Author Topic: Loonitic17  (Read 1056 times)

Loonitic17

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Loonitic17
« on: March 06, 2012, 04:19:56 am »
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.
« Last Edit: March 07, 2012, 04:36:51 am by Chimto »

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Aeroblyctos

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Re: Loonitic17
« Reply #1 on: March 14, 2012, 07:16:14 am »
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

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.

You'll eventually fight against them in their real forms.


Quote
Favorite character would have to be Phodom. His story is plausible and relatable.

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.

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.

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.

Like what cinematics?
« Last Edit: March 14, 2012, 07:19:22 am by Aeroblyctos »

Loonitic17

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Re: Loonitic17
« Reply #2 on: March 24, 2012, 07:02:21 am »
Quote
There was one animation that Fradz did in cinematics that kept me laughing ? when he trusts his hips. Biggest LOL ? ruins the atmosphere

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.

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.

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Re: Loonitic17
« Reply #3 on: March 24, 2012, 04:50:09 pm »
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

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.
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.
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LucasMapurunga

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Re: Loonitic17
« Reply #4 on: March 24, 2012, 10:49:04 pm »
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.

I suggested once for Aero to make **** without the '-give up' option.  Hope to see it someday  ;D
I usually don't hang in chat, so if you want, for some weird reason, communicate with me, send me a pm :)

My favorite character is
Phodom, Fradz is insane. And... Galeoth

Aeroblyctos

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Re: Loonitic17
« Reply #5 on: March 26, 2012, 03:13:56 am »
Excellent, so you actually replied. Now we go further. Let's see...

Sorry, typo - I meant to say thrusts. When he thrusts his hips forwards and backwards.

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.

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.

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.


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!
« Last Edit: March 26, 2012, 04:25:10 am by Aeroblyctos »

Loonitic17

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Re: Loonitic17
« Reply #6 on: April 11, 2012, 02:36:50 am »
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.

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.

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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.

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.

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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.

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.

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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.

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!

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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.


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.

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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!

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.

Aeroblyctos

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Re: Loonitic17
« Reply #7 on: April 27, 2012, 06:37:07 am »
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 ****.

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?
« Last Edit: April 27, 2012, 06:39:07 am by Aeroblyctos »

AdmOrian

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Re: Loonitic17
« Reply #8 on: April 30, 2012, 12:16:15 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.