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#Post#: 7631--------------------------------------------------
Loonitic17
DIR By: Loonitic17
Date: March 6, 2012, 4:19 am
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Game play - What do you think about the game play. For example,
are the abilities, items and spells fine? Is there too much
killing? Is the campaign too repetitive?
RATING: 4.5
Game play is great! It is fun, interesting and unique -
especially the bosses! I don?t know about ?too much killing? but
I prefer more farming creeps for experience. Maybe quests can
give less experience and creeps spawn more often? Not all creeps
mind you, but maybe ?native? creeps for that chapter ? Chapter
1: Gnolls, Ogres, Chapter 4: Crawlers.... etc
The campaign is only repetitive after giving up and even then I
think it becomes quite boring with lots of gold. The challenge
isn?t as hard as I expected during Hard+ with the 3 having the
best items available.
ABILITIES
The concept of abilities is alright, some are easy to understand
and label i.e.: disables, nukes... some abilities in my opinion
are unnecessary/ignored like for Phodom: Fire Mastery, Summon
Elemental, Fradz: Lightning Mastery. I think numbers should be
looked at and bugs to be fixed (especially Power Heal!) Whatever
the case it?s good how there are ability options at the
beginning.
ITEMS
I have no problem with their concept, just that they are quite
strong and imbalanced like when Phodom has the best items
possible for the current chapter. In Chapter 7, he is truly
unstoppable in terms of not being able to be killed. One item
restores 2,500 health every 10th or so hit (I can?t remember if
that?s correct) and reduces damage by 50 or 60. At the end of
chapter 7, Phodom?s health regeneration was above 500!
Another item I think should be nerfed is the one that restores a
% of health per hit at 1/2/3% per upgrade. I suggest you leave
it at 1% because that item with life steal makes Fradz also
un-killable at all difficulties.
I also think Item sets and Synthesis Items should have some
differentiation. Perhaps item sets are much more useful at the
particular chapter they?re found/made in while in later chapters
are situational?
Terrain - What do you think about the terrain? Is it eye candy
or not? What you believe is the most beautiful place and what
should be improved.
RATING: 4
Terrain is great, nothing too outstanding and not shabby at all.
I wouldn?t rate it as eye-candy but more on the lines of
approachable and playable. I wouldn?t want so many things to
look at that I missed a dig spot or item etc.
The best terrain wort done would be chapter 3 ? simply because
it fits the atmosphere. I rather it was a longer chapter but all
in all it was done quite good.
Chapter 6 ? not so much as the terrain but the layout of the map
is really annoying. At some points at the bottom of the map I
had to hold delete/insert to change camera angle so I could pick
up items/kill creeps. To summarize that chapter, moving around
is annoying.
Some of the boss battle areas should be larger ? chapter 5 when
fighting ?John?. He got stuck in one of the doodads for a while
where neither Phodom nor Fradz could hit him.
Atmosphere - What do you think about the atmosphere of the
campaign? Too funny? Too sad? And does the music make the
atmosphere better?
RATING: 3
It had both. Playing as Phodom felt like he was on a personal
quest for justice and revenge. The music does help for this case
? credits to Naruto and Final Fantasy as the music does justice.
There was one animation that Fradz did in cinematics that kept
me laughing ? when he trusts his hips. Biggest LOL ? ruins the
atmosphere
Story - What do you think about the story? Is too simple or
confusing? Is it mysterious and complicated enough? What is your
favourite character?
RATING: 3
The story is simple, for a fantasy it?s alright ? nothing really
confusing just some references to names. I had assumed Dragons
were quite powerful and mysterious but when not in their dragon
form and were fought ? that ruined my impression e.g. Talloon
and Chapter 6 boss. If I were to fight the dragons as a boss,
I?d prefer them in their true form.
Favorite character would have to be Phodom. His story is
plausible and relatable. Fradz seems too much of a jester to be
taken seriously and I?m guessing when the campaign is finished
he will have some respect but for now ? stupid character.
Galeoth?s character is so mysterious ? couldn?t relate to him
due to the short chapter 3.
Cinematics - What do you think about the cinematics. Tell what
is the worst and the best cinematic and why.
RATING: 4
It had grammar errors/typos but it was still alright. Some
camera shots were weird and out of place in relation to the
topic of the conversation ? zooming in and out and then back in
again when two characters were engaged in a casual conversation.
Dialogue was slow and there should be an option to skip at any
point.
I don?t have any best or worst cinematic moments but I encourage
you to make continue making and improving ;)
Bosses - What do you think about the bosses at the campaign? Are
they challenging, balanced, different and unique enough? What is
your favourite boss and what boss could need some improvements?
RATING: 4.5
Bosses are the highlights in this campaign. When I played the
campaign for the first time with limited gold and items, the
bosses were challenging ? I did get some game over?s and it only
encouraged me to try different strategies. But as difficulties
get harder, the bosses become easier?! It had nothing to do with
their damage output/DPS or health, but because my characters
were ?overpowered? with money, items and honor points. As I
mentioned above with the items, some of their abilities are too
effective and probably imbalanced ? 3% max health restoration
per hit!, heals in the thousands ever Xth hit, or chance to
heal/ damage in an area. While it sounds impressive, it?s almost
too easy to use.
My favorite boss in terms of a real challenge (without give ups)
would be the Epic boss in chapter 6. I died quite a number of
times and it was fun to play against.
Some bosses need some changes such as Talloon ? I would hit him
a couple of times and he?d turn invulnerable and summon the
tornadoes. It was more of an annoyance than a challenge. I was
hoping you could still hit him during that state but with
reduced damage?
Difficulty - What is your opinion about the difficulties? Do you
think the difficulties are balanced enough or do they need
improvements?
RATING: 2
I don?t know how you increase the difficulties but they should
be much harder after chapter 4 because of the extra resources
from give ups.
I think creep damage should upgrade ?like a boss? while their
health upgrade normally. They are really easy to defeat almost
like as if the campaign is about giving free experience and
fighting bosses only.
This is an unrelated topic about the give ups but is there a
chance where you can change the system? Maybe by giving up you
only gain a percentage of your total gold. I?m not sure if it?s
intentional but towards the very end of chapter 7, I save my
file, sell my items (except the ones giving me luck) and ?give
up?. I start with 100,000+ gold and able to buy every required
item in the campaign that?s available.
I suggest a system where you only gain a percentage of your
total gold DEPENDING on where you?d given up. E.g. giving up at
chapter 4 will net you 10% of total gold, chapter 5 will net you
15% etc.
That way you can drastically improve difficulty levels while
inciting players to give up AND not abuse the extra gold. You
could also give that extra gold in increments e.g. if you
receive 10,000 gold from giving up ? it will be given to you
divided per chapter, in this case 1,000 gold per chapter. Just
food for thought.
All things considered, how would you describe your playing
experience at the campaign? What could be done better and what
you believe doesn't anymore need attention?
It was a great experience; one of the best made Warcraft 3 maps
considering the contribution and effort. I am very interested in
its completion and hope to see improvements, fixes and more
options if possible.
I have no problem with the concepts from items/bosses/abilities.
Just check some numbers and balances as mentioned before.
Wishlist:
I like the use of potions to be more available. In its current
state, all types of potions are very rarely used and are sitting
in my inventory to be sold. Maybe you can balance this by
drastically lowering regeneration rates from items, increasing
cooldown on healing abilities, fixing numbers on life steal
based abilities or improve potions so they also heal a % of
health.
E.g. All potions will heal 10% of max health. Minor potion will
heal 150 HP +10% health, Small potion will heal 300 HP + 10%
health ? it makes all potions useful.
Maybe make the option of upgrading potions incorporated in
alchemy?
I want farming creeps for experience so that items like +%
experience/gold are more useful AND on harder levels you could
probably be more inclined to use potions.
I like the vitality system but I don?t see the point of buying
food items that give 2+ vitality when it is more cost effective
to buy the banana early in the start (especially when you?re
rich and pressing the ?eat food shortcut? has no cooldown and
can be easily spammed) I just wait for vitality to hit 5 and
spam.
If I could suggest an alteration, I would have vitality
represent your regeneration level and collecting food will be
added to a virtual stock like flowers. (Bananas add 1 food;
piece of chicken adds 3 foods).
If that is implemented, numbers will be up to you and maybe go
something like this:
0-3 vitality = negative regeneration
4 vitality = no regeneration
5-7 = normal regeneration
8+ = extra regeneration
People would check their vitality and think whether or not they
want to ?eat? for the extra regeneration. Makes collecting food
more applicable and there is a strategy involved.
ALSO, get rid of items with abilities that restore vitality and
have cooldowns. E.g. endless sack of food AND elixirs. Elixirs
in my opinion are the ?holy grail? items I never use because
they are that awesome and I feel my heroes are unworthy to use
them. Seriously I will never get to the point where I would need
one because If I?m in real danger I always go to the default
mind of thinking ? heal, eat food, eat food, eat food (if my
health and vitality is low)
Professions:
If I could have it my way, I think dig spots could be repeated
(only if you didn?t get all the items) and digging power
determines your chance to dig the rarer item out. E.g. Dig spots
could give you a maximum of 10 items ranging from disgustingly
common to disgustingly rare
Dig power 1: chance of digging best item: 1%.
Dig power 10: chance of digging best item: 10%
Of course there could be a set chance where you could get
nothing at all. Numbers can be changed.
Digging could also decrease vitality by 1?
The alchemy system is not as useful as it seems because you can
only get a limited number of flowers. I understand how making
flowers unlimited could buff the characters too much.
My proposal: make flower collecting possible! Have a limit per
map and then make flowers spawn randomly at a SLOW rate.
Lower the stats given by the potions: strength/agility/intellect
to +1 per potion etc or have cooldowns.
LASTLY
Meditate:
Very useful in the first 3 chapters but rarely used later on.
This is more of a bitching and having something small to
?complain? about and can probably be ignored. I suggest
its removal and add in a passive non-combat regeneration. It
removes the icon for something else and just like Meditate, the
price for a free heal is time and vitality.
Non combat heal can multiply your base regeneration by a % when
out of combat for 20 seconds? Numbers can be changed.
Would you recommend this campaign to your friends?
Yes! Even in its incomplete state it?s still a good play.
#Post#: 7733--------------------------------------------------
Re: Loonitic17
DIR By: Aeroblyctos
Date: March 14, 2012, 7:16 am
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Hey,
Thanks a lot for sharing your thoughts about the campaign. I've
read everything and I've been thinking a lot what you've said.
There are some interesting things you've said. I hope you're
still here and will answer to my thoughts and questions as well.
You have so long post and I need to think a bit before posting
anything so I'll go to smaller things first. I'll make another
post about grinding, difficulties, balanced, vitality,
professions and potions later. Tell me if I've forgot something,
you need more answers or something else have come up to your
mind.
- Master abilities will be edited sooner or later.
- By removing Meditate and adding passive regeneration is a way
to go "world of warcraft" style. This means there would be two
stages: when in fights and when not in fights. I quite don't
like this and I think Meditate is a better choice.
--- Quote ---
> There was one animation that Fradz did in cinematics that kept
me laughing ? when he trusts his hips. Biggest LOL ? ruins the
atmosphere
--- End Quote ---
What does trust mean?
--- Quote ---
> The story is simple, for a fantasy it?s alright ? nothing
really confusing just some references to names. I had assumed
Dragons were quite powerful and mysterious but when not in their
dragon form and were fought ? that ruined my impression e.g.
Talloon and Chapter 6 boss. If I were to fight the dragons as a
boss, I?d prefer them in their true form.
--- End Quote ---
You'll eventually fight against them in their real forms.
--- Quote ---
> Favorite character would have to be Phodom. His story is
plausible and relatable.
--- End Quote ---
Good.
--- Quote ---
> Fradz seems too much of a jester to be taken seriously and I?m
guessing when the campaign is finished he will have some respect
but for now ? stupid character.
--- End Quote ---
This is exactly how I want player to see him at first.
--- Quote ---
> Galeoth?s character is so mysterious ? couldn?t relate to him
due to the short chapter 3.
--- End Quote ---
Yes, Galeoth will become a bigger role in the later chapters.
When chapter 3 is being remade, more will be given from and all
the interludes, I still need to create those.
--- Quote ---
> Some camera shots were weird and out of place in relation to
the topic of the conversation ? zooming in and out and then back
in again when two characters were engaged in a casual
conversation.
--- End Quote ---
Like what cinematics?
#Post#: 7915--------------------------------------------------
Re: Loonitic17
DIR By: Loonitic17
Date: March 24, 2012, 7:02 am
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--- Quote ---
> There was one animation that Fradz did in cinematics that kept
me laughing ? when he trusts his hips. Biggest LOL ? ruins the
atmosphere
--- End Quote ---
Sorry, typo - I meant to say thrusts. When he thrusts his hips
forwards and backwards.
I was reading your reply and you stated that you wanted the
players to see Fradz as the jester, so I think you can disregard
this. I have to say I can't judge the atmosphere created until
the whole campaign is completed.
--- Quote ---
> Some camera shots were weird and out of place in relation to
the topic of the conversation ? zooming in and out and then back
in again when two characters were engaged in a casual
conversation.
--- End Quote ---
There was a scene in Chapter 5 where John asks them to hunt the
invisible monster. I found the cinematic kind of awkward to
watch. But it's my opinion and I think I was being a camera
nazi.
#Post#: 7920--------------------------------------------------
Re: Loonitic17
DIR By: Shinokyofu
Date: March 24, 2012, 4:50 pm
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Uh, what did you mean by spawn? There isn't creep spawn, they
are there since the beginning of the gameplay(a realistic think
in my opinion thought, monsters aren't infinite) :P
--- Quote from: Loonitic17 link ---
>
> The campaign is only repetitive after giving up and even then
I think it becomes quite boring with lots of gold. The challenge
isn?t as hard as I expected during Hard+ with the 3 having the
best items available.
>
--- End Quote ---
I wouldn't say boring, but yeah it makes the gameplay much
easier and the Hard+ difficults not that hard. And of course the
campaign it's repetitive after giving up, but i wouldn't say
that much on the FIRST give up, since there are somethings that
you haven't done on your post play.
#Post#: 7925--------------------------------------------------
Re: Loonitic17
DIR By: LucasMapurunga
Date: March 24, 2012, 10:49 pm
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--- Quote from: Loonitic17 link ---
>
> The campaign is only repetitive after giving up and even then
I think it becomes quite boring with lots of gold. The challenge
isn?t as hard as I expected during Hard+ with the 3 having the
best items available.
>
--- End Quote ---
I suggested once for Aero to make Hardcore without the '-give
up' option. Hope to see it someday ;D
#Post#: 7962--------------------------------------------------
Re: Loonitic17
DIR By: Aeroblyctos
Date: March 26, 2012, 3:13 am
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Excellent, so you actually replied. Now we go further. Let's
see...
--- Quote from: Loonitic17 link ---
> Sorry, typo - I meant to say thrusts. When he thrusts his hips
forwards and backwards.
--- End Quote ---
And hands too? If we're talking about the same animation it only
happens in few cinematics on purpose. There are many animations
like when Fradz spins his sword, that kind of animations comes
automatically.
--- Quote from: Loonitic17 link ---
> There was a scene in Chapter 5 where John asks them to hunt
the invisible monster. I found the cinematic kind of awkward to
watch. But it's my opinion and I think I was being a camera
nazi.
--- End Quote ---
I'll check out this cinematic. Usually when I play games I like
to see how other games have done their games. I'm usually like
"hah" those games cameras suck! And of course I like to boast
how lively my cameras are. Heh, I guess mine aren't that great
after all. Maybe I just overuse the cameras or use wrong angles.
I've never been any schools how to actually use the cameras so
everything just comes from my own head.
---------------------------------------------------------------------------------------------------------------------------------
Remember guys anyone can join this disussion. We're here to make
the campaign better, let's do it together!
Grinding
I've made the campaign in a way that farming gold or honor
points isn't possible inside a chapter. Instead I've created
this give up function and when you complete the campaign you'll
have your resources for the next game. I like this way because I
feel like it's better way to make this campaign more repetive. I
mean, instead of grinding in a forest enemies hours and hours
you can play chapters again and again finding more secrets. Also
things like Synthesis Items and Interludes will bring more
enjoyability.
Difficulties
Difficulties are the greatest weakness at the moment I think. It
wasn't before, but now that so many new items and abilities are
created they started to "rival" each other making a circle of
becoming more and more powerful. Now they are so powerful that
bosses are nothing but a joke anymore.
My plan to fix this situation is that I'll give more health and
attack damage to all enemies on higher difficulties. Also
another solution is this.
HTML http://www.tcocampaign.com/index.php?topic=1091.msg7930#msg7930
Vitality
The vitality system is updated in the next version and it is
better. However there are still some problems the current system
has: for example the food... The beginning food is just better
than the late game food. I don't know how to solve this and I
need help with this case. How to make this system more balanced.
Professions
About your Treasure Hunter idea I don't know. I really don't
know. I must hear more opinions first before I make my
descission about it.
What I've seen from Killa's gameplay Alchemist is very useful
profession if correctly used. Many people just don't use it at
all.
Potions
I've heard some opposite things about potions: some people say
that potions are like old technology how games used to work, but
shouldn't anymore. You, however, say that potions should have a
bigger role in the gameplay. Sometimes it's hard to please
everyone, but I'll try my best.
Your idea is very interesting, by making potions percentage.
That way the potions would be always useful. I also must hear
more opinions about this case.
I also agree that for example Elixir is "holy grail", I don't
use it either! Why did I made it!? I don't know! Oh noe!
#Post#: 8365--------------------------------------------------
Re: Loonitic17
DIR By: Loonitic17
Date: April 11, 2012, 2:36 am
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--- Quote ---
> I'll check out this cinematic. Usually when I play games I
like to see how other games have done their games. I'm usually
like "hah" those games cameras suck! And of course I like to
boast how lively my cameras are. Heh, I guess mine aren't that
great after all. Maybe I just overuse the cameras or use wrong
angles. I've never been any schools how to actually use the
cameras so everything just comes from my own head.
--- End Quote ---
Overall, cinematics are fine. If I was forced to comment on
every single detail such as cinematics, then I would simply
state what I had noticed. What I mentioned is neither good nor
bad or even an issue. :)
I'm quite pleased that throughout the campaign you took the time
to create them.
--- Quote ---
> Grinding
>
> I've made the campaign in a way that farming gold or honor
points isn't possible inside a chapter. Instead I've created
this give up function and when you complete the campaign you'll
have your resources for the next game. I like this way because I
feel like it's better way to make this campaign more repetitive.
I mean, instead of grinding in a forest enemies hours and hours
you can play chapters again and again finding more secrets. Also
things like Synthesis Items and Interludes will bring more
enjoyability.
--- End Quote ---
Fair enough. I suggested some form of farming and I hope you
didn't misinterpret it to the extreme where the "experience
given is lowered so grinding is required". In case I wasn't
clear, the reason I was hoping a possibility of farming was
because:
1. Earning experience was a bit too easy
2. By having farming and my suggestion of improved potions,
vitality... players would use potions more often and 'maybe'
strategically eat food (instead of waiting for vitality to drop
to 5 and then spamming the "eat food" button. NB: This
suggestion would probably apply if changes were done to potions
and food system.
3. This is more of a personal touch, but it would apply to the
RPG feel?
There could be a compromise where the creeps are harder and
tougher to kill (even on easy) but also provide slightly
increased experience (hypothetically on the next version) so
that grinding isn't required? Because if not farming, then I
find the creeps too easy to kill ? or no real effort required to
defeat them. Either way I'm still here to promote my suggestion
of potions/food change, and farming OR making the creeps harder
would work towards that.
Anyway, it's entirely theoretical and who's to say my ideas
would work for the better.
--- Quote ---
> Difficulties
>
> Difficulties are the greatest weakness at the moment I think.
It wasn't before, but now that so many new items and abilities
are created they started to "rival" each other making a circle
of becoming more and more powerful. Now they are so powerful
that bosses are nothing but a joke anymore.
>
> My plan to fix this situation is that I'll give more health
and attack damage to all enemies on higher difficulties. Also
another solution is this.
>
--- End Quote ---
I might need to be clarified on the "Zozi" - but to my
understanding, is it a concept that:
a. limits a character from acquiring high leveled items too
early?
b. limits a character from acquiring too many high levelled
items to be too powerful?
c. both?
I agree the difficulties are flawed where; the Harder the game
is supposed to be, the easier it becomes because of the extra
gold. You mentioned that you like the extra resources because it
makes the game repetitive. I understand what you mean but only
if the repetitiveness leads to something new in the game. For
instance, I started the game on NORMAL and gave up at chapter 7
after completing 1 optional quest when I realised I had missed
nearly half of the rare/expected items. The game was challenging
at that time and I enjoyed it. (Forgot to mention, this was
version 1.6f) I re-started the campaign again on NORMAL with the
extra gold and actually finished everything on chapter 7 with
the items that I didn't get previously. Repetitiveness wasn't an
issue then.
BUT the experience playing on HARD was lessened because it was
the same as the 2nd play through but everything took slightly
longer to kill. My issue on "repetitiveness" is this: what has
higher difficulties got to offer?
You mentioned discovering secrets etc, I actually found most of
the dark merchants/dig spots/flowers etc in the 1st play through
and eventually all of them in the 2nd play through. And on the
3rd play through (hard) - I stopped playing at chapter 5 (a few
months ago) because I was bored.
I'm hope I'm not be disheartening because that isn't my
intention. :)
On HARD+, players are experienced with The Chosen Ones AND want
a challenge. The issue is that it?s NOT a challenge because of
extra gold.
SO - have the mindset of making these difficulties as IMPOSSIBLE
and BUFF EVERYTHING.
Assume that the characters have the best items to offer (at the
relevant chapter) and test it out. If the play through is
exactly the same as the previous play through then the
difficulty is not hard enough.
One example of a game I could think of is Chrono Trigger. Please
tell me you've played it as it is one of the classics! It had a
New Game+. The issue was that the 2nd play through became too
easy because you would start the game again because of the
continued characters (high level, extra money etc) HOWEVER there
was a reason for the New Game+ and that was to unlock possible
endings. Repetition was permitted in that game.
Anyway I feel as if I'm starting to go off track, so to
summarise:
1. Difficulties: the game should become harder exponentially.
Notable differences between EASY and NORMAL, but from there,
dramatically BUFF everything up. Something like 1,2,5,10,25.
Numbers don?t mean a thing, just notice the increasing
difference.
2. Repetition: Offer players something that can't be found from
the previous difficulty but shouldn't affect the gameplay that
much. E.G. new starting items, extra cinematics, side quests -
they could be trivial such as: Fradz wants to go fishing.... and
then after completion of this side quest there could be a
cinematic... something like that. Please don't assume the
extreme! I'm not referring to "Sword of IMBA can only be gotten
on HARD+" or "HARD+ starts with IMBA item", just small additions
to playing the game again and on higher difficulties.
--- Quote ---
> Vitality
>
> The vitality system is updated in the next version and it is
better. However there are still some problems the current system
has: for example the food... The beginning food is just better
than the late game food. I don't know how to solve this and I
need help with this case. How to make this system more balanced.
--- End Quote ---
For the food part, how about allowing players to purchase low
tier food throughout the campaign? The higher tier can only
found from killing creeps etc. Finally, please remove those
non-consumable items that restore vitality!
--- Quote ---
> Professions
>
> About your Treasure Hunter idea I don't know. I really don't
know. I must hear more opinions first before I make my decision
about it.
>
> What I've seen from Killa's gameplay Alchemist is very useful
profession if correctly used. Many people just don't use it at
all.
--- End Quote ---
The differences among the professions is that ?Treasure Hunter?
is fixed in a sense that all you need to know is the digging
locations (FAQ). Because it relies on strength for the 100%
success rate (either you have the digging level and strength OR
you don?t), any smart player would obviously get Phodom to do
all the dirty work.
Stealing is chance based and quite difficult in early chapters.
Players already have the knowledge of who to steal from and it?s
a matter of time before they get the prize. Again, any smart
player would obviously get Fradz to steal.
Now, I don?t know what you mean by using Alchemy correctly,
because I use it ? buff certain stats up for digging/stealing as
well as saving it up for levelling Galeoth up at later chapters.
So I use correctly and incorrectly :P. Anyway, the issue isn?t
the usage because it?s entirely upto the player.
To summarise my points:
Treasure Hunter feels more like a side quest of ?find all the
locations? rather than a profession like alchemy and stealing.
If stealing applied to normal creeps (the prize would probably
be gold) then it would strengthen the ?stealing profession?.
Alchemy really needs no changes in how it?s made to be BUT I
want to use it more. Like I suggested in the questionnaire, if I
could find more flowers, it would give me a better range of
choices. Now remember, I?m not suggesting the extreme of
?generating infinite flowers in a chapter?. I?m not suggesting
an imbalance to the game. It?s just a possible idea that could
interest players into using alchemy more often. Quantity would
have to override quality so you?d have to reduce the stat gain
from the concoctions.
--- Quote ---
> Potions
>
> I've heard some opposite things about potions: some people say
that potions are like old technology how games used to work, but
shouldn't anymore. You, however, say that potions should have a
bigger role in the gameplay. Sometimes it's hard to please
everyone, but I'll try my best.
>
> Your idea is very interesting, by making potions percentage.
That way the potions would be always useful. I also must hear
more opinions about this case.
>
> I also agree that for example Elixir is "holy grail", I don't
use it either! Why did I made it!? I don't know! Oh noe!
--- End Quote ---
That's some good allegory. If that's the case and you're leaning
towards it, then by all means remove potions. Because it's a
waste of item storage (later chapters) and the only reason I
keep it in the storage is "just in case" I lose all my mana in
one go OR all my health to 1. Ironically, I should be keeping
Elixirs for that case.
I empathise with you on how hard it is to please everyone. And
I'm sure you'll agree that you simply and realistically can't!
:( But go with what you think is best for the campaign. I feel
that you've already compensated the lack of potion usage with
life steal, damage resisting passives, Meditate, healing active
abilities. I believe one item need to be balanced (3% life steal
per hit! -33 attacks with Fradz and his attack speed
(buffs/items and his AGILITY gain!) but that's a whole different
issue.
Because The Chosen Ones is not a completed campaign there's
always room for improvement, changes, etc and you learn new
things with each chapter you're creating. I wouldn't worry too
much about potions yet. They are "old technology" and still have
their uses. It is a life saver in the solo levels except for
Galeoth?s chapter 3 because he is a beast :)
Best of luck.
#Post#: 8753--------------------------------------------------
Re: Loonitic17
DIR By: Aeroblyctos
Date: April 27, 2012, 6:37 am
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Difficulties
- I'll give little less experience from killing enemies.
- I'll give little less experience from completing quests.
- I'll change Vitality system to Morale system.
- Enemies should be now harder with the new version.
Difficulties
c = both.
So you won't get many superb items in early chapters, but you
may choose just one or two.
Repetitive
By creating the interludes makes the campaign more repetitive.
You gain Game Points by doing almost everything and with these
game points you can see interludes if you have enough. However,
I could do something more, something inside the chapters. Like
you said, some extra cinematics. I could also put new stages to
the boss and all that shit.
New ideas are welcome.
Professions
- Is it necessary to change treasure hunter? And how would you
change it? To what direction?
- About alchemsit, more flowers but less powerful potions?
Potions
- I'll do a bigger change to potion section, that's sure.
- Maybe remove the potions once and for all?
#Post#: 8796--------------------------------------------------
Re: Loonitic17
DIR By: AdmOrian
Date: April 30, 2012, 12:16 pm
---------------------------------------------------------
Few things I would like to say.
1st. Although having loads of gold from Give Ups makes things
easy, that's no surprise it's intended to have that effect.
2nd. For the normal player the fights are correctly balanced,
and even with all the items in later chapters some of the fights
are challenging due to mechanics.
3rd. I think the current monster grinding is implemented
perfectly. It gives you close control over gold flow/xp while
making traveling in the zone efficient when you are at the stage
of just buying and finishing snth items you will need to combat
the difficult bosses. Also the RP makes sense, I like the feel
of "cleaning up" an area. Please don't incorporate respawns.
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