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  #121  
02-22-2016, 08:39 AM
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Shouldn't it be 900?
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  #122  
02-22-2016, 09:34 AM
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9001. Mudokons strewn across the land, Abe is knee-deep in knuckleheads all yammering away about not getting paid.
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  #123  
02-22-2016, 10:08 AM
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I thought it would be 500.. NnT added extra 200 so if 200 was added to TzF it would make 500 no?
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  #124  
02-22-2016, 10:09 AM
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We're using multiplication here, keep up.
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  #125  
02-22-2016, 06:10 PM
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well NnT didnt multiply anything. If it were x3 it would be 297 not 299.
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  #126  
02-22-2016, 09:08 PM
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Let's just have a workforce proportionate to the size of the brewery; thousands of mudokons, with a rigid work placement plan. Maybe we can ramp up the difficulty and give them benevolent supervisors and dental plans, that way Abe has to actively barter with each and every one as to the pros of giving up civilised industrial life to return to their shitty native swamp baby roots.
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  #127  
02-23-2016, 02:38 AM
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well NnT didnt multiply anything. If it were x3 it would be 297 not 299.
Actually, there were 100 muds in Rupturefarms in AO and 300 in NnT. You forgot to take Abe into account.
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  #128  
02-23-2016, 02:40 AM
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Hiring a round number of workers just so it's a round number seems unpractical from economic point of view.
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  #129  
02-23-2016, 02:43 AM
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Hiring a round number of workers just so it's a round number seems unpractical from economic point of view.
What about killing your workers for meat so that there's no-one to operate the machinery that packages them?

The Glukkon plans are rarely well thought out.
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  #130  
02-23-2016, 02:57 AM
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I'm sure mudokons could be replace by machines (in Lanning's mind). Nate, what are your suggestions for AEHD?
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  #131  
02-23-2016, 03:19 AM
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What about killing your workers for meat so that there's no-one to operate the machinery that packages them?

The Glukkon plans are rarely well thought out.
Do they even have any customers that aren't mudokons? At times like this I think Abe just shouldn't have done anything. They'd go out of business without any help.
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  #132  
02-23-2016, 03:29 AM
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They do, but that was supposed to be explained in the movie.
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  #133  
02-23-2016, 03:30 AM
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The customers are the Khanzumers.
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  #134  
02-23-2016, 09:04 AM
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Actually, there were 100 muds in Rupturefarms in AO and 300 in NnT. You forgot to take Abe into account.
Yeah. I was multiplying. And then subtracting the blind one that walks off a cliff. He doesn't count.
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  #135  
02-23-2016, 09:30 AM
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I wouldn't really mind if 900 mudokons were in TzF. Considering that all the extra mudokons in NnT were really just extra copies of the initial mudokons, any extra mudokons in TzF wouldn't change the game in any fundamental way; it'd just make it seem bigger.

Though, even in the original Abe's Exoddus, a lot of the mudokons didn't serve any puzzling purpose and were, just like NnT, just there to make the game bigger. Maybe it's not really worth it to add in any more.
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  #136  
02-23-2016, 09:35 AM
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There will be so much mudokons, your PC/PS4/other will overheat
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  #137  
02-23-2016, 10:22 AM
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That's just a fact of life for my PC, regardless of how much things it has to render and calculate.
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  #138  
02-23-2016, 12:37 PM
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Look at matthewmatosis New and Tasty criticism video on Youtube, there you have your suggestions, all his points are valid.
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  #139  
02-23-2016, 12:45 PM
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Most of his points are "I don't like x". I don't agree with them.
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  #140  
02-23-2016, 12:51 PM
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Like in: "He doesn't like lack of artistic touches", and "He dislikes bad animation tweaks resulting in characters looking choppy".
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  #141  
02-23-2016, 03:05 PM
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Most of his points are "I don't like x". I don't agree with them.
The majority of the "flaws" he is mentioning are undeniably objective flaws. His personal opinion isn't really a big factor in this review/comparison to Abes Oddysee. And when he mentions things that represent his personal opinion, it's usually well reasoned.

Putting REAL ads in a anti-consumerism themed game is a flaw, the lame motion detector solution is a flaw, so are the "steam-zones", the way jumping works (without the classic control option) is a flaw, the overdone post-processing effects are a flaw, the lack of backround detail is a flaw, factory slaves making too many casual and silly comments is a flaw, visual clues for check points are a flaw...

As far as the art direction is concerned, this is where it gets more subjective, although I think it's fair to say most people that played the original preferred the dark and gritty look and feel of Rupture Farms.
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  #142  
02-23-2016, 03:15 PM
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Well, for some members, there is no such thing as objective flaws.
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  #143  
02-23-2016, 04:47 PM
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It doesn't matter what they think, they're objective flaws. That's the point.
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  #144  
02-23-2016, 05:56 PM
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Look at matthewmatosis New and Tasty criticism video on Youtube, there you have your suggestions, all his points are valid.
But his points arent our points.

Your assuming we have the same porblems with the game he does.
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  #145  
02-24-2016, 01:03 AM
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The majority of the "flaws" he is mentioning are undeniably objective flaws. His personal opinion isn't really a big factor in this review/comparison to Abes Oddysee. And when he mentions things that represent his personal opinion, it's usually well reasoned.

Putting REAL ads in a anti-consumerism themed game is a flaw, the lame motion detector solution is a flaw, so are the "steam-zones", the way jumping works (without the classic control option) is a flaw, the overdone post-processing effects are a flaw, the lack of backround detail is a flaw, factory slaves making too many casual and silly comments is a flaw, visual clues for check points are a flaw...

As far as the art direction is concerned, this is where it gets more subjective, although I think it's fair to say most people that played the original preferred the dark and gritty look and feel of Rupture Farms.
I agree with the art direction thing, but it doesn't kill the game or anything for me. The motion detectors work fine (mostly), the steam zones are okay, the post-processing effects are pretty bad but they can be disabled, and you can't really criticize the game for its controls after they added the classic controls in.

The background is pretty detailed IMO, I don't remember a single area where the original was more detailed than NnT. In fact, I remember that the background in AO was pretty much sheet metal for half of the damn game.

And I have literally no problem with the visual cues for the checkpoints. Visual cues are good. In fact, the color-coded levers are pretty bad because of that but they're OK-ish when you disable the post-processing.

The "ads" were stupid, yes, but they weren't paid for them, they were just shout-outs to other indie devs. Also, they removed them in the other versions of the game. And yes, the mudokon chattering was annoying.

Point is, most of these are cases of "I don't like colours and neither should you".

tl;dr matthewmatosis is salty af and if I understand this correctly he hurt the game's image so much that OWI lost sales over it, which means less money for TzF which means even more complaining.
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  #146  
02-24-2016, 01:38 AM
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He didn't hurt the game's image. It's like blaming a journalist for giving a low score review. If anyone "hurt the game's image", it's who made the game.
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  #147  
02-24-2016, 01:38 AM
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E: speedy shit

So? A guy made a negative review. How would you even know he lost made them lose sales? So what if he did?
At no point is it "I don't like these things and neither should you" it's "I don't like this because X". It's well reasoned, well argued and I have no idea what point you're trying to make because it sounds like you're looking for a reason to be offended.
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  #148  
02-24-2016, 02:12 AM
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I wouldn't really mind if 900 mudokons were in TzF. Considering that all the extra mudokons in NnT were really just extra copies of the initial mudokons, any extra mudokons in TzF wouldn't change the game in any fundamental way; it'd just make it seem bigger.
The difference being that there were more muds because you could now do 'All Y'all'. AE always had that option, so the mud placement already assumed large numbers were plausible and not too large as to be annoying.
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Nate, what are your suggestions for AEHD?
Fix the controls/character movement, fix the saws/timing puzzles in general (which might not be necessary if the character movement is fixed), fix Slig behaviour to be consistent.
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  #149  
02-24-2016, 02:37 AM
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Ive probably asked this before, but whats wrong with the controls?

Theyre fine to me.
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  #150  
02-24-2016, 04:12 AM
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