audio let the player free to move around and look for cues while the actual text forces a full stop and requires clicks. Only problem now is that to have audio means relying on complex setups with decals in controlled environments. If the player needs to be spoken to in the middle of nowhere, it's hard to put a decal at that random location to play the audio on trigger.
The dialogue that was written goes against common sense and common decency and speaks volumes as to the personality of the individual who wrote it and put it inside the scenario (and Ravien I fully appreciate that wasn't yourself). With everything that's been said, I still haven't seen a decent post from that individual apologising to Eleon...unless it was done in private in which case fair play.
finished these today been working on them awhile suppose to be wolf heads before anyone asks Finished Fleet back left to right The Devour (Cruiser) Warhound Dreadnought WidowMaker Class Heavy Cruiser The Slayer (Cruiser) Front left to right Skoll Class Destroyer Aspidis Class Frigate Asena Class Corvette
i think dialog though isn't necessary - the Player with text puts his/her own internal voice to the text, and bad voice acting can ruin things -- like with human faces and the 'uncanny alley' - people are very sensitive to sounds that aren't quite right.... its also quite expensive to do . As to the text i personally prefer the Present a page option @p0 @w0 stuff as i read fairly quickly and just get so fustrated if the text does not keep up --- or worse when it disappears before i have a chance to read it -- yes use it for dramatic flair, but timed text should be limited --- anyway a bit of a digression -- there are plenty of places where empyrion has put background stuff on stele or screens to be read or ignored by the player (i suspect its difficult to translate that way though) to give extra flavour , when keeping the actual dialog short -- i still prefer it when they do this. -- keeps the story flow better.
Please drop the subject on this dialogue We had a private convo with Ravien on the matter and for us its concidered solved this way Lets just continue where this post is about. What did you do in Empyrion today
That all depends on the story and context, and the tools available. There are plenty of games that show "what not to do" regarding audio/ voices, and many good examples from small scale companies. A single individual can do many voices, and with free software like Audacity with default plugins and filters can easily change the voice to something that sounds very different (ex. male-to-female, evil overlord, impish voices, etc). I tested this to see if I was able to do all kinds of voices for a specific scenario and it was very satisfying as I couldn't easily tell it was the same person (I knew of course) doing all the different voices. As for the context, when I think of the whole Half-Life series, Gordon Freeman doesn't utter a single word through the whole franchise and the story is still central to the game. So there is obviously a way to get the job done without even giving a voice to the player. This also depends on how the story and interactions are designed. Old RPGs had everything in text, some (ex. Neverwinter Nights 1) had a mix of some voices for few main characters (and the protagonist), and some did the full works like Mass Effect and similar. Yes, that is another way to achieve it, and that is what I aim for in terms of keeping the dialog from stopping the flow of gameplay. We can give the whole story to the player via text, or run the extra mile and "portray" the story differently via fragments is posters, computer screens, letters found here and there, audio logs available in a control room, surveilance cams footage, etc. More work for the designer, but more immersion into the story for sure. Having to work harder to make a scenario more immersive means having the focus on other elements than just the sheer volume of information given to the player on each screen. Audio is just one part of this, other parts are up to each designer's capacities. Obviously not everyone speaks well enough to do basic voice acting, but having the tools to allow audio easily integrated would help those who can, and it's a great excuse to try to make friends with a girl so she can do these female voices on a Friday night for a plate of spaghetti... ^^
And I doubt you ever will see an apology. For whatever reason, that certain individual seems to think they are are above everyone else, in particular Eleon. It's ironic as it's a kind of 'bite the hand that feeds' type of thing. Building a scenario for a game/developer that you publicly belittle and berate. Odd.
i see what your saying , still i think looking back that i have always prefered my avatar to be voice free in games -- i mean no voice means everyone adds their own voice, and thats far easier to please more people then someone else deciding for them (as in choose heroic or loud heroic or evil english heroic voice) - on the other hand i don't exactly go see silent movies, though for 'foreign movies' i tend to watch subtitles with the original language, sounds much better --- (some anime american translations are awful) -- anyway sounds like you enjoy using use the 'pray to the flying Spaggetti monster' tactic for voicing. .... oops and the point --- i like text, and to be honest tend not to remember later whether i've heard speech, or just read something .. it all translates to sound in my head, so voice acting not a priority to me.
This isn't a unique thing with Empyrion either. A lot of modding communities have people in them who think the developers are inept and don't know what they're doing. It's a bizarre thing to see so many people claiming to hate the company, hate the game, yet still make mods for them. No matter the title in question. Too many people don't know what constructive criticism means and think that berating people counts as that.
Hi all, sorry I misread the intent of the quote and caused all this. @ravien_ff , glad you caught it and have it resolved. I apologise again for any offence caused - I might be poor at reading the intent behind some things. I tend to look for the positives in everything so may miss any negativity or insults. So entschuldigung, es tut mir leid. Now, what I did in Empyrion today: Had my first attempt at building something big enough and with enough guns to see off at least some of the denizens of some of these space zones. I normally build very small (it's an SP thing), but I'm finding it harder and harder to survive some environments, both in Vanilla and RE. So here's my first go (after almost 7,000 hours of Empyrion!) at something resembling a fighting CV. Feel free to point and laugh at the PvE peasant and his lazy (lack of) texturing ...
I for my Part am also no Fan of detailed Texturing so I keep it at a Minimum and use instead Colors. I use RGB Codes which I found here -> https://www.rapidtables.com/web/color/RGB_Color.html Your CV looks well shaped. Eventually put more Rocket Launchers on it for a higher Rate of fire than Artillery has.
Thanks, I haven't tried it in anger yet - I can't afford it! I need to break up all those smooth surfaces like you have. The blocks of colour work well, thanks for the hint.
The Ravagers - First Finished Fleet Shipyard on Vanara II Moon (Credit to Vermillion for the original robotic arms and rados construction kit parts)
It's a nice ship, the only things that I found questionable was that the generator is exposed and that the bottom "fins" hit the ground. Minor, but you know me. The white Dart on the other hand, that blueprint needs updating. If thruster obstruction is turned on, the white Dart is in trouble because many of the thrusters are blocked by walkway blocks. Or, in the case of the reverse thrusters, steel blocks. One thing that always puzzled me, the damaged Dart is quite a bit different from the blue and white models. Just pointing that out, here is a damaged Dart that I repaired next to the other two.
The Walkway Blocks - those that look like stairs - are AFAIK the only ones who 'function' with the obstruction Rule.
I thought it was just the last two shutter blocks. They are the only ones I have seen with "Obstructs Thruster: False" in the description.