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Messages - GnPTurtle

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1
Ideas / Re: The new class: Machinery
« on: June 26, 2012, 02:22:58 AM »
At first I agreed that Robots had no place, but throughout the day an idea came to me: clockwork automatons. Maybe a steampunk dungeon branch? A automated Dwarven mine?


Just some random thoughts...

2
Dweller Discussion / Re: Difficulty adjustments.
« on: June 25, 2012, 01:20:57 PM »
I think you're probably right, but the thought of a high-level troll makes me cringe

3
Bugs and Feedback / Re: Bugged Slow on weapons.
« on: June 22, 2012, 02:54:06 AM »
I'm glad somebody else noticed this. I wasn't sure if it was just me


(http://forum.dwellergame.com/index.php?topic=80.msg560#msg560)

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Dweller Discussion / Re: No new version for a little while longer
« on: June 22, 2012, 02:50:39 AM »
Take your time and have fun!

5
Ideas / Re: Frost Arrows
« on: June 17, 2012, 06:16:30 AM »
I think it sounds neat.

Exploding arrows might be fun too.

6
Bugs and Feedback / Re: 1.19.0 Feedback
« on: June 07, 2012, 11:27:02 PM »
Ok, I've had a few playthroughs and here are some of my thoughts:

I agree that the Ranger's pet needs some adjusting. It stands there while I pepper arrows or blocks my shot. Might be fun to try a Hand-to-hand Ranger since Puppy seems to respond if I'm stabbing something.

I too like the old walls. It gave a nice, dark feeling.

I'm enjoying the new monsters. For some reason I keep humming the Mario theme when I'm beating on plants in the Labyrinth...

I like the reduction in stun. If anything, it could be reduced a little more. I have noticed that the Slow effect seems to do the same thing as Stun though. When I picked up a Bow of Slowing, I'd hit a baddie and that's the last they'd get to act again. I had a thought that maybe it would work best if they were just effects of Arrows. Well, for Rangers anyway. A Warrior still might need it...

7
Dweller Discussion / Re: Where to now...
« on: May 20, 2012, 03:46:45 PM »
Go back up to Dungeon 3. There are 2 sets of stairs going down there, one further down the dungeon and another down to Labyrinth side-branch.

8
Bugs and Feedback / Re: Kills with poison over time don't give exp.
« on: May 15, 2012, 04:30:55 AM »
Good. I thought I was missing something there  ;)

9
Bugs and Feedback / Level up when starting game
« on: May 11, 2012, 06:08:37 PM »

It seems like lately when I turn on the game and resume, the first thing that pops up is a level up screen. I'm pretty sure that before I quit before that I wasn't that close to leveling and I certainly haven't had a chance to do anything anyway if I was. I haven't checked to see if it's a real level-up or if it's just redoing a previous level ("Congrats! you're level 12! again!) I'll try to jot down my stats before i quit so I can check that out.

I'm using v.1.18.0 though it's been doing this for a bit...

10
Bugs and Feedback / Re: 1.18.0 Bugs and issues.
« on: May 07, 2012, 08:49:10 PM »
Put me down for noticing (or not) the summoning traps issue. I can't think of one my toon has noticed yet. They pop up, I just never find them beforehand.

11
Ideas / Re: Spells
« on: April 24, 2012, 04:40:58 AM »
I want more spells and more variety!
Yes, well as a devoted ranger, don't forget their variety too.  ;)

12
Bugs and Feedback / Re: Potion of Might UI Bug
« on: April 03, 2012, 08:09:53 PM »
Saw the same thing while trying to eat a mushroom (in the game, that is).
Off topic, but HA!  ;D
That set off a 5 minute goof of seeing menus when eating the wrong mushrooms IRL.

13
Dweller Discussion / Re: Wizard class feedback
« on: April 02, 2012, 05:42:36 PM »
I'm again considering to add an energy system to Dweller:

For Wizards this would mean mana that is used when casting and replenished when resting/standing still.

For warriors it would be a rage meter that starts at zero and increases when damage is dealt. Damage dealt increase with the amount of rage.

For hunters it could be some kind of focus that increase ranged damage and accuracy and is decreased when taking damage and when using ranged attacks.
The game Legends of Yore uses the same system. It works more or less. You pretty Wizards and Hunters start each battle with full meters, but they drain some you can't keep up a long battle. But really, how long is any battle with a Wizard? I took the King down in 3 turns once and trolls didn't last much longer.


My personal input would be to buff the monsters magic-resist or shorten ranges on spells.

14
Ideas / Re: Perks
« on: March 31, 2012, 03:38:44 PM »

Everything looks great. But I would like some high level perk for Archers that let them use daggers. I always want to go melee with my Archers because of all that speed. But never can do it properly.

In the way to make the Archer more roguelike, you can add a perk that allow him to poison monster easily, with a higher succes rate than the other clases. By using poisoned arrows or by using poisoned  daggers, is they learn how to use them.
What do you mean? Rangers start with a dagger equipped. They can use other daggers and the venom blade. Meleeing with them is the same as the Warrior, just pushing against the monster.


Personally, even when it does proc, I've never seen much additional damage from poison, so I'm not sure how much I'd use that perk.

15
Ideas / Re: UI changes
« on: March 08, 2012, 10:29:15 PM »
I'm unsure about getting rid of the menu/etc buttons.  On my phone, I don't see a problem. But I've copied over the game to my Kindle Fire, which doesn't have a dedicated menu/back/etc button. Not sure about other tablets...


I like the new layout. I prefer seeing the numerical values for HP and XP. I personally think that the HP bar above the player's head might be overkill if you've still have it on the character button.

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