Author Topic: 1.22.12 Feedback  (Read 4988 times)

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Mateusz P-G

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1.22.12 Feedback
« on: November 13, 2012, 12:05:45 PM »
So far so good!

Only thing I found not working as intended for now, is the "quickslot" notice
on items. Instead of marking items which are in quickslots, it only applies to
current item in Trinket or Ranged slot, no matter whether it's actually in a
quickslot or not.
« Last Edit: November 16, 2012, 03:05:45 PM by Mateusz P-G »
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Sewerdweller

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Re: 1.22.12 Feedback
« Reply #1 on: November 15, 2012, 02:43:44 PM »
Calvin's pendent is not working -HP is not regenerating - using a Warrior - found it on level 4 now on level 7 -is Calvin's pendent recharge rate linked to any other stat ?

Mateusz P-G

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Re: 1.22.12 Feedback
« Reply #2 on: November 20, 2012, 12:44:04 AM »
- Confirming Calvin's Imagination's broken regen. I'm pretty sure it
also fires up the purple cloud on the player when removed, just like
the Harm spell.
- Stun on Crossbows seems pretty useless now, don't know whether
it's a good thing. Might be that the stun duration is too short to notice
with 170% attack speed when enemies got a lot of time to retaliate.
Will check Maces later and Crossbows with a lot more Speed.
- There are still issues with targeting cursor showing last used action
before its moved. Like after using a Wand of Healing it says "Wand..."
when attempting to fire an arrow at enemy and the cursor starts out
green at the character's position and after either manually moving it
or using the "cycle target" button it changes to "Quiver...".
- When generating a new dungeon floor, lots of enemies can spawn
in the first room, take a look at this:

I don't mind as long as I have some form of a teleporting spell, but it
shouldn't really be that severe.
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Sewerdweller

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Re: 1.22.12 Feedback
« Reply #3 on: November 20, 2012, 02:36:36 PM »
please at least give us one buffer space around the stairs when we come down -

Mateusz P-G

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Re: 1.22.12 Feedback
« Reply #4 on: November 21, 2012, 11:11:12 PM »
I ran all the classes thru 1.22.12 a couple times now and here's a couple
observations regarding balance:

- Warrior is boring, nothing else to complain about. He's a relatively easy
character to play, especially early-game because of his high HPs and high
Defence gain from easily obtained items (Full Plates always drop from all
living statues, other gear recquire no enchants to have good stats either).

- Wizard has incredibly hard time with everything untill very late when he's
full of good equipement and level-ups. Most frustrationg thing of all is this
horrible casting speed, because he needs to put a lot of points into Speed
to compensate, and he already has 3 other statistics to worry about (being
Magic, HP and Energy if he wants to use say 2 Dragon Breaths without the
need of Elven Water in the meantime).
Worse even, not only he uses a lot of "time" to cast his spells, but also has
small light radius with his usual "class gear" so the enemies will instantly
engage in melee after firing up a single spell.
Here's a breakdown of possible solutions:
*Make Wizard's Staff more common, a lot of Wizards get their first one from
the hands of Lich King.
*Reduce Cast Speed to 100%, mana cost for spells is enough of a problem
when compared to Ranger's careless hight-damage arrow spam.
*Introduce +Mana and/or +Mana regen on certain items.
*Introduce more class-specific items for the Wizard, like one-handed rods
similar to Wendigo's Claw. They would give less bonuses than a Wizard's
Staff, but still be a viable option if one wants to grab a Buckler in the other
hand.
*Add a light-related headgear similar to Dwarven Mining Helmet, but less
harmfull for the Wizard's stats.

- Ranger on the other hand is way too easy! Playing one is a total breeze
and he easily dispatches his foes without a scratch. Even if they do manage
to get closer, the Dog will shred them apart and the Ranger himself isn't
really handicapped in melee as claimed. He just favours Speed over Attack
(and ligher weapons).
Possible fixes:
*Nerf the Dog! Seriously, this creature can take on Wraiths and Trolls in 1-2
hits later on. This is absurd.
*Make point-blank shots a lot harder or simply impossible. Sure, they do have
a bit lower damage, but with semi-good gear and a couple levels under the
belt, the difference is negligible and shooting something with a Fire arrow
from Crossbow or Recurve Bow still means 3 damage rolls total, even if the
first is a little weaker, making point-blank shots a desirable option for now.
*Increase all bows' weight by 2, so that Short and Elven Bows would start
out at 100% Attack Speed.
*Introduce sharply increasing accuracy penalty when firing at longer distances.
This would go nicely with a possible revamp of Marksman's Arrows so that they
add accuracy (and areused for sniper shots).
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ZiZNaK

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Re: 1.22.12 Feedback
« Reply #5 on: November 23, 2012, 02:53:38 PM »
I agree with mattys wizard assessment.  Dont know where he's finding the time to play sooo much but I'm glad he does.  Im risking a possible jinx on my current wiz by mentioning him but I think I've gotten even further than all of my recent dead wizards going back many versions.  This game has reached true roguelike difficulty for wizards and I'd like to see if matt's item suggestions and casting time idea help.   I could see implementing all of it and still having a hard time with a wiz.
When in doubt.  Scroll of Recall

Mateusz P-G

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Re: 1.22.12 Feedback
« Reply #6 on: November 23, 2012, 10:49:39 PM »
Oh yeah, just lost another Wizard around depth 8, totally randomly.
2 unluckily high hits from a Wraith and there he goes... Anyway, again
this was due to horrible casting speed. Just on a sidenote - a little tip:
don't neglect Wands of Fire! Even tho they seem to be just a couple
shots of regular Book of Fire free of mana cost, wands seem to use an
equivalent of default action "time", so they fire a lot faster than books.
This might be a matter of life and death in situations like this.

Back to bugs - Wands of Healing and Mapping can't be used from the
Trinket slot directly using the Ranged/Trinket/Look cycling. They will
only work when used from a quickslot.
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Re: 1.22.12 Feedback
« Reply #7 on: November 25, 2012, 11:33:33 PM »
Thank you for all of the feedback. I'm doing double projects (and almost double hours) at work for another week. I won't have any time to think about new Dweller versions until next week, sorry.

Mateusz P-G

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Re: 1.22.12 Feedback
« Reply #8 on: December 17, 2012, 11:14:28 PM »
Ah yes, forgot to add spell damage distribution to my list of Wizard's problems!
Seems like there's no difference at all between spell types and being engulfed
in roaring flames of Dragon's Breath deals the same damage as slight burn from
the basic firebolt spell. This and all kinds of spells are incredibly unreliable, with
damage varying as much as from 2 to 40 for no apparent reason. There should
totally be some kind of base damage, similar to what has been introduced with
melee weapons.
 :(

EDIT:

- Spells that failed because of the enemies' magic resistance ("it fizzles") won't
wake them up.
- Being shoved around by another creature won't wake up the enemies either.
This can be pretty hilarious when there's a room full of Oozes and some Goblin
or another is carried by this green flood all over the place without waking up.
Guess they must be like a waterbed for him, lol!
- Animated Armors are susceptible to Drain spell, even tho they are "unliving"
constructs made entirely of non-biological matter.
- Drain on weapons seems to have gotten nerfed so hard it barely ever triggers.
I tried a Warrior with relatively high Magic stat for his class (around 15) and it
didn't help either. It might have something to do with the fact that the "main"
damage killed most of the enemies before the additional Drain effect could take
place, but even when hitting Oozes with lots of HP, the chance for it to work was
somehow abysmally low.
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swooboo

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Re: 1.22.12 Feedback
« Reply #9 on: December 18, 2012, 04:23:02 PM »
I wrote that wizard should be hard on another topic here on the forums, and, um, I regret
that. I have not ascended even one wizard so far, it seems to be completely uber hard. I
do get a little reckless sometimes, but still, wizard is uber hard - you need to up def,hp,mag,
mana,speed, and all of these can't be on the level to make gameplay not super dangerous
sometimes. Also, before finding book of charms, wizard is even more vulnerable. But I can't
think of a way that will keep wizard interesting, yet make him a bit easier. I think guys here
have done a good job on that part..

Mateusz P-G

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Re: 1.22.12 Feedback
« Reply #10 on: December 20, 2012, 08:00:35 AM »
After reading some of the posts in another thread (swooboo's I think),
I decided to give a Book of Charm another shot, and boy, was I really
surprised! I have neglected it for quite some time, remembering how
Charmed monsters used to turn hostile very often, but now they just
won't!

Sure, I couldn't get some named ones charmed, and this purple Ooze
which I've fed to a point of 70/60/60/60/62 did turn hostile after some
100+ turns, but in the Sewers I had 3 Sewer Trolls just beating the shit
out of everything and following me for all eternity. Somehow the spell
mostly just refuses to wear off, lol!

It's like with how Stun used to work, locking the enemy forever. Please
fix it so with every turn they could snap out of it - perhaps rolling for
their Magic stat against 50 or something like that. This would give like
1/4-1/5 chance to break the Charm for most monsters, with some more
magic-inclined having 1/2 chance to go mad. Otherwise, this becomes
a Book of Win again.
 :P
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swooboo

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Re: 1.22.12 Feedback
« Reply #11 on: December 20, 2012, 01:50:54 PM »
I think book of charms should have some continuous effect, and after that number of turns
there should be a chance to break it. Also, I think stupid monsters (rats for ex.) should not
break it, and smarter ones  should have easier time. Also, if you nerf this book,  wizard will
be impossible for me at all. Maybe (#suggestions) add another book of spells for the wizard,
for example book, I dunno, of lightning that would stun the monster and the nearby mon-
sters.. And stabilize the spells! (10+1d10 and not 1d20). I think you may consider adding
different spells and not buffing the wizard, to make it more interesting, yet hard. Because
wizard does need to be hard, but not that hard, because it is also very slow now.

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Re: 1.22.12 Feedback
« Reply #12 on: January 01, 2013, 03:41:28 PM »
- Being shoved around by another creature won't wake up the enemies either.
This can be pretty hilarious when there's a room full of Oozes and some Goblin
or another is carried by this green flood all over the place without waking up.
Guess they must be like a waterbed for him, lol!
- Animated Armors are susceptible to Drain spell, even tho they are "unliving"
constructs made entirely of non-biological matter.
- Drain on weapons seems to have gotten nerfed so hard it barely ever triggers.
I tried a Warrior with relatively high Magic stat for his class (around 15) and it
didn't help either. It might have something to do with the fact that the "main"
damage killed most of the enemies before the additional Drain effect could take
place, but even when hitting Oozes with lots of HP, the chance for it to work was
somehow abysmally low.

Wake up from being pushed or knocked back will work in 1.22.14.

Drain on weapons is not based on Magic at all. It's actually an attack vs defence roll. But Drain has a reduced chance to work on a creature that has taken a lot of damage (to prevent abusive use of drain). Still, I may need to review Drain and make sure it isn't useless.

Animated Armor will be flagged as lifeless in 1.22.14.

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Re: 1.22.12 Feedback
« Reply #13 on: January 02, 2013, 12:27:25 AM »
I have made several other adjustments to the game based on feedback in this thread. The changes can be seen in 1.22.14 which I hope to release in a day or two.

Mateusz P-G

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Re: 1.22.12 Feedback
« Reply #14 on: January 02, 2013, 10:10:30 AM »
Fancy giving us a changelog to sweeten the waiting time?
 ;)
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