Done for now, but a good ride.
Posted: Fri Jan 11, 2013 9:09 pm
Oskar and Devs,
What a great game. Thank you for all of your efforts, I can't wait for 7.0 to come out. Will pick back up at that point and start again from scratch.
Played for about a week, got a char to lev 45 (stats below in one of those too-cool-4-school sigs), and enjoyed throughout. I gather that what I did would probably be considered a mostly balanced build. Here are some thoughts; I haven't scoured the forums to see if others made similar suggestions so fair warning, you may have heard this before.
1) Bonemeal are too powerful. If they healed only 20-25, they would still be totally awesome because of their availability. As it is, it just feels broken. It severely devalues beds and other heal items. While its clear that there is some consequence intended to surround the choice to use bonemeal potions, it would have to be HUGE in order for it to matter. I bought 400 BM potions and 24 or so hours later I have gained more than 20 levels.
2) More consequences. Make more side quests dependent on the core quest choices. Multiple paths leads to replay value. Have some guards who want to chase your rascally behind down. Maybe come wake you up in the middle of the night... The Thieves Guild has a message for people who turn their back on their Brothers...
3) Skill and stat progression seems OK, but more choices is always fun. Dual wielding (which I gather might be coming) sounds very fun. Personally, I would like to see some skills which would provide impetus to use the high AC weapons.
New skill idea! Knockback! With a heavy weapon, you actually knock your opponent backwards... kinda like you made them flee. This would also stun them for a round.... so you would probably have to implement a stun if its not there to make it a requirement
If you knock the opponent into a wall space, they instead take additional damage. If they hit another mob, then both mobs take damage.
4) More extraordinary items. Most players, I suspect, will not grind for Legendary items. Make more extraordinary items so those of us with more... normal... tenancies might be tempted into doing a little more grinding. IMO there should even be things at the 1% drop level...
5) Get rid of gold on mobs which would not have gold. Replace with items which sell for gold. What does a spider want with gold?
6) UI improvement ideas. I played this time on my nexus 7, and it does indeed look very nice! Some ideas:
* The "log" part of combat is far too small to read... on a tablet you have real estate... use it. How about a selected font size: S/M/L would be fine.
* Would be nice to be able to "review" the last couple fight logs.
* Option to SuperSize my Virtual D Pad. Really. I have sausage fingers.
* Option to SuperSize my quicklink buttons. Really. Did I mention the sausage fingers?
* Option to SuperSize the Flee button. Oh, how it sucks when you mean to flee but too bad, you tapped NEAR the flee button and attacked. And died. Woe unto him with the sausage fingers.
* Auto "end turn" option, when you have no possible choices to make... cant flee, cant use an item, cant attack.... How many times was I looking trying to press that tiny little flee button with my fingers of sausageness...
In short, it would be nice to scale all the UI elements up to say extra 25-50% on tablets. For those of us with sausage fingers.
<FakeSigFile>
MuffinPants
Level 45 HP=79
AC/AP=3/12
AC=230% AD=25-30
CHS 39 CM 3.75 ECC 22
BC/DR 85/4
</FakeSigFile>
What a great game. Thank you for all of your efforts, I can't wait for 7.0 to come out. Will pick back up at that point and start again from scratch.
Played for about a week, got a char to lev 45 (stats below in one of those too-cool-4-school sigs), and enjoyed throughout. I gather that what I did would probably be considered a mostly balanced build. Here are some thoughts; I haven't scoured the forums to see if others made similar suggestions so fair warning, you may have heard this before.
1) Bonemeal are too powerful. If they healed only 20-25, they would still be totally awesome because of their availability. As it is, it just feels broken. It severely devalues beds and other heal items. While its clear that there is some consequence intended to surround the choice to use bonemeal potions, it would have to be HUGE in order for it to matter. I bought 400 BM potions and 24 or so hours later I have gained more than 20 levels.
2) More consequences. Make more side quests dependent on the core quest choices. Multiple paths leads to replay value. Have some guards who want to chase your rascally behind down. Maybe come wake you up in the middle of the night... The Thieves Guild has a message for people who turn their back on their Brothers...
3) Skill and stat progression seems OK, but more choices is always fun. Dual wielding (which I gather might be coming) sounds very fun. Personally, I would like to see some skills which would provide impetus to use the high AC weapons.
New skill idea! Knockback! With a heavy weapon, you actually knock your opponent backwards... kinda like you made them flee. This would also stun them for a round.... so you would probably have to implement a stun if its not there to make it a requirement

4) More extraordinary items. Most players, I suspect, will not grind for Legendary items. Make more extraordinary items so those of us with more... normal... tenancies might be tempted into doing a little more grinding. IMO there should even be things at the 1% drop level...
5) Get rid of gold on mobs which would not have gold. Replace with items which sell for gold. What does a spider want with gold?
6) UI improvement ideas. I played this time on my nexus 7, and it does indeed look very nice! Some ideas:
* The "log" part of combat is far too small to read... on a tablet you have real estate... use it. How about a selected font size: S/M/L would be fine.
* Would be nice to be able to "review" the last couple fight logs.
* Option to SuperSize my Virtual D Pad. Really. I have sausage fingers.
* Option to SuperSize my quicklink buttons. Really. Did I mention the sausage fingers?
* Option to SuperSize the Flee button. Oh, how it sucks when you mean to flee but too bad, you tapped NEAR the flee button and attacked. And died. Woe unto him with the sausage fingers.
* Auto "end turn" option, when you have no possible choices to make... cant flee, cant use an item, cant attack.... How many times was I looking trying to press that tiny little flee button with my fingers of sausageness...
In short, it would be nice to scale all the UI elements up to say extra 25-50% on tablets. For those of us with sausage fingers.
<FakeSigFile>
MuffinPants
Level 45 HP=79
AC/AP=3/12
AC=230% AD=25-30
CHS 39 CM 3.75 ECC 22
BC/DR 85/4
</FakeSigFile>