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Welcome   by codezombie on 05-07-2010 01:55:58
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 Subject :Re:Re:Re:Expansion Testing.. 03-12-2011 10:30:47 
Ubermann
Adventurer
Joined: 08-05-2011 09:45:00
Posts: 23
Location: Europe
 

Hi there. When this version will be released? I saw some image of it and I really can't wait to play it. RELEASE IT NOW!!! ^_^ BTW good work Codezombie. And nice new avatar is yours. :-)

[EDIT]

I forgot: are you still interested in that Spanish and translation?

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Last Edited On: 03-12-2011 10:32:51 By Ubermann for the Reason
 Subject :Re:Re:Re:Re:Expansion Testing.. 09-01-2012 21:38:12 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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Just had time for a short play. I made a female character and the story uses the pronoun he. I suggestion replacing story pronouns with they for continuity's sake. Continued frustration with making dual wield characters. High strength penalizes keys far too much, and high strength dual wielders are forced to carry a two handed weapon and hope they can still kill whatever is on the other side of door. Continued feature request for ability to dual wield shields. More will come soon.
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 Subject :Re:Re:Re:Re:Expansion Testing.. 10-01-2012 03:27:25 
codezombie
Zombie Programmer
Joined: 14-06-2010 21:54:27
Posts: 345
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Yeah, I haven't gone in and changed the story text to reflect the inclusion of female characters. I'll have it in the next update with all the story-based content. I'll go ahead and cap the key breakage to a certain amount. I'll also think about dual weapon enhancements. Do you have any suggestions on how you would want dual wielding handled?
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 Subject :Re:Re:Re:Re:Expansion Testing.. 10-01-2012 06:32:32 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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Dual weapon handled? That is a hard question. the main benefits of dual wielding are the Bility to do you strength twice relatively quickly. while giant two handed weapons may have great damage variables I find that two weapons will consistantly out damage two handers. all two handers do is break down doors. The best way to do it is to buff two handed weapons to be comparable. Dual wielding provides an extra slot for enchantments such at stat boosts as well. The best way to balance all this is to actually increase the variable damage of two.handed weapons as well as give them a strength multiplier of 1.x to compete with the strength benefits of dual wielding. Also, two.handers should count as more than one item for magic boosts as well. An example is as such: I have two identical swords of 12-24 versus a sword of 24-48 each with a strength of 50. Each "round" of attacks net.the dual wielder 62-74 twice for a total of 124-148 damage. The two handed weapon does 74-98 each round. If there is already a strength multiplier, I apologize. A dual wielding warrior also gains the.+stat bonuses from the second item. In short, buff two handed weapons and grant dual wielders a way to deal with locked doors as well. Aside from the keys I think dual wielding plays just fine actually. It's very nice. A last suggestion. For us min maxers, if at all possible might I request in game detailed information such as damage per round of swings. It would make a choice of character much easier it the player knew more what they were getting into.
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 Subject :Re:Re:Re:Re:Expansion Testing.. 10-01-2012 06:33:13 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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I do love how the forum ignores breaks in my typing and mashed it all together in one run on paragraph.
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 Subject :Re:Expansion Testing.. 10-01-2012 08:57:16 
codezombie
Zombie Programmer
Joined: 14-06-2010 21:54:27
Posts: 345
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Yeah, the quick reply ignores line breaks for some reason.  I think it is a pretty silly thing to do.  If you do a reply instead, then it maintains the formatting you use.  You can also have things like bold, italic, underline text, lists, justification, and also have the ability to add images.

I'll go ahead and increase the stats that two-handed weapons have.  You are right.  If both one-handed weapons have a +strength stat, then damage output could be higher than two-handed weapons.  By increasing the stats, it should balance things out.  Dual wielding should be stronger versus low armor creatures while two handed weapons should be stronger versus high armor creatures.

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 Subject :Re:Re:Re:Re:Expansion Testing.. 10-01-2012 20:40:59 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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That sounds great. I asked for dual shield weilding to have ridiculous defense and scale armor for strength bashing things to death. I do have one last bout of suggestions before I complete a run through: have health potions and magic potions work on a percentage base. There is no real indicator of how strong a pot is until you drink it. This is especially noticeable to me as every character I make has 40 endurance for max allowable HP. HP revenue should be inherent and I notice reading these boards that many other members want inherent health regeneration as well.
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 Subject :Re:Expansion Testing.. 11-01-2012 20:24:03 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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Alright. Current build: Str:75 End:40 Agi:10 Magic:10 Skills: HP regen 4 Frost Armor 2 Beserk 2 Leather Armor 4 Using that I have over 100 strength and over 80 agility. With over 300 hp rather high armor, a non specialized build I have to say that Beserk is broken in a bad way. There are occassions where Beserk being tur ned off still drains HP. Add that to the fact that being stunned means you are taking irresistable damage without being able to turn it off and it is bad. The game im playing looks like a cakewalk. Save magic users, where I whip out a bow I can tank everything alive, even if killing them takes forever. The most dangerous enemy in the game (besides flesh ripper who can one shot me reliably) are hobgoblin brawlers. Not only can they stun you (for at least 20% HP loss if you are beserking) but they have more HP than anything else i know. If i fight two at the same time if you fight two of them you can easily be stun locked for life.

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 Subject :Re:Re:Re:Re:Expansion Testing.. 12-01-2012 06:40:36 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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I know you are busy with programming, would more commentary be helpful? I don't want to annoy you with these things.
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 Subject :Re:Re:Re:Re:Expansion Testing.. 12-01-2012 06:50:22 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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Level eight zombie deseased me thirty health potions didn't outlast health drain. I'm rerolling either an archer or spellcaster.
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 Subject :Re:Expansion Testing.. 12-01-2012 10:58:12 
Skaffel
Dungeon Crawler
Joined: 12-10-2011 20:44:46
Posts: 19
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Sorry it’s taken me a while to post comments regards the latest updates, but I’ve been a bit distracted by work J

 

First of all, congratulations to the new levels and the new monsters, it’s been a great play indeed. My thoughts, a bit unstructured:

 

 The levels design I think is generally really exciting, and I really only have one comment as to how I think improvements could be made. In the Creature-level, I think the red tone is a bit too opaque ( or to put it a bit differently, there could be slightly less blood running through the hallways/veins J ), and I think the level graphics and the monster would come out more nicely if it were a higher contrast between walls and monsters on the one hand, and the empty space on the other. On the same level, at least on my phone (Desire HD) the “horizon” looks a bit like a grating.

 

The monsters are generally really cool. More specifically, my thoughts are:

- Personally I would prefer if the mastiff-breed were slightly bigger, currently they look a little tiny almost.

- The Voodoo witches, to me, are really mean. By far, the most lethal character I can meet, and that’s including the bosses. If they put the Fear spell (the one the Ghastly Visages use) on me, I have had my HPs almost drained/Mend Wounds-regenerated 5 times before having survived. And in front of their instant life drain when up close, I have really been defenseless. To be clear – these are not bad things. On the contrary, I have liked these really challenging encounters. I have been playing with a magician build equipped to 257 magic points. Most monster die after two or at the most three blasts with a lvl 4 Charged lvl 4 Fire ball, so at times I have felt that I have gotten away a little too easy with the monsters.  Maybe their magic defense could be upped a bit?   

- At least on my phone, the Voodoo Witches suffer a graphics bug; when they conjure the zombie warriors, these only appear as grey blocks occupying the space where the character stands. (So I haven’t actually  seen a Zombie Warrior yet…)

- The cancer cells’ mitosis is a really nice touch! Maybe, for increased difficulty, the rate by which they split could be increased…

 

Another bug (I don’t remember if it’s expansion specific, or if I experienced it before) If exit the game by pressing the home button, the music keeps playing. (For long it seems, it keeps going even if the phone goes into stand by.) Does not happen if I exit properly through the game’s menu.

 

Again, really enjoyed the expansion! Post more comments as I come to think of them.

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 Subject :Re:Re:Re:Re:Expansion Testing.. 13-01-2012 09:06:36 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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I don't want to give up on melee characters, but it is a bit ridiculous. Frost armor 4, scale armor 4 shield wall 4 HP of 368 and ax of 256. Stats are strength 82 agility 63, endurance 75, magic 43. I was killed in a single attack by the gatekeeper on casual difficulty. After I got up and pounded it down, three lives, an ordinary ghost killed me with its woe attack. Magic users definitely have the easiest time.
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 Subject :Re:Expansion Testing.. 13-01-2012 23:28:39 
codezombie
Zombie Programmer
Joined: 14-06-2010 21:54:27
Posts: 345
Location

The more comments the better.  I try to improve the game through feedback.  Also, I tend to search around the forums for bug fixes and features to add.

I think having more potions and usable magic trinkets would help with strategy.  Perhaps effects could grant temporary magic resistance or absorb a single magic attack.  I will definitely make some that remove status effects.

I think that it is good that there are creatures and groups of creatures that can pose serious problems.  I don't want to make every fight easy.  Though, I should strive to make every fight winnable if the player is prepared.  Adding more special items should help this.

The zombie puke is probably what killed you from that zombie.  It is a dot that lasts a long time, and it stacks.  If you get hit with it enough, then you are almost certain to die.

I'll make the Mastiff type creature larger.

I think the creature levels look a bit washed out because of the red fog.  I think I'll just make it black or a really dark red instead.

After I release this expansion, my focus will be on improvements to gameplay and new features.  I'm also going to improve the level rendering and add 3d models with animations which can be downloaded as an optional update.

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 Subject :Re:Re:Re:Re:Expansion Testing.. 14-01-2012 07:42:01 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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Time for my report for the.night. mages aren't over powered, anything physical is underpowered, unless the higher AC changes it. I rolled a mage and realized that not only do they have better range than fighters, but do more damage in close quarters (no news to dillute their stats) can have just as much HP with endurance started at 40, gain the high armor plate mail if they wanted, but their main stat is what protects them from the things that kill most people. Even with a staff I am able to out damage my dual wielding fighter. Also, on three seperate occassions: I manually targeted a phoenix and it automatically retargetted me to thw nearby lamia priestess, and on a different occasions it forces me to Target the nearby cyclops. The gameplay ideas you thought of sound awesome though.
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 Subject :Re:Re:Re:Re:Expansion Testing.. 14-01-2012 07:48:59 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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Also, I can't really tell the difference between one attack and the other. I have no idea what certain creatures are doing beyond sometimes goblins stun me from a distance or zombies moan for no reason. Also a question: does frost armor affect damage from magic as well?
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 Subject :Re:Re:Re:Re:Expansion Testing.. 14-01-2012 15:09:32 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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Yes, advantage definitely lies with the mage when you realize their main stat not only is their defense and offense, but healing as well.
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 Subject :Re:Expansion Testing.. 14-01-2012 16:12:00 
codezombie
Zombie Programmer
Joined: 14-06-2010 21:54:27
Posts: 345
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Well, ranged fighters using bows are likely powerful enough.  Though, I think that the close combat fighters could use an upgrade to their weapon skills.  I'll consider increasing the damage percentage from the weapon skills.

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 Subject :Re:Re:Re:Re:Expansion Testing.. 17-01-2012 18:37:46 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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Today will have several posts as I continue going through the god realm. First off would be that cyclops isn't nearly as dangerous as anything else. His attack power occassionally took you out one hit, but now he can't even overcome health regen skill three. This is offset by the bureau which has a poison attack that if it hits will kill me three and a half times, or use eight potions. These calculations were tested by being poisoned then running into a safe gate to die a quiet death ha ha.
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 Subject :Re:Re:Re:Re:Expansion Testing.. 17-01-2012 19:14:19 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
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I just wrote a huge post. It was post. Synopsis: make the stat boosts from leather armor and cloth armor independent of enhancements on armor., or perhaps.based upon AC given. It would make leather armor of shielding suddenly useful and not a waste of skill points. Hydras, remove dresses and poison and we still have a high HP, fast attack, high damage paralyzing monster to be worried about so please remove the under poison. Skill suggestion, poison damage added to short sword strikes as a rogue skill.
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 Subject :Re:Re:Re:Re:Expansion Testing.. 25-01-2012 09:22:33 
Leot
Dungeon Master
Joined: 08-11-2011 20:07:07
Posts: 51
Location
Quick post today. I have been to the new area in developement and it is a breathe of fresh air. The place is balanced very well and you are at a point where your items match what is needed. The only hiccup I have noticed is both the dog and the female type creatures managed to kill me in one blow. Everything else was fast paced and unpredictable. Even minor battles were no longer a worry of whether I was staying at full HP or about to die five times as had been the case with hydras, but a steady decline in HP forcing an awareness of both my survival options, and the encroaching enemies constantly threatening to surround me. Suggestion: have the HP regen have more ranks, or increase how much it helps. In lower areas its solid gold, in the hydras case it doesn't hold up, in the new area it is a large amount of enforced down time. Also if you could make endurance HP gains retroactive according to levels it would promote a much more balanced approach to melee fighter leveling strategy. Current best is simply grab 40 endurance at the start and enjoy large HP for the rest of the game.
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