|
Post by gazoo on Sept 17, 2017 14:54:31 GMT -5
First I should say very nice and I like the change of connections upon server reset. Nice touch and very much into the maze idea.
I usually use the Exploration mode view, and dialing the zoom back a bit made vision and moving around easier. No big deal, but I thought I'd mention that for peeps that don't think of it.
_____________________________ Couple of noted things:
Kalamaj states he has wares to sell, but in fact has no items in his merchant list.
Does the fountain also save progress? No message saying such, so I'll assume = no.
Also, the general area levers/activation triggers don't seem to be resetting - but the spawn and trap triggers are resetting fine. Serena's char Rystel was in there earlier and pulled a lot of stuff...which were not reset upon my entry hours later. I also tried going out and in to check again. So this would be once per reset activation. Intentional?
EDIT: ^apparently intentional for now (will take some time to evolve). So puzzle levers are once per server reset for now. Not a big issue, imho.
|
|
|
Post by gazoo on Sept 17, 2017 19:30:25 GMT -5
Overall, very impressed at the dungeon.
After a few incursions:
-General mob strengths seem about right. Haven't stayed it out with a couple of the scary ones, but perhaps courage will prevail later... -Loot nodes are fairly numerous. Can't comment on the loot tier level as it will take quite a few more to get a decent overall statistic on that.
Semi-random dungeon reminds me of the old-school rogue-like games. Nice.
|
|
|
Post by Psionic-Entity on Sept 17, 2017 20:43:35 GMT -5
Store should be fixed next update.
|
|
|
Post by Serena on Sept 19, 2017 11:46:07 GMT -5
Just taken on the standard mobs for now and poked around with the various puzzles, but not knowing yet how they should work I'll wait a bit more before bringing them up. Fights seems balanced, loot tier level seems also appropriate for what I could see until now: every item I found (and that I didn't break, that's it :°D) was in the same range of the dungeon, except for one that exceeded it It will be frustrating to get in there without on-level detect and lockpicking, so brace yourself!
A couple of smallish things for now:
Tile 9 - fallen adventurers spawning in the room north would benefit of some detect range increase: trying to lure them to the doorway on the other end of the room resulted in me sniping them to death without any of the three moving a bone
Bank of Sedis - employee might need a modified conversation to fit the fact they are not in Calidor
|
|
|
Post by Psionic-Entity on Sept 19, 2017 20:23:51 GMT -5
I'll try to put in a perception fix for the next update. Bank fix is already in.
|
|
|
Post by Serena on Sept 21, 2017 15:40:16 GMT -5
Not sure if it is a thing, but it also looks like the deathrule is not really ignored, at least in my case.. ouch
|
|
|
Post by drunkensolamnic on Oct 29, 2017 18:38:15 GMT -5
The Scarab beetles may need looked at... spawning them in 2-3 for each PC is just as it was/is in the desert mines very very overwhelming.. which given the randomness of the dungeon make sit a pretty demoralizing encounter as you can't plan rests/supplies around encountering them.
|
|
|
Post by electrohydra on Mar 14, 2018 21:06:24 GMT -5
Went in again with James + Richard.
Mastiffs are way too strong. And they just get stronger in larger parties, because of the AoE nature of their attacks. Something this powerful should probably have a tell or some other kind of counterplay other then "Pray you roll three crits in a row to kill it before it kills you".
A few rooms seem to spawn Fallen Adventurers in higher numbers then PCs. These are... well, we've died to them twice in the three times we had them, and the only time we one was with cheese. They also don't feel like they are particularly vulnerable to electricity like normal deaders are? I actually stopped using my lightning whip because my flaming short sword was simply more effective.
Gelatinous cube seems a little bit on the easy side.
All the trapped, locked chests feel pretty bad. I think I've had about 20 chests in the area so far, and with locks (Virtually impossible, despite the fact I'm rank 50 open lock and rank 50 detect with feats) and traps that you can't detect plus henchman, I think I've only found loot in about 2 of them. But this is more a problem of the detect/lockpick/trap system then particular to this dungeon. But I make a -lot- more money powering through low-mid tier dungeons then I do actually running on-level dungeons.
|
|
|
Post by Kitsunenotsume on Mar 14, 2018 21:51:27 GMT -5
Regarding the Skeletons, I noticed that the rooms we were in seemed to have consistently one more skeleton than our party size, which seemed outside the standard ratios.
Re: Mastiffs, I would agree with the tell before use, even a half second delay with a visual or textual warning (IE:"The mastiff plants it feet to bay") would help lower the lethality for anyone not using a 24 second stopwatch. I can also seeing them being particularly deadly either way to anyone with a slow connection, but that wouldn't just be this area.
|
|
|
Post by electrohydra on Mar 15, 2018 16:51:59 GMT -5
Went back here today, solo this time (No henchmen since I can't recruit in Sedis).
The Mastiff was actually.. easy, which seems like a BIG problem to me. The monster is easy when you are solo, but becomes nearly unbeatable as your get a larger party. I don't know any other encounters with as brutally punishes you for bringing a party along.
I know I was solo, but Umber Hulk was pretty insane. He killed my pet before it could even make a single attack (Jump in, knockdown, auto attack auto attack dead pet). My own character only had about 2 rounds of actual activity before also dying from the powerful auto attacks and AOEs with knockdown and massive damage. I spent more time knocked down then actually up.
|
|
|
Post by Psionic-Entity on Mar 18, 2018 11:31:02 GMT -5
Taking down the Umber Hulk stats for small parties/solo PCs next update.
For the mastiff it seems like if something is easy enough to solo it shouldn't be too hard to set up a party fight so that you can win. I'd try to avoid letting the AOE hit multiple party members too many times.
|
|
|
Post by electrohydra on Apr 18, 2018 18:17:56 GMT -5
Mastiffs are still really insanely hard to fight fairly as soon as there are more then one of them. Only way to come even close to beating them is to try and abuse their aggro range to try and draw them one at a time. Just two howls often does around 100 unavoidable damage to the whole party on the first round, and they have enough HP that you can't kill them before they howl a second and often 3rd time.
|
|
|
Post by Psionic-Entity on Apr 19, 2018 20:17:48 GMT -5
I'll take down the radius next update, should make it easier to avoid having multiple party members hit.
|
|
|
Post by electrohydra on Apr 20, 2018 16:56:40 GMT -5
Would it be possible to make it a cone? That's much easier to play around then trying to control NPC distances? Combat is almost always a bunch of people clustered together unless some are ranged.
|
|
|
Post by Kitsunenotsume on Apr 20, 2018 18:16:03 GMT -5
My opinion is still that the attack is effecrively unavoidable unless using a timer. It needs either a textual alert or a contextual clue, like an "inhale" vfx that gives even a second or two of warning to gtfo, or the primarily melee population of the server wont care about the radius because they are standing in it. The current cast alert, if there is any, is insufficient to provide the required cues to make the mechanic work as intended otherwise imo. I think I get what PE is going for, which is that everyone moves when it gets cast instead of standing there whailing. But you dont know to move if you cant see it charge up. Its a positioning form we see in WOW a lot, but that has very obvious and clear mechanics for arena effects and radii
|
|