screeg's Replies

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  • in reply to: New faction suggestion #2278
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    How about a more fantastical faction, like Lovecraft-inspired creatures that attack from underground? You would encounter them in caves or dungeons only (which I believe is a future tileset goal). Special mission: they’ve infiltrated a castle or city from below. This faction would generally have higher level/challenge units.

    in reply to: Post-EA feedback #2214
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    Regarding point 3. “Let your smith fight” I think I’d rather have this be optional. I assume the game is balanced around fielding 12 fighters. I don’t want one of those slots permanently taken by a half-assed fighter who’s also a great blacksmith.

    Your idea about being able to craft custom items is definitely interesting.

    in reply to: Damn Werewolves #2182
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    Or get less Hugos. I heard werewolves especially like the smell of Hugos…

    I told him he was bathing too often!

    in reply to: Character Generation #2181
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    Allowing the player to generate all three characters from the ground up, or even to choose or buy them from a big pool, would totally throw the balance of the starting game. Customization is wide open right from the first level up, and I feel like that many options would be going too far.

    Two other suggestions: give player two completely random characters (like now), let him customize remaining character with their abilities in mind.

    Or have the three random starting characters start at “level 0”. Let the player distribute three (five?) points at the beginning as if leveling up to level 1.

    in reply to: Suggestion for Skill Buy #2180
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    As the game is downloading, a thought hit me. Another advantage to a “focus” based system would be to minimize micromanagement. Instead of having to add three points in three different abilities each level (which, from how people play, are generally usually the same ones), you could focus the same three abilities once, changing them only at times of need. A minor visual indicator (an asterisk near the abilities name?) would keep the player informed of the characters focus.

    I don’t know that fans of this genre would call point distribution on level-up “micromanagement”, I certainly don’t. I feel like you might be overthinking the system a bit. It’s simple as it is, and in some ways even elegant. It definitely doesn’t need to be streamlined.

    in reply to: Additional weapons and backrounds #2179
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    I love me some polearms, but I wouldn’t want to see fourteen different ones implemented just for the sake of a dozen different graphics. It’s nice when different weapons have different use cases, special attacks, etc., different reasons to use them. Otherwise it would just look like filler.

    I’ve always had a soft spot for pitchforks though (anyone ever play Phantasie II?)

    in reply to: Suggestion: Rename "Fatigue" to "Stamina" #1609
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    I vote for the change to Stamina. Visual consistency is very important to interface design. Having one of your bars work differently from the others is not improved design, IMO. It’s distracting, and assuming that 95% (99%?) of your customers have played a computer game with stat bars before, they’re not going to need to have Fatigue differentiated from the others.

Viewing 7 posts - 16 through 22 (of 22 total)