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Messages - Watley

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1
Ideas / Re: Special Abilities for Warrior.
« on: September 15, 2012, 11:57:50 PM »
The warrior needs limited ranged attack ability to get the runners.

2
Bugs and Feedback / Re: 1.22.3 Feedback
« on: September 06, 2012, 02:36:36 AM »
On the subject of the treasure drops and missing out on items and stuff, i think it would be good if items of same type were to stack. Those bone piles get pretty annoying when they clog up the floors and prevent drops, same with gold. That way there'd be a better chance of getting the boss loot or something useful. 

3
Ideas / Re: Gold scaling.
« on: September 06, 2012, 02:28:24 AM »
I concur. It's not so much the gold drop, however, as the accumalative loot value from stuff that's mostly useless. I did a run in a previous version where i sold nothing and stashed all my loot in the forest. So much junk. I struggled for gold til about after the labyrinth. It was am interesting experiment.

4
Bugs and Feedback / Re: 1.22.2 Feedback
« on: August 30, 2012, 10:07:52 PM »
Like the sewers, and the new walls. Only one bummer tho: I was expecting a second level or a big monster. Looking forward to locked doors and keys too.

5
Bugs and Feedback / Re: 1.22.2 Feedback
« on: August 30, 2012, 01:26:49 AM »
I just got disarmed by an orc while standing over water. My venomblade fell in the water and was lost forever. Is this intentional or just a brilliantly evil sideeffect of the water tile?

6
Dweller Discussion / Re: Poison
« on: August 28, 2012, 11:26:45 PM »
I've often thought a little house for stashing loot would be a good addition, i have a tendency to horde stuff and collect. I think the idea of pushable blocks and shelves in a special space for hero would be brilliant. Probably a lotta work tho.

7
Bugs and Feedback / Re: 1.21.10 Quickslot
« on: August 22, 2012, 12:33:27 AM »
Yep. Having same problem with j2me. Also, keep needing to redefine keys, the ranged/spellbook/trinket keys used to cycle thru options, now does targets. Not really a bug however. Still lovin your work Bjorn, i can't believe how much you put into this. Legend.

8
Ideas / Re: Let's create a branch
« on: August 17, 2012, 11:25:50 PM »
Caves or sewers. All the palaver i just read about hell dimensions and driders seems a little too much. The beauty of dweller is it's simplicity. I like the idea of themed areas like black library or stables too. However, i'd like to see more forest, with more beasties like bears, wolves and a green dragon.

9
Dweller Discussion / Re: Dweller 1.21.0 Beta
« on: August 15, 2012, 08:30:09 AM »
Can't seem to get 1.21 from handster. 1.20.7 still there

10
Bugs and Feedback / Re: 1.20.7 Feedback
« on: August 10, 2012, 02:14:19 AM »
Please, don't get me wrong here. I really liked that i got wasted by a cool ooze on my first go on the new version. Truly a glory way to go down. I haven't seen another quite that tough since, tho it can be said that i've learnt to prioritise the purple buggers when i see them. Bjorn, this game just keeps getting better, mate.

11
Bugs and Feedback / Re: 1.20.7 Feedback
« on: August 09, 2012, 11:13:51 PM »
The ooze idea is good, but i did meet one on the first level which had 94 hit points. I died.

12
Dweller Discussion / Re: What should I focus on next?
« on: August 05, 2012, 11:34:15 PM »
My thoughts.
1. Quests
2. Dungeons
3. AI
more quests will add reasons to loiter in dungeon rather than just go for the win. More dungeons, same deal. Thematics is a good idea I think the AI is good, but if it could place monsters contextually it would be fun.

13
Ideas / Re: Special Abilities for Warrior.
« on: August 03, 2012, 10:34:55 PM »
Can we have warrior with dual weapon wielding? Eg: shortsword and dagger, or axe and sword combo's. Extra attack power, maybe even a parry ability.

14
Ideas / Re: The new class: Machinery
« on: August 03, 2012, 10:30:55 PM »
Something steampunkish could be fun, like a crazy tinkergnome level. Geez, it's forums like this that make me realise i've played way too much D&D, etc.

15
Ideas / Re: Map feature ideas
« on: August 03, 2012, 10:25:02 PM »
I like sewerdweller's ideas. How about this for a trap/monster/feature?
Antlion: it's a small pit, so movement stops or drastically slows while character scrambles out. Anyone in the pit will be attacked by the antlion. Maybe it will emerge, but thats an extra graphic and not entirely necessary. At least, a slow effect accompanied by damage from the beastie, and the nest remains, can't be disarmed. 

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