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Messages - goku94

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31
No. Well, it would be okay to have a couple of bonus ability points, but brewing all these subpotions seems boring. I only do it for a quest in chapter 7.

32
News / Re: Version 1.9
« on: March 16, 2013, 01:51:57 pm »
Pass. I played it so many times, that I remember everything from chapters 1-7 and if I played it now, I wouldn't feel like playing it again on final version. Guess I'll just wait for that one. Hopefully in the summer.

Also, it would be lovely if you prepared some skill presentations in the prologue. So that one can see how the skill exactly works. I for example never picked many skills, becouse I'm just too afraid that they wouldn't be good enough. And I would have to work my way through all three chapters at the beginning to see them all.

Well, I am definetly not going to complain about the final version. I swear.

33
Simple Questions / Re: Trinket Of Kindness
« on: February 13, 2013, 03:51:20 pm »
Dig-site north of starting spot, right by the mountain, on the edge of the map. In the forrest where green trolls live.

34
/ Re: The Help Masterthread
« on: January 29, 2013, 05:06:48 pm »
I can't beat the Crystal Golem Puzzle in Chapter 8. I lured them into two places, so that Galeoth and Phodom fight two of them, and Fradz fights another two somewhere else. This way I stand next to their corpses all the time. Yet they still resurrect all the time.

Also, since the biginning of this chapter, this quest was marked in my log as complete. And I didn't even have it. Then I picked it up properly and I have it in the log two times.

35
Idea Factory / Re: Final Items ideas
« on: January 17, 2013, 05:38:09 am »
Basicaly, nobody knows, what Aero wants. Your ideas are already really powerful, so I wouldn't go any further. Zeemnan's Shiled you describe is a lot stronger then Life Stone or Tera Ring - and to get those items you need a Zozi, so you can have them really late in the game. This shield looks so strong, that I would put it in a Chapter 10 Lucky Box with at leats 30 luck necessery to get it.

The loop idea looks interesting though. It would be a nice accent in the campaign.

36
Questionnaire / Re: liauyuancheng
« on: January 13, 2013, 10:11:57 am »
Element system might be a quite good thing, but the chain of elements would have to, well, make more sense. Cast Ice on Fire, and the Ice just melts. Blow wind in fire and the fire expands. Cover it with earth and it evaporates. It would have to be more like a web. Fire kills darkness, lightning kills darkness for some time, but darkness doesn't kill anything - so it would be the weakest one. Besides, if the system would be complex, there would have to be virtually everything included - poison, water, etc. If the system would be simple, and there would only be fire, water, wind and earth - it would make no sense.

The elements were used by philosophers 2700 years ago as a method to describe how the matter is built. Those concepts were on a child level by today's standards, so they are very faulty, inefective and nonpractical. The system would have to be based on something else, not just classical elements.

The Race system also sounds interesting, but there are so many races in this game: take wusses (or something), momos, boars, ice beasts, strange plant-like predators, normal animals, demons, dragons, humen, murloc, kazas. This is also way to complicated.

37
Idea Factory / A couple of ideas
« on: January 12, 2013, 08:11:09 pm »
I have a couple of ideas. First one:

ONE. Well, since you told me that you think of removing Element Masteries, I thought that I would just start using Elementals, if no new abilities emegre. But then I thought, that I would have to control them and all, and they would quickly die in boss fights, and then I would have to pick them up after every mob I encounter, and that there is a bug that makes the attack icon appear in a basic menu when you control both a character and elemental - so my idea is to make the Elementals follow their makers at every time. You know, make it intelligent, for example that they attack enemies the character is attacking, but follow, when he starts moving around (when running away from boss specials). And it would be awesome, if one could change their thinking mods - like "attack everything until one of you dies" or "attack only, if I attack". You would set them before battle and they would stay that way until you change them - even if the Elemental dies and you make a new one. Same for Soul Burn demons and Fradz illusions. Down to number two:

TWO. I feel very tired of running around the map there and back to the Synthesis Shop with every new item to check, if I need it for later, or if I can just sell it now. I also feel tired of swiching windows and checking that in the Item List. Well, now, as there is such a list, everyone has a way to check if they need an item or not. So why not include this in the item description? Like for Stogo Helmet: "Synthesis - none" or for Fire Cloak: "Synthesis - Magma Cloak" or for Zozi: "Synthesis - all powerful items". That would be awesome, it would make the gameplay much more efficient. After all, looking at the Synthesis Shop descriptions takes a lot of time, and you might miss something and sell a useful item. First time I played, I held the Stogo Helmet until like chapter 5 - "Maybe I'll need it later".

Well, that's it. If you were expecting more - two is exactly a couple. I'll update, if I remember any other - I had plenty of them just yesterday. I just haven't played for some time.

38
Okay, these *could* be useful, but it always takes more time when you are planning such strategies: "Okay, first, I cast this, then this, and then quickly this! Oh, man, I was stunned and the time run out!" You can basically make the same results not using those things and just focusing on **** dpsing. However, it would be more useful and fun if the damage was bigger. If I remember well, one skill in Dragon Age 2 had like +500% bonus damage in cross-class combo - I always used it there, becouse it was better to wait for both skills to get ready, than to cast them in a more random way.

You could also remodel and change this system into something more interesting. The effects could give other bonuses except for damage. Armor bypass, magic penetration or longer stun. If a two-skill combo had a possibility to produce a 10 sec. freeze or stun - I would go for it. You could also make three skill combos - first gives A, second gives B, and third, if A and B are still on, gives massive effect - really long stun, like *too long*, or 75% AoE damage (for single target skill) - you know, a shard misteriously explodes. You could also combine these combos with elementals and maybe even espers. And, let's go for it, spells. It would be lovely!

Or imagine a 5-step combo! Or a 6-step combo! You are spending an entire epic boss fight trying to do the right combo and not get killed while doing it - and if you succed, well, you almost win! Wow, that would be totally superplasmatic!

Or a combo that works only with certain items in you eq! Well, that actually sucks. But read the previous paragraph!

39
/ Re: The Help Masterthread
« on: January 12, 2013, 07:08:17 pm »
It's a bug from earlier versions. In 1.7 there was Vitality in the place of "food" frame and it decreased over time - you had to eat to regain it, or you would start loosing hp. Now there is no Vitality, but the Deathless had the ability to destroy it. My advise is to not fight them, as it doesn't give you anything really special - I think.

40
Idea Factory / Re: Updated Combat Kings - What do you think?
« on: January 09, 2013, 08:59:15 am »
Aero, the bug goes like this. I play Chapter 3. I cheat and buy all Combat Kings for Galeoth. Then, I play happily, withe a big smile through the whole chapter and then there comes final boss. She has many minions, like, tons of minions. In such conditions my Galeoth retaliates and parries every second. And these actions make casting spell-abilities more difficult, becouse: when I click the ability, the coursor changes, so I can choose my target. If in that time Galeoth parries or retaliates, the coursor changes back, and so I can't cast almost anything. I'm not sure, if it's retaliation or parry, but when I didn't buy any of them, the problem seemed to stop (I think). Maybe it's some other bug, not related to CK. But this explanation does make sense. Why not see for yourself? Anybody else experianced that?

41
Idea Factory / Re: Updated Combat Kings - What do you think?
« on: January 09, 2013, 04:28:36 am »
Last I checked, it had 60 sec cooldown on level 5...

42
/ Re: The Help Masterthread
« on: January 08, 2013, 03:26:08 pm »
It must have been in an earlier version. There is a full TCO Item List for an almost current version and it doesn't say of a Lucky Clover in Chapter 5. Check it out. It's ridiculously long, so try using ctrp+f searching.
http://www.tcocampaign.com/index.php?topic=103.0

43
Idea Factory / Re: Updated Combat Kings - What do you think?
« on: January 08, 2013, 10:17:12 am »
When I last played, there was a problem with Retaliation or Parry. When I clicked on a skill of my character, and before i clicked on the target, if my character parried/counterattacked, the cursor returned to normal and I had to click the ability again. This makes bosses with many minions really anonoying. Will that be fixed with this update?

These Combat Kings are good. There is no buggy Berserk. Well, actually, they never seemed very helpful to me, except for Ressurection, which you nerfed. Well, I guess waiting for a little longer isn't a problem. But Now i think it wouldn't pay off when buying it above level one. Oh, and you made a mistak. 360 - (1x30) = 330.

The Magic Aura seems pretty strong, don't you think? Take Galeoth with 2500 Magic Damage. That gives 6250 damage every five seconds. Isn't that much?

44
Well, you're right. Maybe Epic bosses in later chapters are unbeatable on ****. This way, the bonus could help in defeating them. One bonus quest per chapter would be perfectly awesome, as long as it would contain bonus story and would be a little more complicated then usual. You know, for example you would have to search for special items all over the chapter and then solve a puzzle using them. And the special rewards would help with epic bosses - perfect! I know it would take a lot of time for you to create, but, you know, you've been working on this project for years, you know you love it.

Now, I'm quiting gaming until june, so bye. I hope the basic campaign will be finisjed by then. Good luck.

45
Idea Factory / My thoughts on numerous playthrougs and end-game bonuses
« on: January 06, 2013, 02:27:57 pm »
Hi everybody. Hi, doctor Nick.
I was thinking about the idea of giving up and starting over the whole campaign. Well, not many games have something like that, so I value it a lot. I have never finished the currently existing chapters on ****, but I imagine, that after doing so, the second playthrough must get really boring. You know, you already defeated every stinking epic boss, hords of creeps and all that on the highest difficulty level. And you also get a "huge bonus" for when you start over, so it doesn't get any more interesting. It gets easier. There was even talk of eliminating professions, so that you don't have to think about such stuff. But this is a valuable part of the game, very uniqe in games generally. So, after you beat the game on ****, you can put it away for good and maybe wait for some bugfixes or, I don't know, anything. But I have an idea, that could make the game more interesting for those, who beat it on the highest level, or maybe even on extreme. I know it may be difficult to make, or even impossible, but that's the only reasonable bonus for finishing ****.

In every chapter, there could be a bonus area available, for those, who managed to do it. You could enter it via a bonus quest, and through a special portal, magical runes drawn on the ground, with help of a wizard, or simply enter a mine or a cave. This area should be extremaly difficult. You would enter it only after finishing all other non-main quests, with a maximum level and all most powerful items currently available. It should be so difficult, that even with those things you would have problems with survivng. There, as you wouldn't level up anymore, you would find more powerful items, item sets, synthesis items, bonus luck and honor and upgrades for spells, skills and espers - things, that would not change your chosen skills, only expand them with special effects. One or two quests, some bonus story and hard, long minigames would also be included. And most of all, a new, special boss, let's say a Legendary Boss. Those Legendary Bosses would be the most difficult enemies in the game and would drop even more powerful stuff. With this stuff, next chapters would be easier, so that you could focus on the new content - and the old content, except for main plot, would be skipable. These areas would only be playable on **** and extreme.

This way, the second **** playthrough would be a lot more crazy and interesting. I know it sounds crazy, and you probably think "this guy doesn't know, what he's talking about, we don't have time for this". Yeah, I already realised that. It's just an idea. After all, this campaign already beats every other game into a pulp. You said you would welcome every idea.

Well, thank you for attention.
goku94

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