Of course, beta 735 erased my quest file while saving to it.
Alphas are great so long as you're religious about backing up.
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Of course, beta 735 erased my quest file while saving to it.
Alphas are great so long as you're religious about backing up.
I'm on my second play and I've found these things besides the text and plot that I believe should be changed.
1: My first time around, I was perhaps lucky to have found enough cash for bombs to blow open the sewer wall. To make this foolproof, ensure the sewer access from Mega City to the Power Plant is always open.
2: While it isn't your fault, playing as a Mega Man who can't jump is just irritating.
3: In the seaside secret facility, the blue robots that shoot the orange flakes have no animations for taking damage or dying. When they die, they simply disappear, and this looks odd.
4: The forest 'side scroller' level should have some warning that the boss needs a the whistle to beat. A gray pushable rock guarding the entrance would suffice.
5: The Power Chip seems like it should be called the Guts Chip in reference to Gutsman of MMI.
6: The woman in Mega City who talks about moving should eventually move to the place she mentions.
7: Beat should be summonable in outdoor areas that aren't the overworld, including Mega City, Tornis, and Lapin Village.
8: The original Mega Man is star of this quest, but his graphic makes him look like Mega Man X.
9: The 'fairy' should have a different sound. The default fairy sound seems awkward.
10: The Melt Beam (candles in Zelda1) shouldn't take ammo (magic power). Their use is already so small that requiring energy seems insulting.
11: I find it annoying that there's no convenient way to open the dock door from the dock side.
12; The pinwheel shooters in the seaside Secret Facility can seemingly hover in the air over fans, not being pushed up by the fans or dragged down by gravity.
13: The boss machine that initially appears in the Iso Dome is -way- overused. I can understand it being in levels 2 and 8, but beyond that and it feels cheap. Instead, consider using an old Man bot or few- Cutman, Elec Man, Skull Man, whatever- to act as guardian(s).
14: Considering the relative sizes of the seaside Secret Facility and the forest maze, the facility's reward should be the L2 sword and the forest's reward should be the silver armor. As it is, Lapin Village has the L3 sword available for sale once I finish Seko Dome and grab the wallet.
Expect more as I continue playing.
Petoe, I wanted to discuss something in private, but your PM inbox is full and the board's emailer is questionably reliable. My email is theelward_@_yahoo.com but with no _s.
More things for the next version!
15: The lasers in the Secret Facility hurt way too much and are easily the most deadly things in the facility, except for perhaps the boss. They should do 1 heart of damage against someone in blue armor.
16: The Secret Facility's blocks should stay up a bit longer or the lasers should be removed from the screens with the blocks. The path to the heart piece on the ledge past the broken blue bot is frustrating and requires too much luck and precision for an area meant to be cleared immediately after the Iso Dome.
17: Speaking of which, after I get the Triforce piece in the Iso Dome, I can walk left one screen and grab a 20 zen piece where the bearded man was. If I don't grab the piece then return to the screen, the man returns and the money's gone forever.
18: The back door to Mega Mall- the entrance across from Casio Casino- is hidden. An arrow should be drawn on the ground pointing into the mall's back entrance.
19: There should be a taxi service for cheap, quick transport around Mega City and perhaps also Tornis. For, say, 5 zen, Mega Man can visit the Museum, E-Center, Train Station, Mall's Front, or Casino's Front. Failing that, maybe Beat, when called in Mega City, would transport Mega Man to these locations.
20: Beat should have these dropoff points on the world map:
Light's Lab
Outside Mega City Northeast
Outside Seko Dome
<more to come>
21: Hopefully ZC 2.5 will allow for easy password input for Iso and Seko Domes.
22: Once I can dive and get a super bomb, the bomb shop SE of Light's lab should start selling super bombs.
23: A 'bridge out' to Stoneville shouldn't hamper Mega Man once he gets Rush Marine. Let Mega Man go there to find nothing worthwhile.
24: In Mega Mall's bomb shop, I feel there should be a separate door to the room with the robot who sells a bomb capacity expansion.
25: During cutscenes, when I seemingly lose control of my character, I shouldn't be able to thrust with my sword or use special items. For example, when Dr. Light contacted me after grabbing my first Triforce piece, I threw my shadow blade numerous times at his face to no avail.
26: The ship "m/s Mariel" should be MS or M.S. <ship name>. Until I played the quest, I'd never heard the name. Muriel and Maria are more female-sounding English names.
27: After I submit the receipt for my Mega Buster, I should get some confirmation! At present, I hand over the paper, it disappears from my inventory, then nothing else happens!
28: Collecting a fairy and a weapon energy refill should produce different sounds.
29: After entering one room on the second deck of the MS Muriel, the screen went black as if a cutscene were about to play, and it's stuck that way until I quit via F6>>Save.
30: The fire frog fight aboard the Muriel is bloody confusing. How am I meant to hurt the bugger?
31: The cutscene involving the pirates spilling the green goo shows a screen significantly different than the one Mega Man must walk through.
32: After getting the Triforce piece from the MS Muriel, the pirate bot should no longer be in Casio Casino.
33: The Lapin Village shopkeeper should get his shipment of goods and have them for sale once I get the Triforce piece from MS Muriel.
34: Upon entering the ? Dome (Seko Dome), Mega Man's facial expression makes him look high. If that's meant to be a smug or sarcastic expression, the attempt failed.
I hoped to begin work on revising MM's text, and by doing this, be ready for when you begin revising maps and other things for 2.5. To access the file, however, I need a password, and while I would most prefer to work with the file directly, I shall describe textual changes if needed.
I request you contact me via email at [email protected] or reply to this post.
-EE
35: As a matter of principle and practicality, it seems like bad form to require players to find the 'spare' key from level 1 to complete level 2.
Petoe, I hoped to catch your attention with this thread while you were online. Soon I must go, however, though you can leave a message at the beep.
Beeeeeep.
Sorry that I haven't replied sooner. I appreciate the work you've done for a better MMDWR and when I take a quick look at your list, I can see I agree with quite a many points you're making. But unfortunately I'm having such big problems in real life that I simply cannot concentrate on ZC at the moment, and to be honest I'm not sure if I ever will.
But if I can dig myself out of this hole and if the miserable developers of ZC ever get 2.5 released I'm sure I will come back, with more passion and determination than ever.
I appreciate a response, even an untimely one. Should you wish to consult me about redoing MMDWRDC, email me at [email protected].
Until then, I commend you for the good you've done. Adieu.