egoal / darkest-pixel-dungeon

Traditional roguelike game with pixel-art graphics and simple interface
GNU General Public License v3.0
91 stars 10 forks source link

Some key issues with UI and gameplay. #6

Open Omnipresent4ce opened 3 years ago

Omnipresent4ce commented 3 years ago

I enjoy your version of Pixel dungeon greatly, there are some key issues that drastically affect playability and sometime ruin tactical or functional situations with some potentially unintended circumstance(only stating experiences that have happened consistently

3-Descent death- having a spawn room at the base of the ladder, descending and taking a single step, to either be pulled into the centre of a cluster, crippled and sometimes hit 3 times upon arrival(Prison Guard, cripple applies before step count I believe in some circumstance. Or to have 3 ranged enemies combo you or a cluster of melee enemies surround you spawned between you and the only door. 4- Entanglement Collapse on descent and due to lack of visual after one step and proc of entanglement. Entanglements' rooting last too long preventing one from having any way to respond to unseen ranged enemies upon descent and taking a single step 5-Inactive/Missing/Unresponsive/Superficial Red Target attack button. This happens often way too often while kiting enemies through doors and around corners(for surprise attack) The red button will appear indicating the adjacent enemy there are a series of issues I have encountered with this: Unresponsive Button, button does not respond to interaction at all and you can't move, one must manually select target(only occurs in melee, similar to charmed and rooted but no debuff, lasting 1 full turn) this is often only fixed by making a static 1 turn or more action, allowing creature a free hit(the inability to move is similar to despising a statue and trying to click outside of cardinal directions around hero. Superficial/Inactive Button Sometimes(a lot more often with fast enemies for some reason) upon kiting through a door or around a corner, attempting to click button(dead centre with a stylus) will instead register it as selection of movement(to area underneath button) Often this will autorun(and will only cancel by screen command in movement phase not combat, often dragging a crab, or bat, maybe running away from a ranged attacker sometimes cause random uncalled for full health deaths depending on distance, creature by disallowing cancellation of the unintended auto-walk unless timing is perfect.(you have to screen tap just after relocating to square in less than 1/4 second exactly before you are attacked to cancel) Add to the fact this is caused by a superficial button and not an intended command ever, approx 10% of my deaths are caused by it(a lot of the best challenge runs, ended by unintended command to run and unless something new enters your vision it is almost impossible to stop, sometimes taking 10-30 steps before able to be cancelled. Missing button- Sometimes the button doesn't even show up until you have manually attacked target

A possible solution for the last issue, is to program cancel movement on combat strike receiving damage with visually available enemies of any sort.

Omnipresent4ce commented 3 years ago

Mind you the older the phone I use the more I encounter the button issues.(it also occurs in the current release of Shattered) The descent deaths are awkward mechanics but rarer(unique due to lighting's mechanical properties and Pressure system) Imo this is the most interesting version derived from Shattered. Pressure was implemented before I first installed it and frustrated me at first(until I figured it out) but it gives the game more depth by providing additional ongoing threat.

egoal commented 3 years ago

Thank you for all the suggestions & issues! For the gameplay issues (1, 2, 3, 4), I am quite sure that I will adjust them in the next 0.5.1 version (actually, enchantment adjustment is one of the main changes in 0.5.1). I sometimes got the 5th issue. However, it's not that urgent and hard to reproduce manually. so I would try to figure out the logical loophole by the code.

And, I think I will keep this issue open until the next version, by then I would leave a comment here to desc the states of all these problems. : )

Omnipresent4ce commented 3 years ago

Update- Stunning both Enemy-souced and Enchantment seem to be working at functional level to combatable/usable levels. I'll check out Entanglement presently(I avoid it completely if possible atm)

On the button issues some updated situational information. 1- Enemies not located in adjacent squares in previous turn are more prone to issue(maybe only source based off assessment) 2- Faster enemies or those that teleport are most likely to cause issue. 3- Button sometimes appears overlaying character button, it is black instead of red.(I have a screenshot somewhere)

A new issue encountered involving descent with X level ring of wealth combo equipped. Having excess somewhere in the range of 15-20lv of Ring of Wealth equipped(I haven't confirmed exact level) causes a perpetual inability to descend in any manner to an unspawned depth(by chasm nor by stair)((Excluding boss depths and depth 21)) I use 14lv(2 x 7's) whenever possible for (my 3rd RoW is rarely below 3 at time of testing to verify exactly) A potential workaround alternative to Shattered in its current mechanics is(if possible I'm not a coder) is to cap level spawn influence of RoW @ said level with no additional effect upon generation