A Couple of Comments from the peanut gallery
Posted: March 4th, 2008, 10:40 am
I couple of suggestions...
1. Variety in baddies, could we perhaps have a couple more different ones, perhaps with a smoother difficulty scale.
2. Weapon skill should improve ToHit!
and moreover ToHit seriously has a flaw in it somewhere, the percentages are all but meaningless from my observations.
3. Magic should not be necessary. I'd really like to be able to play as a straight fighter, but it just aint that easy, mstly due to ToHit calculations and damage.
4. Cartography should be scaled back, make it top out at 5 or 6.
5. Magic power should scale with power level, but not linearly as it does now. i.e. a level 2 spell should be *slightly* better than 2 level 1 spells (would prefer L2 combat spells to do *2+x instead of *2 as it is now, etc).
6. There needs to be a speed command, even if it sacrifices natural healing, or whatever. It takes forever to walk places.
7. Day and night seem too change to quickly. I've actually seen it take hours to fight a group of thugs.
8. Item drops and chests. These range from very good to very poor (or sometimes many with nothing at all) and I've discovered that getting to a certain point and just camping out waiting for thugs and brigands is the most effective way to get items and cash. Can the drops be more coded to area, or to specific creatures and chests? I've seen a lot of this type of post.
9. More on scaling, but the effectiveness of poisons and disease is a little high in the early game. The 3rd or 4th tier creature "Noximander" can fairly easily kill the hero with poison(and the counter seems to stack for multiple hits), and it ain't cheap to fix. I've gotten diseases in eastgate that have cost near all of the starting cash to heal. I like to play without excessive reloads, so this gets agitating.
10. There may be a bug in the healing charges at temples. It costs insane amounts of cash to heal a disease if you are wounded or low on mana. 50 can easily jump to 300 or more.
11. Shields and shield and armour skills should oppose enemy ToHit #s. Shields should perhaps increase arrow defence as well. Armour should reduce damage. Heavy armour should make you easier to hit, but suffer little damage.
12. It would add some replayability if *some* areas were not always the same. Even if there was a random seed of 2 or 3 pre-generated maps. Multi-level dungeons are nice, too.
1. Variety in baddies, could we perhaps have a couple more different ones, perhaps with a smoother difficulty scale.
2. Weapon skill should improve ToHit!
and moreover ToHit seriously has a flaw in it somewhere, the percentages are all but meaningless from my observations.
3. Magic should not be necessary. I'd really like to be able to play as a straight fighter, but it just aint that easy, mstly due to ToHit calculations and damage.
4. Cartography should be scaled back, make it top out at 5 or 6.
5. Magic power should scale with power level, but not linearly as it does now. i.e. a level 2 spell should be *slightly* better than 2 level 1 spells (would prefer L2 combat spells to do *2+x instead of *2 as it is now, etc).
6. There needs to be a speed command, even if it sacrifices natural healing, or whatever. It takes forever to walk places.
7. Day and night seem too change to quickly. I've actually seen it take hours to fight a group of thugs.
8. Item drops and chests. These range from very good to very poor (or sometimes many with nothing at all) and I've discovered that getting to a certain point and just camping out waiting for thugs and brigands is the most effective way to get items and cash. Can the drops be more coded to area, or to specific creatures and chests? I've seen a lot of this type of post.
9. More on scaling, but the effectiveness of poisons and disease is a little high in the early game. The 3rd or 4th tier creature "Noximander" can fairly easily kill the hero with poison(and the counter seems to stack for multiple hits), and it ain't cheap to fix. I've gotten diseases in eastgate that have cost near all of the starting cash to heal. I like to play without excessive reloads, so this gets agitating.
10. There may be a bug in the healing charges at temples. It costs insane amounts of cash to heal a disease if you are wounded or low on mana. 50 can easily jump to 300 or more.
11. Shields and shield and armour skills should oppose enemy ToHit #s. Shields should perhaps increase arrow defence as well. Armour should reduce damage. Heavy armour should make you easier to hit, but suffer little damage.
12. It would add some replayability if *some* areas were not always the same. Even if there was a random seed of 2 or 3 pre-generated maps. Multi-level dungeons are nice, too.