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unmerged(418599)

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Dec 1, 2011
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  • Magicka
Yes, nice puzzles and good humor, nice boss fights.
And some annoying bugs with unescapable rooms in Cthulhus hideout.

BUT: 6 Euro and several months development for 45 min playtime ? Is that all folks ?
I have to say im very disappointed
 
did you complain about Vietnam being to short also?
it didn't even have boss fights.

:)

it's hard n fun and thats all we needed.
I say turn Magicka in to an MMO and charge £8.00 a month :)
 
Don't forget the new challenges. There's plenty of replayability in those.

I think the problem here is the original game price is too low. Compared to that 6 Euro looks like a massive amount.
Now start comparing it to other DLC around the block and it looks far more reasonable.
For example:
The 2 Orcs Must Die DLCs together are a few new maps (5) and a few new weapons (5 in total) and 2 new enemies for a little more money than the stars are left. That's roughly the same.
Dungeon Defenders character pack is about 3/4 the price and includes... 4 new characters to play, no new actual content (like maps or enemies or anything).
The Tropico 4 Junta Military DLC is the same price and I'd say about the same amount of content (difficult to compare completely different types of game here).

And don't forget the free content patches (effectively DLC) that Magicka has been getting. PVP was a free patch. We've had free robes. We've had free challenges. Arrowhead have constantly tried to better the game for us and released many patches and updates. And they're a tiny development house.

And to top it all off normally only the host requires to own the DLC for all players to play (I haven't tried this with The Stars Are Left but it was like that with the previous DLC).

Remember: these are DLCs and not Expansions Pack. An expansion pack I'd expect to have much more content (longer adventure) but I'd also expect it to take a lot longer to develop (8 months? a year?) and have a much higher price (£10?).
 
Jah, I agree with Zenstar. Also, it's not like the devs have been solely working on the dlc-content; we also have recently received a very well done patch that contained a lot of balancing, minor issue resolving, the much appreciated level selection, and addressed saving at checkpoints. Besides, don't forget that 80% of the budget went into the trailer.
 
Besides, don't forget that 80% of the budget went into the trailer.
Man, that trailer is awesome though.
I'd really love to see this crew produce a short film from one of their trailers.
Nothing massively long, just 30 - 45 minutes would be perfect I think. Maybe some webisodes? *hint hint hint*
 
@Zentar

Yes, you might be right with the argument on the price range.
I love the game, no question about that. But to my mind, the very best the devs could have
done is introduce a semi random generated campaign, similar to Diablo levels.
I have to admit though, that this might lead into deep legal waters.
Still, if Magicka would offer that, I'd happily pay 50 bucks for it.

And for 50 a piece, I'd proclaim my right to get the nasty input bug fixed :)
You know, the one that swallows keystrokes. Randomly. With a weak coincidence to ongoing action on screen.
And a mysterious dependency on driver versions. And hardware. And OS.
The No-one-knows-why-number-one-known-issue ;)
 
@Zentar

Yes, you might be right with the argument on the price range.
I love the game, no question about that. But to my mind, the very best the devs could have
done is introduce a semi random generated campaign, similar to Diablo levels.
I have to admit though, that this might lead into deep legal waters.
Still, if Magicka would offer that, I'd happily pay 50 bucks for it.

And for 50 a piece, I'd proclaim my right to get the nasty input bug fixed :)
You know, the one that swallows keystrokes. Randomly. With a weak coincidence to ongoing action on screen.
And a mysterious dependency on driver versions. And hardware. And OS.
The No-one-knows-why-number-one-known-issue ;)
What legal waters? Randomly generated levels aren't patented or even patentable.
 
We can't even use the new Magicks into the normal game :/

Code:
<UnlockMagick magickType="ProppMagick" />
<UnlockMagick magickType="Portal" />
<UnlockMagick magickType="Levitate" />
<UnlockMagick magickType="TractorPull" />
<UnlockMagick magickType="ChainLightning" />

mod, finish level and then revert...
feel like GOD... a wierd looking god, with tentacles... but a god none the less.
 
What legal waters? Randomly generated levels aren't patented or even patentable.

I'd like to think you are right about that. You probably are, given Torchlight's using the same approach.

But given crazy patents like this, 'Random generated map scheme maintaining
a quest oriented campaign for hack-and-slay style third person
games in a fantasy setting' or similar sounds like something
a lawyer could have fun with for years ...


@ddave101

Well done, nice :)
 
Code:
<UnlockMagick magickType="ProppMagick" />
<UnlockMagick magickType="Portal" />
<UnlockMagick magickType="Levitate" />
<UnlockMagick magickType="TractorPull" />
<UnlockMagick magickType="ChainLightning" />

mod, finish level and then revert...
feel like GOD... a wierd looking god, with tentacles... but a god none the less.
Sorry, but I don't understand... what's that ? How do you use that code ?
 
In which file exactly ? There's lots of XML files, but none seem the good one... oh, and is it in the Data folder of the SaveData folder ? The Data folder is located into the Content folder, which obviously are linked to the game itself, not the player's progression... and there's not XML file into the SaveData folder, only some SAV files (one of them being named "campaign").