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View Full Version : Basic, easy to fix issues with Worms XBLA


SpaceInsom
8 Mar 2007, 09:57
No way to have water rise only during sudden death. I shouldn't be ahead by 300 points of health, just to have my team reduced to 1 point of health because of sudden death. If the water rise in already in the game, there's no reason the two SD actions shouldn't be separate options. That or include an infinite round time option.

Beginer, Intermediate, and Pro schemes all set to 3 rounds. Why? If XBLA is a casual gaming space (and it is), I shouldn't have to devote nearly an hour and a half to play one full game of worms. While I understand you can play custom schemes, there's no telling what will be included. It would be better to join the standard sets, if it just wasn't for the 3 rounds requirement.

No way to reconfigure the control set up. "X" jumps and "A" fires? I can't count how many I've jumped in the water, or blown myself up because of this. Have you ever played any other video games, Team 17? "A" jumps. In probably 95% of xbox games, "A" jumps.


Other than those easy to fix issues, there's of course a bunch of options and weapons that are "missing", but people just need to take this game for what it is. This is pretty much a remake of Worms 1, with some important features of later worms games thrown in for good measure.

I really hope you guys get good reviews with this, and that reviewers don't focus on the "missing" content. For 800 points, Worms is an awesome value. Even if the above is never fixed, I have no regrets, and I'd buy the game again. Now, bring on the downloadable content. :)

yilez
8 Mar 2007, 10:13
I agree with reconfigure controls. Though I'd say make jump 'y' rather than 'a' or 'x'.

AndrewTaylor
8 Mar 2007, 10:37
No way to have water rise only during sudden death. I shouldn't be ahead by 300 points of health, just to have my team reduced to 1 point of health because of sudden death.

...

Beginer, Intermediate, and Pro schemes all set to 3 rounds. Why? If XBLA is a casual gaming space (and it is), I shouldn't have to devote nearly an hour and a half to play one full game of worms.

I can't really speak for the XBLA version, but on other versions, if you concentrate on taking out enemy worms more than spreading the damage and wearing them all down slowly then both these problems go away.

quakerworm
8 Mar 2007, 10:44
I can't really speak for the XBLA version, but on other versions, if you concentrate on taking out enemy worms more than spreading the damage and wearing them all down slowly then both these problems go away.
that's great for light siding, but with dark siding, long rounds that last well past the timer runs out are perfectly normal. you can work your way around the sudden death, but inability to limit the game to a single round seems like a major oversight.

AndrewTaylor
8 Mar 2007, 11:07
that's great for light siding, but with dark siding, long rounds that last well past the timer runs out are perfectly normal. you can work your way around the sudden death, but inability to limit the game to a single round seems like a major oversight.

That's true. But it's not an inability to play one round; it's just that the default schemes are all three round matches.

Midxcore
8 Mar 2007, 12:12
Have you ever played any other video games, Team 17? "A" jumps. In probably 95% of xbox games, "A" jumps.

I don't wanna rain on your parade or anything, but have you played any other Worms games? Space fires. The same key that is used to jump in about 95% of PC games. Default settings obviously, but if you can get used to it on PC, why not 360? I've only played the demo a few times but I didn't mistake the two buttons even once.

Wormetti
8 Mar 2007, 12:36
I haven't confused jump and fire yet but a few times I've dropped a weapon from the rope instead of releasing the rope but that's not a control issue, it's a problem with the user :)

I noticed the AI can use skip go after firing one shotgun shot, players can't do that but I guess it beats waiting for the timer to run out.

If the land that your ninja rope is attached to is blown up (maybe by a mine), your rope stays attached to thin air. No need to change that, I just found it amusing.

Lagster
8 Mar 2007, 12:41
i have several schemes set up for online, got 2,3,4 player setup all pretty much same but with more time for more players so sudden death doesnt come around so quick. Also you can limit blow torch and girders which sorts out darksiding. also very easy to set these to 1 round.

basically what im saying is try and host and have a few rules set up or get your friends to do same and you can have pretty much whatever rules you wish.

quakerworm
8 Mar 2007, 13:03
That's true. But it's not an inability to play one round; it's just that the default schemes are all three round matches.
ah, right. i misread it. i thought he implied that you can't make custom schemes either, and not having the game, i could not check that.

Squirminator2k
8 Mar 2007, 13:11
The controls are identical to Worms Open Warfare, and infact are also identical to the console versions Worms 4: Mayhem. I honestly haven't haven't had a problem with it. Learn the controls properly.

Sinistar
11 Mar 2007, 08:18
I agree with OP in this topic. :)

slysy
11 Mar 2007, 10:57
That's true. But it's not an inability to play one round; it's just that the default schemes are all three round matches.

What is also annoying though is that I can't see any way to create a new scheme based off a default one. As far as I can tell, you have to enter everything from scratch when all I want to change is the number of rounds :(

Plasma
11 Mar 2007, 11:08
I noticed the AI can use skip go after firing one shotgun shot, players can't do that but I guess it beats waiting for the timer to run out.
It's because it's a lot easier to program the AI to skip go if it can't attack than it is to code them to fire a shot that will have no effect on themselves or their team, while both methods are pretty much the same.