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Power Plant Plight Beta Feedback


Lemon

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Please post your feedback on the Power Plant Plight beta here. I'd love to hear what you think about it, and get some good advice for future renditions and quests.

Here's a map so we can all talk about the same rooms:

Map_PPPv105_zpskpubzbif.jpg

Feedback so far:

  • stop timer if everyone dies (✓)
  • nerf floor traps (✓)
  • Needs a prize added
  • Quest seems to be aimed at rangers/casts with 1 fo/ramarl (?)
  • Some buttons are bugged in room 9. (✓)
  • remove popup traps (✓)
  • more gibbles, less gi gues (✓)
  • swap some of room 8's waves for gibbles (✓)
  • Have gi gue spawn after merc in room 5 (✓)
  • hide warp in 13 until wave cleared (✓)
  • Environmental clue to determine which warp to take in room 11 (✓)
  • turn the merc in room 5 a little (necessary after delay? more testing required)
  • put merc on delayed spawn in room 5 (✓)
  • move merc away from switch in room 6 (✓)
  • have only correct path stick in room 9 (✓)
  • laser fence separate room 8 (Picked something else)
  • move gibble out a little in room 13 (✓)
  • delay gibble spawn in room 13 (✓)
  • split merc into 2 waves in room 13 (✓)
Edited by Lemon
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  1. Needs a prize added.

Is the safe zone in room 5 intentional behind containers.

In room 8, Is the bypass for the laser security (the ones that trigger megid traps) supposed to be there on the left hand side .

Quest seems to be aimed at rangers/casts with 1 fo/ramarl.

when you spawn at Gal, you don't spawn in the same spot as you would if you did CCA, so you instantly get hit on swoop. Is that intentional?

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  1. Needs a prize added.

I think Lemon originally wanted a prize at the end. I think that's more on larva's end whether or not that gets implemented.

Also yes, quest seems to aim towards 3 racasts/caseals and a fo. I also noticed some of the switches in that room 9(?) puzzle didn't stay pressed.

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  1. Needs a prize added.
  2. Is the safe zone in room 5 intentional behind containers.
  3. In room 8, Is the bypass for the laser security (the ones that trigger megid traps) supposed to be there on the left hand side .
  4. Quest seems to be aimed at rangers/casts with 1 fo/ramarl.
  5. when you spawn at Gal, you don't spawn in the same spot as you would if you did CCA, so you instantly get hit on swoop. Is that intentional?

Thanks for the feedback!

1) That is in the works. We wanted to release it to get feedback before we implemented that to make sure there wasn't a shortcut or glitch that allowed for infinite items (not fun).

2) I'm sure I don't know what you're talking about.

3) I didn't actually plan a path. If there is one, then that's a good thing.

4) Can you be a little more specific, I want to give HU's more to play for. However I'm not sure what they have uniquely in their favor.

5) Yes.

I think Lemon originally wanted a prize at the end. I think that's more on larva's end whether or not that gets implemented.

Also yes, quest seems to aim towards 3 racasts/caseals and a fo. I also noticed some of the switches in that room 9(?) puzzle didn't stay pressed.

Can you get me a screen cap or something of which ones? or if you don't want to do pictures, here's a model, fill in with X's or something and I'll take a look at it. It's probably some value somewhere is set to 1 instead of 0.

0 0 0 0 0

0 0 0 0 0

0 0 0 0 0

0 0 0 0 0

DOOR

Edited by Lemon
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I might do some testing on a private server for that, although it just lags uncontrollably for me when trying to dual log it.

The quest is already running in Ultima ship.

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