Open GoogleCodeExporter opened 9 years ago
The key seems to be to get a good weapon as early as possible. Without I don't
cause enough damage and even some ants smash my ass. But good weapons are very
expensive.
Suggestion: Some of the early (and therefore easy) quests should reward with a
weapon. Nothing classy but better then the butter knife from the beginning.
This would reduce the frustrating moments when small ants turn to
life-threatening monsters...
And yes - in the beginning one can only kill rats and bees and travel between
the bed and the monsters. VERY annoying. Maybe a higher drop rate for healing
materials (small healing potions, food) would help. And an earlier suggestet
"auto heal rate".
Original comment by erwr...@gmail.com
on 11 Dec 2010 at 12:43
"Butter knife", lol :)
I have played through the beginning too many times now, and I agree that there
is somewhat of a steep requirement step for doing some of the quests. I dont
particularly feel that that is a problem however, just return to those quests
later when you are more experienced and have better equipment.
The effect of this would also be lessend by the fact that when we add more
maps, we could make some a bit easier than the current midlevel dungeons. Not
all have to be as hard as the ant pit :)
However, you do bring up a good point about introducing level requirements for
quests and areas. This could make the game seem "easier", since the player
would only be allowed to get into the areas that suit the current level. That
is something that I think we should implement. I'm thinking some NPCs could
answer by something like "No thanks kid, you seem to unexperienced. Come back
when you are more experienced".
Do you think there could be a downside to it, to introduce an artifical limit
on player level?
Original comment by oskar.wi...@gmail.com
on 12 Dec 2010 at 11:13
If you implement something like this, then make transparent to the user what is
needed: "No thanks kid, you seem to unexperienced. Come back when you are level
7".
It would be frustrating otherwise to check back unsuccessfully many times.
Perhaps also start the quest already with: "have to gain level 7 to talk to ...
again."
What about the training idea? Perhaps just fight Odair with several strength.
(level 3, level 5, level 7) The player could be requested to gain levels
between the 3 fights.
IMO new quests from now on should always depend on a level 10 hero. We have a
huge number of players that plays the game now. You cannot give them a level 5
quest anymore. This should be settled only in the first town.
Once your level 8 or 9 the world looks different. ;-)
Original comment by SamuelPl...@gmail.com
on 12 Dec 2010 at 3:26
I found the early levels a bit hard, and spent most of the time farming cave
rats for gold and experience. Getting enough gold to buy a good weapon took me
about 5-6 hours, with the bonuses from quests. I was disappointed by the cave
rat king did not return after I finished the quest. Being able to kill him
again, but replace quest item with a regular (boss?) item drop, would have been
nice.
It became easier with each level up as I chose +1 AD the first 3 level ups and
later getting the steel sword made most farming gold battles a 1-hit fight. +10
HP & +10% AC later was I able to kill the ghost king at level 7.
Somewhere between level 2 and 5 is it a little steep, but if I hadnt chosen +AD
then I assume it would have been harder and I would completed less quests.
Things like a quest list (new in 0.6.7), a world (map) overview with clickable
travel-to options, a where-is-this-NPC list (only added if you have found the
NPC or revealed from quest) and higher (or more often?) gold drops would help
friendliness.
Improving level up to be automatic, restore full HP, show graphic
blink/bliss/bless thingy (as suggested elsewhere) and increase health by +1 HP.
I found the thief quest, unmir NPC, confusing as there are two NPC with "un*"
names.
Also, why are there quests included that are unsolvable due to missing areas ?
Like North and South of Fallhaven. Bonemeal and some undead critters as I
recall.
After reading the issues here, did I learn you can actually flee from combat -
would have been nice to know & how (I still dont know how). "End combat" did
only reveal you cannot leave while monsters are around and clicking anywhere on
the "attack screen" preforms an attack.
Thats my experience so far as a level 7 hero on first play.
Original comment by kims...@gmail.com
on 15 Dec 2010 at 3:32
At level 16 and maxed out gear, its all about waiting till i can find new gear
and harder monsters and bosses. I am drooling at the thought of PVP multi
player with thus game. But in the mean time waiting to get the heart stone for
anew weapon im hoping. But until then level 20 is my goal. By the way anyone
know the level Cap?
Original comment by johnmagu...@gmail.com
on 15 Dec 2010 at 10:04
I think level requirements would take away from the non linear game play. There
are suggested areas and ways but you don't have to go any one particular way or
do things in a certain order for the most part. I think that is an element of
the game worth keeping.
Original comment by sdeva...@gmail.com
on 10 Feb 2011 at 12:53
Original comment by oskar.wi...@gmail.com
on 10 Feb 2011 at 7:35
Original issue reported on code.google.com by
SamuelPl...@gmail.com
on 11 Dec 2010 at 11:40