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Post by Variaz on Oct 30, 2010 21:46:49 GMT -5
Suggestions and comments on the game.
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Post by Gando on Nov 1, 2010 0:19:02 GMT -5
A very minor thing but could we have the display experience needed to level option back? It is much more useful information than seeing the total experience obtained instead on the main page.
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Post by Gando on Nov 1, 2010 1:43:58 GMT -5
I've a question about the Ki Restoration ability. Is it a sometimes doesn't do anything ability? Because twice now Ive noticed that using the ability gets back no points and even moving did not change this.
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Post by Variaz on Nov 1, 2010 1:48:39 GMT -5
I've a question about the Ki Restoration ability. Is it a sometimes doesn't do anything ability? Because twice now Ive noticed that using the ability gets back no points and even moving did not change this. It's not supposed to be. However, keep in mind that there is a 5 turns cooldown on it.
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Post by Gando on Nov 1, 2010 1:52:12 GMT -5
Yes so it fires...does nothing and you wait 5 turns...ouch is all I can say. Hope I never hit that while amidst a melee where I can't get away.
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Post by Gando on Nov 6, 2010 18:15:40 GMT -5
Well at least the nerf to item values means I don't even feel compelled to pick up reds since they are worth less even than magenta items for the most part. Thank goodness because I don't even want to see how bad/nasty the red monsters are in this version.
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Post by Variaz on Nov 6, 2010 18:40:22 GMT -5
they are worth less even than magenta items for the most part. I must admit I'm a little disappointed with the reds so far, I will give them a buff.
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Post by challtdow on Nov 6, 2010 18:50:48 GMT -5
I've found that reds are usually worth double what an average purple item of the same depth is worth.
Chall T. Dow
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Post by Variaz on Nov 6, 2010 18:52:01 GMT -5
I've found that reds are usually worth double what an average purple item of the same depth is worth. Chall T. Dow That's mostly because they are eternal, which raises their price. In terms of actual bonus, however, they should be a little better than they are right now.
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khan
Veteran
Posts: 81
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Post by khan on Nov 9, 2010 3:32:54 GMT -5
A few suggestions:
1) Lockpicking: I find it very frustrating to see all those chests about I can't open, but I'm never (when the rogue is re released) going to put many AP into lockpicking just to get a few extra items. What about making lockpicking a skill? I tried this on a very simple level by adding this in as a skill and then putting p_ptr.abilities[(CLASS_ROGUE * 10) + 5] = p_ptr.skill_base[x] (can't remember the number at the moment) into passive.lua. A little inelegant, but it worked fairly well and didn't seem to unbalance the game at all. Probably, want to tidy up the mechanics though.
2) Viper Crossbow: One of my favorite characters to play is a Kobold wielding two of these crossbows. However, I'm not very keen on the activation and I wondered whether it would be more in keeping with other items to have a Poison/Physical type change? (In the alpha version I've made them available in the rare items shop as I can't do the viper quests)
3) One handed mining weapon: A very small personal request, I would love to play a Dwarven Defender focusing on mining (when the defender is re released), but I would like to use a one handed mining weapon + shield so could we have a one handed mining weapon please?
PS New version seems much better balanced than before and I am enjoying it immensely. Any chance of keeping a Vanilla option in the full release as I find it quite enjoyable for a quick play.
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khan
Veteran
Posts: 81
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Post by khan on Nov 9, 2010 8:17:11 GMT -5
Oh and one thing I forgot:
4) A building in a town that will combine ingredients to make items for you that you can't get another way. I think you should have to pay for these items and they shouldn't have any bonuses on them just make them normal (not crafted items) but use the crafting recipes to determine what could be made. May need to be careful that it can't be abused, but you already have something similar with dragon armours, just make it more general.
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Post by Variaz on Nov 9, 2010 9:40:52 GMT -5
I still believe that the Rogue class should have some sort of bonus, and something unique to their class. You can already open wooden, iron and steel chests without Lockpicking, just need int/dex. For the magic and cursed chests, I'm not sure, perhaps they could be made more available to other classes, I guess a skill would be one way to do it(but perhaps some special keys could be bought at the rare items shop). However, Ancient and Strange chests(I think that was their name for the Special chests) should be Rogue-exclusive.
Makes sense enough. Though the activation was a fun little poison-element shot, but it is easily outclassed by Marksman and Monsters abilities.
Since even polearms have one-handed weapons, I guess there would be nothing wrong with adding some for Mining.
I too thought about this. Although the boss for the Vanilla mode would be different and wouldn't be one of the main quest bosses to avoid spoilers. Vanilla mode would have it's own boss, perhaps even a randomly generated one.
The challenge would be to implement the rest of the content, such as the Flow, and also avoid spoilers. Also, I do think that the quests and the game's world is part of what makes Portralis interesting.
Perhaps an alternative to Vanilla mode would be to simply place a very deep dungeon in the game world that would go from 1 to 100, for example, and have a town with all shops type. This way, you can continue the story mode when you feel like it, or just do that dungeon if you want a quick game. It could be placed near Udor for easy early game access.
Perhaps it could also be split in multiple dungeons like the alpha, forcing you to beat a boss to access the deeper levels, and avoid scumming your way to lower depths to get easy items.
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Post by Gando on Nov 9, 2010 23:15:46 GMT -5
Make it a full on side quest that gives you one of the artifacts I designed maybe?
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Post by Variaz on Nov 9, 2010 23:20:46 GMT -5
Make it a full on side quest that gives you one of the artifacts I designed maybe? Good idea!
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khan
Veteran
Posts: 81
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Post by khan on Nov 11, 2010 2:37:27 GMT -5
Oh and one thing I forgot: 4) A building in a town that will combine ingredients to make items for you that you can't get another way. I think you should have to pay for these items and they shouldn't have any bonuses on them just make them normal (not crafted items) but use the crafting recipes to determine what could be made. May need to be careful that it can't be abused, but you already have something similar with dragon armours, just make it more general. I've had a go at implementing this and here are the files I've added/adjusted: Attachments:
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