"Hint frequency" ..and more

this is my first post :)

just played through the first episode and it was great. short but sweet. After the quite weak initial scene on the ships, the game took of and I were right back in the caribbean I remember from my youth.
the new telltale-style controls works like a charm. the only thing that made me frustrated was the awkwardnes in moving between different locations in the jungle. there didn't seem to be any way of going straight to the map. Is there a way to move directly from any location to the map that I've overlooked, or am I just overly frustratable by those sorts of things? Also, is there a readme or anything like it where all the controls and commands are listed? Can't seem to find one..
finally, I'm a bit confused by the "hint"-option in the options menu. Does it actually do anything? I both turned it up and down but never got any hints. How do I get hints? I only needed help twice and got my answers on this forum, but I don't like walkthroughs, so if there actually is a working, built-in hint system in the game that would be great for future episodes, imo :)

anyways, thanks for the revival of the series, and I'm eagerly awaiting the next episode!


//tm

Comments

  • edited July 2009
    The hints are already there...but they are more clues I suppose. They are normally spoken like:
    "I should check out that place/object/person/monkey"
  • edited July 2009
    I really wish that turning the hints all the way down would turn them off altogether. As it is right now, some still creep out here and there.
  • VainamoinenVainamoinen Moderator
    edited July 2009
    Two, I think. I was wondering about that too, but I really would have needed the second one anyway. ;)
  • edited July 2009
    I turned them the whole way down (no bar visible) and I didn't get any hints whatsoever.
  • VainamoinenVainamoinen Moderator
    edited July 2009
    Actually, I think two of the "hints" first developed to be revealed only if hints were "on" were later made to be heard whatever settings the game is on:

    1.
    Guybrush will always tell you that this is a very noisy jungle when he looks at the first map he gets
    2.
    Guybrush will always tell you that the weather vane has something to do with the emerging idols

    Am I right with those? What do you think?
  • edited July 2009
    I don't remember getting those hints.. In fact the only one I remember getting was reminding me... actually I've forgotten!

    But it was to do with the acts of piracy
  • edited July 2009
    Okay, here's how I think the hint system should work. You should have the option to either turn it off completely, and actually, NOT get hints when its off. Because, unfortunately, Guybrush will continue to let hints slip during gameplay whether or not its completely off.

    Or, you should have the option to request hints if you feel you need them. Really, I just don't want to get hints when I turn them off.
  • edited July 2009
    Actually, I think two of the "hints" first developed to be revealed only if hints were "on" were later made to be heard whatever settings the game is on:

    1.
    Guybrush will always tell you that this is a very noisy jungle when he looks at the first map he gets
    2.
    Guybrush will always tell you that the weather vane has something to do with the emerging idols

    Am I right with those? What do you think?

    I take those two in the same way I take the "It is really hot here" or something like that every time Guybrush goes near the damn in SoMI.
  • edited July 2009
    Nimeni wrote: »
    Okay, here's how I think the hint system should work. You should have the option to either turn it off completely, and actually, NOT get hints when its off. Because, unfortunately, Guybrush will continue to let hints slip during gameplay whether or not its completely off.

    Or, you should have the option to request hints if you feel you need them. Really, I just don't want to get hints when I turn them off.

    I think the hint system in MI works brilliantly as it is. In Broken Sword: Directors Cut, for example, theres a 3 hint system, where you get 2 hints then basically an answer for puzzles. Which basically means you never get stuck. What's an adventure game if you never get stuck?! lol
  • JakeJake Telltale Alumni
    edited July 2009
    Actually, I think two of the "hints" first developed to be revealed only if hints were "on" were later made to be heard whatever settings the game is on:

    1.
    Guybrush will always tell you that this is a very noisy jungle when he looks at the first map he gets
    2.
    Guybrush will always tell you that the weather vane has something to do with the emerging idols

    Am I right with those? What do you think?

    Sometimes even in adventure games without a hint system, a character will decide to tell you something! Turning hints off turns off all the times outside of the main game dialog that a character will just suddenly decide to speak. There are some things on the critical path that you'll always hear, though, just like any other adventure game.

    Turning hints down to -8 makes it so that there is no dialog in the game.

    That was a lie, there is no -8.






    -5, though, is something to behold.
  • edited July 2009
    You're hint system is nothing without a -11
  • edited July 2009
    Hero1 wrote: »
    You're hint system is nothing without a -11
    Bah. Mine goes to under -9000... :D

    np: Tosca - Chocolate Elvis (Opera)
  • edited July 2009
    Hero1 wrote: »
    You're hint system is nothing without a -11

    I never set my hint level in a game below -10. On -11 completed puzzles start unsolving themselves and you have to continually solve them again. Very repetitive. :(

    :p
  • edited July 2009
    at -666 a hole rips in the fabric of the game and beelzibub tells you the instant game-winning cheat/hint causing the world to end in a hail of fiery evilness...
  • edited July 2009
    Jake wrote: »
    Sometimes even in adventure games without a hint system, a character will decide to tell you something! Turning hints off turns off all the times outside of the main game dialog that a character will just suddenly decide to speak. There are some things on the critical path that you'll always hear, though, just like any other adventure game.

    Well, that's what I thought about hint 1.
    ("noisy jungle")

    But what about hint 2?
    ("weather vane and idols")
    That's rather completely giving away the puzzle, at least for the first idol... :confused:
  • edited July 2009
    zmally wrote: »
    I think the hint system in MI works brilliantly as it is. In Broken Sword: Directors Cut, for example, theres a 3 hint system, where you get 2 hints then basically an answer for puzzles. Which basically means you never get stuck. What's an adventure game if you never get stuck?! lol

    I agree. Okay, I actually don't care how they give out hints. I just want to prevent accidentally getting answers I'm not ready to hear, yet. So, yes, I want to get stuck for a while. :)
  • edited July 2009
    I turned the hints to the first bar since I'm not much of an adventure hero, but at a certain point I was stuck and found myself waiting for a hint but it didn't come. I really only saw one hint, which was in the opening scene and it appeared because I was standing still a little too long while I was not yet stuck.
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