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Sleuth Admin
Sleuth Admin
Tale Spinner

Feb-22-2004 20:32

I have a couple of questions I'd like some feedback on. Please Answer by replying to this post.

1) Is the game fun? Really fun, kind of fun, funner than going to the dentist?

2) Can you think of anything that would make the game more fun?

3) Is the game too hard? Too easy?

Thanks
-Ben

Replies

cfmdec
cfmdec

Dec-13-2004 06:59

Sly Spy, if you go to high scores in City Hall at the bottom you'll see the leaders names. Click on the links and look at their profile and you'll find their standings.

Darknight, no.

Try the newbie board too guys, you'll get answers a lot quicker.

BennyDunes
BennyDunes

Dec-13-2004 16:04

1) Really fun.

2) Well, the "Don" of La Cosa Nostra should be called "Dona". "Don" is used to describe a male boss, "Dona" is the opposite.

3) If you pick the right level cases, it's just right.

Madame TBird
Madame TBird
Well-Connected

Dec-13-2004 22:17

Can u make it to where when you sell something to det. shop u can bauy same item back later? Like when u sell a favor item that is not normal det. shop fare?

reda
reda
Well-Connected

Dec-15-2004 16:02

nice new look! i need to be very careful not to click the wrong option now. but i guess i would get used to it fast. saves the scrolling problems some had.

Madame TBird
Madame TBird
Well-Connected

Dec-16-2004 10:04

He could always change it like he did 4 DAB to Godfather & Godmother. The DAB now has Mother/Father Inqusitor.
Benny,
There is no such thing as a female mafia leader anyway. Doesn't matter to me because it's just a game it does not have 2 be true 2 life 4 me.



Madame TBird
Madame TBird
Well-Connected

Dec-16-2004 10:05

Will you be adding newer & better gear, giving me more options? Like more high point gear???

Madame TBird
Madame TBird
Well-Connected

Dec-16-2004 10:09

Could u make a way to get shoes & purses etc.? then, we would have up to 5/6 items to wear at a time. Like boots for cowboy out fit etc. Nice purse & hills to go w/ Flapper dress.

Mycroft Hammer
Mycroft Hammer

Dec-16-2004 22:35

I've been playing for a few weeks now, and have subscribed, so you have to assume that I'm enjoying the game. I do have a couple of changes I'd like to suggest though. Some are layout changes to make it quicker and easier to use, as well as reducing load on the server, and the others are changes to the mechanics of the game of varying sizes. I'll have to post them in multiple messages as the lot in one message would be too long.

When interviewing a suspect, their name appears over the picture when they reply but not when asking a question. I think that it would be neater and less distracting if the name was always there. I find that the picture bouncing up and down is a bit distracting.
To make things easier, save on clicking as well as trips to the server, I think that it would be useful if, when interviewing suspects, that the answer to their questions came up in the area to the right of the suspects picture instead of on a separate page that you then have to leave to ask another question.
Similarly, instead of having a link to ask someone if they have reason to suspect someone, and then a new page comes up to select who you are interested in, it would be nice if that was just a but of text and underneath it appeared the list of names. Between these two suggestions the initial interview for motives and alibis has only half as many clicks and refreshes, and the checking who is suspected has only a third.
When presented with the list of suspects to chose from when asking if they suspect anyone in particular, it would be nice if any answers already given appeared after the name. Even better would be if the name was also no longer clickable as well.


Mycroft Hammer
Mycroft Hammer

Dec-16-2004 22:37

Some further sugestions.

On the Map page it's obvious that the list of suspects is stepped through in the same order each time and each one that you have seen it spat out onto the page. This means that a new suspect can appear before the ones that you already found out about. While this causes no actual problems it does mean that if you are keeping notes on a case as you go you need to make sure that you insert each suspect into the right order, plus it sort of makes the game look like it's doing something funny in the background. I think it would be cleaner if the suspects always were added to the end of the list as you find them.
To make things easier to look at I would think that rearranging the Case page would be useful. Currently there are three suspects across the page, and as many rows as are required, and then you click on the suspect to see the details. If instead the suspects ran down the page, in the same order as the names appear on the Map Page, and their details were to the right of the picture it would make it easier and faster to use.
Since the skill of Judge of Character is only of use if you have both the Interrogation and the Sweet Talk skills, if should not be possible to purchase it unless you have both. After all, you can't by Advanced Hair Analysis if you don't have the basic Hair Analysis.
Stress Detection will tell you if the person will only answer one more question. It would also be useful if, having asked that question, instead of it now saying nothing, it put a line it that said that it didn't look like they wanted to talk any more.

Mycroft Hammer
Mycroft Hammer

Dec-16-2004 22:41

One more suggestion, and it's a large redesign, but I just though I'd ask if you'd considered it.

Have you considered a system where, instead of having Sweet Talk, Intermediate Sweet Talk and Advanced Sweet Talk, there was only one skill with a level, and that level was increased throughout the game? That way skills could progress a lot faster since going from level 10 to level 11 would be a tiny step compared to going from basic to intermediate on a normal skill. You could even show the skill level as 10(4) where the first number is the skill level and the number in brackets is the number of additional experience needed to get to level 11. Then you can just make it that you need your current level in the skill's worth of experience to increase the skill, and you get experience by successfully using the skill. The Archetype setting of the character would lower the experience points required to increase a level for skills in that category. For skills like Hair Analysis you'd probably make two checks against the level, one to find the hair, and then one to determine if it's straight or curly, perhaps with some sort of modifier. You would probably still want a character to buy the skill in the first place so that there is the differentiation there at the beginning. Anyway, the main idea I was thinking of was to have something where skills improve by using them, skills increase faster (though with less effect each time), and a player feels like they are improving all the time. If you go a few cases without getting a skill point at the moment you kind of feel ripped off :-) Also, when you need a dozen points to buy a skill you don't really feel like you're getting anywhere.

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