Looking forward at v0.6.11

Discussions of the development process of the game.
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oskarwiksten
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Looking forward at v0.6.11

Post by oskarwiksten »

Considering how well the alphas & betas of v0.6.10 seems to work, we are well on the way to having it completed & released soon. Therefore, it would be great if we can start collecting thoughts on what v0.6.11 should contain. One of the strengths of this game is the wonderful community of all of you on this forum, and all of your insights and suggestions from playing the game. A lot of excellent ideas come from this, and that's absolutely something that we should continue to utilize in future development.

My personal wishlist for v0.6.11 is
  • Specialization skills. Both for weapons (dagger/sword/club/axe/...) and for armour types (light/medium/heavy? leather/cloth/chain?)
  • Categorized inventory and shop interface, filtered by type of item. Issue 88.
  • Some start on the worldmap. Issue 10.
  • Different types of attack instead of just one generic "attack". For example, "aimed attack", "defensive stance", "power attack" with different AP cost modifiers. Availability maybe driven by skill selection?
  • Michi's astonishingly beautiful maps for Brimhaven east of Loneford.
  • Maps for the Duleian road between Foaming Flask and the Crossroads guardhouse.
What are your thoughts? What would you like to see in v0.6.11?
/Oskar
ncer
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Re: Looking forward at v0.6.11

Post by ncer »

First of all, thanks for a great game! Looking forward to playing the official 0.6.10 release. That said, I wanted to contribute a bit and was thinking what might improve the game for me.

I have a mild case of carpetal tunnel, as a result I tend to focus a bit more on having to click on something very often than the average guy.

Suggestion 1:
What if there was a setting that worked like this: whenever I attack a monster just keep hitting it untill it dies, or my HP gets below X. Where X can be set by the player.

Suggestion 2:
In a similar vein, could there be a setting like: whenever I am not otherwise engaged, drink potion X till HP is restored to Y or higher. Where X and Y can be set by the player.

Suggestion 3:
I liked using the inventory rather than the quick slots when restoring my HP as you then cannot be attacked. This however would greatly be improved if on the inventory screen one could see the current HP. Would of course no longer be needed if suggestion 2 would be implemented.

Suggestion 4:
Would it perhaps be possible to have a movement setting where you click on a place on the map and your character just moves there in a straight line (or as straight as possible). I realize this might make dark areas less challenging so something might have to be done about that. Also I haven't tried the new controls in .10, possibly they may already help.

Suggestion 5:
Are ranged weapons an option at all?

That's what I could think of for now, maybe more at a later time.
Lvl: 195, XP: 135178554, Gold: 1004501
HP: 88 AC: 345%, AD: 109-120, AP: 5, ECC: 15%, CM: 0, BC: 222%, DR: 6
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 2, WMC: 0, GoW: 0
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Antison
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Re: Looking forward at v0.6.11

Post by Antison »

Ithe am getting by using the rough drawing that you provided months ago, but it would nice to have a map in the game.
Categorized inventory is intriguing, but not on my priority list. I need more challenging quests! Ones that are multi -stepped and difficult to achieve. You are asked for "A", you find "A" and return it to the asker or to somebody else. Then are told to do "B"...

I say more content and more content is next on my priority list.
"A home without a beagle is just a house"
sdevaney
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Re: Looking forward at v0.6.11

Post by sdevaney »

Overview map is number one on my list, I still get lost sometimes if I don't play for a day or two lol.

As far as movement is concerned, I am running CyanogenMod 7.1 RC1 (Android 2.3.4) and can simply hold my finger down on the screen and move. While it is not an accurate way of moving, it helps when going long distances quickly.
Roosafur
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Re: Looking forward at v0.6.11

Post by Roosafur »

I too am a fan of a world map. what do you think about adding a weight to items, a Max carry, and a 'bank'. I think it would help break up some of the grind fest, and
add some more thought to hunting and adventuring.

I am also running CM7 stable on a HTC hero and the 'hold to run' works great, except running to the east my hand covers the screen.
lvl 30
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ncer
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Re: Looking forward at v0.6.11

Post by ncer »

Yeah, that does work, consider it a minor suggestion perhaps. 1&2 would save more clicking.
Lvl: 195, XP: 135178554, Gold: 1004501
HP: 88 AC: 345%, AD: 109-120, AP: 5, ECC: 15%, CM: 0, BC: 222%, DR: 6
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 2, WMC: 0, GoW: 0
donadar
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Re: Looking forward at v0.6.11

Post by donadar »

There is already a set point number for skills. I have not been able to test the upcomming version but from what I read, it sounds amazing! What about implementing some sort of trainer that enables one to purchase more skill points then the aloted set number. Dont; however make it as simple as just buying a skill point. Set maybe a random drop from npcs, call it(for now) a jumbo stone. If you collect enough random jumbo stones you could bring them to said trainer, and purchase a percentage of a skill point. Then from there you could either make the drop rate rediculous, or, on the flipside, make the percentage of the skill point you buy very low. So now even after players completed quests for their level or are waiting for another update, they have something productive to keep them ocupied in game play. ..that is of course if they are not testing :-p just thought it might be something to think about. If you ask yourself "how do we addict players?" And answer that question, then you not only have the current player base but it suggests the ability to more apptly retain new users. And unless what I've learned in marketing is completely wrong, the more users the better. Not saying my idea is that ticket. Just an idea..hope it's liked.
helle
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Re: Looking forward at v0.6.11

Post by helle »

Hey everybody I'm new to the party but i've got some suggestions. How about adding some depth to the already existing maps. I like how all these maps are filled with monsters but there are no things you can interact with. Like there are alot of chests and barrels but none of them contain anything. I am Not sure if this is already planned or not but how about making different classes? Last but not least the grinding in the beginning is still way too intense. I would suggest some more quests or higher rewards. All in all this game is awesome and I'm looking forward to all the improvements.
Sarumar
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Re: Looking forward at v0.6.11

Post by Sarumar »

I like the idea of item specialisation, combat styles and training.

However i just completed 6.10 (Loneford side, never used bonemeal, no crit weapons) at level 23. Game is easier, thanks to skills and new items. However gaining gold for items are challenge. So i suggest that there are cost for training. Then you need to choose, buying new and better or upgrading old one. There are also already many different intresting skills and skillpoints are rare.

I suggest somekind training systems - learn how to use items in better way without skillpoint. Some trainer and masters here and there, one needs items other suggest to todo some tasks or quest. And then upgrading expertice for specific item (or item category) cost some gold, for example 50% of the items price.

And how about training system, something like:
-no training at all and wearing item =you got some penalty. if using armour = +1movement cost and -5CC , if using weapon= -1AP -5%CC, and if using other thinks like rings = -5%CC ,-1AP, +1 movement cost
-After trained one time = no penalty for using this item
-After second training = you got special option, passive bonus (if you wear only one type of armour, erc) or active special move which costs some AP:
--you got passive bonus if every part of your armour are same type (cloth, learher or iron)and bonus raises when wearing better item (cheap armour +1 - best armour+3) = cloth +CC, leather +DR , chain +BC, etc
--active bonus costs some AP = Shield +DR +BC +Resistance and every weapon you can choose +AC, +BC, +AD or +CC type of attack.
--Passive bonus combat style= one handed no shield +AC, two handed no shield +AD
---and without items +exp, gold and items
Last edited by Sarumar on Sun Oct 23, 2011 5:41 pm, edited 5 times in total.
Sarumar
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Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
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Antison
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Re: Looking forward at v0.6.11

Post by Antison »

I don't understand this training system. What is mp?
"A home without a beagle is just a house"
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