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RPM Pré Beta Discussion...
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<blockquote data-quote="nickT" data-source="post: 164911" data-attributes="member: 4205"><p><strong>Test with Players!!!</strong></p><p></p><p>Hi Luke,</p><p> Sorry it was so long before I got back to you. I did a test of RPM last Friday, and decided to give it a real going over! I had 7 PCs, 3 NPCs on the players side fighting 15 creatures, (Ghouls) added to this I ran it on a slower machine, (500M). </p><p> The result was unfortunately unplayable, the screen refresh took several seconds, and I eventually had to pack it in and run manually since I had players sitting about twiddling their thumbs, waiting for the chance to attack the baddies. The situation was made worse by my use of the mouse rather than hotkeys. However it does emphasise the need to streamline the program. My biggest concern with RPM has always been how it performed in front of a group of players, and this experience confirms the importance of just that.</p><p>All that sounds very negative, (and lets be honest it is)<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> but I hope that you can improve some of these points in later releases, because I still believe that RPM has the potential to be 'a really useful program'<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> here are some of the other points that I noticed while testing:-</p><p></p><p>1. Grab Battlemap sometimes causes the program to fall over if the map is not displayed on the screen.</p><p></p><p>2. Sometimes the weapon used field is not cleared properly, and you end up with a PC supposedly using a bite/claw attack.</p><p></p><p>3. you need a multiple targets option on the Battlemap ,(acleric was attempting to turn the ghouls)</p><p></p><p>4.When in combat you need some system to indicate if the currently displayed character has attacked and if so how many times, I found that when I was distracted, I could not determine if the creature on the screen had already attacked.</p><p></p><p>5. A warning if you are attacking a creature already dead/unconcious.</p><p></p><p>6. I found that I had to keep reinputing weapons and target information for the players, because I lost it all when they had to make a saving throw against paralysation.</p><p></p><p>7. You can attack without having a weapon/attack chosen, this will register a hit but do no damage, this is especially irritating with point 6.</p><p></p><p>Lots more to add but I have to get the kids to school.</p><p></p><p>Keep up the good work I know you will get this licked!</p><p></p><p>NickT</p></blockquote><p></p>
[QUOTE="nickT, post: 164911, member: 4205"] [b]Test with Players!!![/b] Hi Luke, Sorry it was so long before I got back to you. I did a test of RPM last Friday, and decided to give it a real going over! I had 7 PCs, 3 NPCs on the players side fighting 15 creatures, (Ghouls) added to this I ran it on a slower machine, (500M). The result was unfortunately unplayable, the screen refresh took several seconds, and I eventually had to pack it in and run manually since I had players sitting about twiddling their thumbs, waiting for the chance to attack the baddies. The situation was made worse by my use of the mouse rather than hotkeys. However it does emphasise the need to streamline the program. My biggest concern with RPM has always been how it performed in front of a group of players, and this experience confirms the importance of just that. All that sounds very negative, (and lets be honest it is):( but I hope that you can improve some of these points in later releases, because I still believe that RPM has the potential to be 'a really useful program';) here are some of the other points that I noticed while testing:- 1. Grab Battlemap sometimes causes the program to fall over if the map is not displayed on the screen. 2. Sometimes the weapon used field is not cleared properly, and you end up with a PC supposedly using a bite/claw attack. 3. you need a multiple targets option on the Battlemap ,(acleric was attempting to turn the ghouls) 4.When in combat you need some system to indicate if the currently displayed character has attacked and if so how many times, I found that when I was distracted, I could not determine if the creature on the screen had already attacked. 5. A warning if you are attacking a creature already dead/unconcious. 6. I found that I had to keep reinputing weapons and target information for the players, because I lost it all when they had to make a saving throw against paralysation. 7. You can attack without having a weapon/attack chosen, this will register a hit but do no damage, this is especially irritating with point 6. Lots more to add but I have to get the kids to school. Keep up the good work I know you will get this licked! NickT [/QUOTE]
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