|
Post by gazoo on May 22, 2017 23:54:39 GMT -5
I only did the bit up to the dive from the ship. At that point the tight space and fight is a bit overwhelming for me...so this feedback is only about the first part.
Firstly, it's very nice that the return option was added. This is the 3rd time I've adventured in the coves - the first time I was simply curious and got stranded...and I thought that could have been handy at the time.
The level seems ok and the terrain allows for varying tactics. Bruisers have some impressive armor and occasional high crit resist..but they aren't impervious to everything...so that's good. Normal pirates hit pretty hard and take a beating too.
The pirates don't drop anything and I didn't find any loot nodes. It's nice that there's a save spot(campfire) at the end of the first part for xp save (- I can't comment if it saves items since I didn't find any to test the issue).
Collective xp for various skills in that range (60-70) was ~400 overall (collective, not each).
Edit: I thought the respawn window was a bit too short, mostly due to my slower individual mechanical pace...but it might also affect parties that decide they might want to RP bailing on the dive part II and backtrack to town (as opposed to either fighting your way back or just dying after the save point). The respawn rate might be ok for parties with faster combined kill speeds, though.
|
|
|
Post by Psionic-Entity on May 23, 2017 13:00:08 GMT -5
Thanks for the feedback, I'm putting in a few changes next update.
- XP will be a bit higher. - Adding loot nodes (forgot to do that originally). - Increasing spawn times on the first few spawns.
|
|
|
Post by Kitsunenotsume on Jun 23, 2017 21:00:23 GMT -5
Initial feedback from a 5-group (Allie, Carter, Emmanuel, James, Kitara) We only got to the first spawn, and immediately noted some problems: 1) The mobs spawn and shot instantly on the first person through the transition, resulting in Kitara at half health before the third person was in the area with them. 2) the pirate ship immediately in front of the cave has a small lip that is almost invisible under fire and blood, which counts as a vision blocker, so when we attempted to rally a defense as we came out of the cave two of us (one melee one ranged) were immediately useless while 5 pirates shot and stabbed our party members one by one (By which we mean one party member per round and a half, it seemed). (Screenshot attached: the giant blood puddle in the middle is where I got caught on the terrain without being able to engage) 3) As a result form our hasty placement and engagement by the 3 Dual-Wield pirates, we were bunched up and subjected to about one grenade (incendiary and frag) every two rounds or so by what I presume were the ranged pirates, making recovery impossible as anyone who is revived is almost immediately KOed. Attachments:
|
|
|
Post by Psionic-Entity on Jun 23, 2017 21:06:42 GMT -5
I think the area has plenty of spawns already and I like the visual of the ship you can walk on from the ground. Going to just cut the first encounter and see if the improved positioning makes the next one doable without any stat tweaks.
|
|
|
Post by gazoo on Jun 24, 2017 11:59:27 GMT -5
She needs to report if PCs are already in the zone. I went into the zone without realizing there was a party of 2 in there and the extra spawn likely got them killed before I realized it and left. Especially now that players are starting to go in there regularly.
Edit: While I think of it, do all NPC dialog transitions not report that the area is occupied? (Wyler is the other one I can think of at present)
|
|
|
Post by Psionic-Entity on Jun 24, 2017 12:25:30 GMT -5
I'll need to write a new feature for this, expect it some time soon (TM).
|
|
|
Post by drunkensolamnic on Jun 28, 2017 11:06:55 GMT -5
I dont know if this is intentional or not, but I stuck my face in this cave. The first spawn is cleared as you intended, but the 2nd spawn even when I was solo was 2 pirates together. These badboys could probably probably handle two Kitaras, let alone one Kitara trying to fight two of them?
|
|
|
Post by Psionic-Entity on Jun 28, 2017 11:15:24 GMT -5
If you go with a henchman or another player you'll get the two spawn as well. Most of the longer party-oriented dungeons are set up that way because for a bunch of reasons it often ends up being easier to solo than duo or run with a party if I don't do it this way. If you want to try solo runs with a PC who doesn't mesh well with the current henchman I could try setting up another one in Plencken to make it easier to pull a party together.
|
|
|
Post by drunkensolamnic on Jun 28, 2017 12:19:31 GMT -5
No no, just wanted to make sure it was intended.
|
|
|
Post by whyemmdee on Jun 28, 2017 12:45:51 GMT -5
IT'S SPELLED PLENCKEN
|
|
|
Post by gazoo on Jul 4, 2017 14:06:36 GMT -5
At the rendezvous (Part II) Megan needs to insist on a dive helmet or alternative.
She let me go without. Fortunately it's just after a save point and I just let myself die rather than have to ask a DM to port me out.
|
|
|
Post by Psionic-Entity on Jul 4, 2017 16:14:13 GMT -5
How did you get in to the initial part without the dive helm?
|
|
|
Post by gazoo on Jul 4, 2017 16:44:53 GMT -5
She used to ask at the start, but since the change (where you can return) she no longer does. At that time you had to have one in possession to go in the cove.
I assumed that was an intentional change and thought nothing of it. And I wasn't motivated to try to go diving until lately so this is the first I've gone to the dive part II since the change.
|
|
|
Post by gazoo on Jul 4, 2017 18:38:23 GMT -5
Also, Saskia (NPC) might need a dive helmet. I've not tried taking her underwater yet.
I do know the Calidor npcs that I tried to use in Calidor won't go underwater.
|
|
|
Post by Psionic-Entity on Jul 5, 2017 11:07:05 GMT -5
Going to be adding henchman dive helmets in general soon. Code is a bit tricky which is why I've had to hold off.
Also, any chance you had a dive helm in storage when you last talked to Megan?
|
|