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 Post subject: about the difficulty of game
PostPosted: Mon Jul 30, 2012 4:33 am 

Joined: Wed Jun 27, 2012 2:34 pm
Posts: 48
game seemed not so difficult after level 20+ (at least until lv42, i killed myself for hero rebuild at that level), some reason cause this problem:
1. low level monster ambush. in a later level all monster with ambush ability will appear when ambush. so heroes will meet lv1 goblins in a 20+ level. i have 2 suggestions: first, let the monster groth when level up (dungeon level)
for example, +2% all attrib than last level (a 150 monster is 19 times more strength than a lv1 one) or just all +1 for 10 levels, this make monsters in higher level very dangerous, especially when ambush, but need a lot of work to re-balance; second, make monster no longer appear in levels higher than their own dungeon_level+20, then heroes meet complete new monsters each 20 levels.
2. free save system. in the current version(v4.8.2), i don't felt so much dangerous for rooms or traps or so on, because the save system could always reverse time and revive my heroes. i suggest to limit the save and load game, for example, Hardcore Mode: players must choose a slot for every new game, when enter a new level the game auto saves, for only 2 times load per level (+1 times for extended version or not?). when the can no longer load to play, players still can upload the score.


Last edited by kotnredwolf on Mon Jul 30, 2012 4:39 am, edited 1 time in total.

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 Post subject: Re: about the difficulty of game
PostPosted: Mon Jul 30, 2012 4:37 am 

Joined: Wed Jun 27, 2012 2:34 pm
Posts: 48
when i activate a critical trap, what i must do is to load the game (super time reverse magic!), cast Show Trap, and then disarm it.

i really don't like the save system for rouge likes.


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 Post subject: Re: about the difficulty of game
PostPosted: Mon Jul 30, 2012 9:05 pm 
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Joined: Thu Nov 11, 2010 12:38 am
Posts: 161
Location: Norway
I don't like it either... Lost Labyrinth DX will probably have quite different save game system (more like your hard-core type)

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 Post subject: Re: about the difficulty of game
PostPosted: Tue Jul 31, 2012 3:02 am 
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Joined: Tue Oct 13, 2009 12:06 am
Posts: 270
There is a bug in the current release that cause the game to spawn most monsters from way too below the level we wanted.
Basically logic got reversed making the game spawn 3/4 low level and 1/4 normal instead of the other way round.
Fix will be in next release.

We could of course create a hardcore = permanent death mode. Though, like with other games, players can cheat around this by making backup copies of the save games.
So it would simply be more inconvenient but in no way impossible to have unlimited saves too.
Well, at least there'd be a psychological difference. Players who did this would know they're officially cheating.


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 Post subject: Re: about the difficulty of game
PostPosted: Wed Aug 08, 2012 7:22 pm 
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Joined: Mon Aug 06, 2012 10:09 pm
Posts: 9
Location: Poland
1.That's right. It makes game too easy on higher levels and too monotone so. Maybe this way its good having God of War/Death or Mercenary but ambush made of goblins on for example lvl 34 is a laugh on hall.
Max Lvl where they are should solve problem.
Or just made a 'recolored version' of monsters and make them stronger/with new spells?
For example:
Evil Pumpkin => Fiery Pumpkin (Explode by attack or by its own will)
Zombie => Plaguebearer (even a hit gives disease)
Goblins => Troglodytes
Goblin Shaman => Goblin Hierromancer


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 Post subject: Re: about the difficulty of game
PostPosted: Thu Aug 09, 2012 12:21 pm 
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Joined: Thu Nov 11, 2010 12:38 am
Posts: 161
Location: Norway
Quote:
Evil Pumpkin => Fiery Pumpkin (Explode by attack or by its own will)
Zombie => Plaguebearer (even a hit gives disease)
Goblins => Troglodytes
Goblin Shaman => Goblin Hierromancer


This is planned for Lost Labyrinth DX.

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Check out my other game: Egoboo


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 Post subject: Re: about the difficulty of game
PostPosted: Thu Aug 09, 2012 1:46 pm 
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Joined: Mon Aug 06, 2012 10:09 pm
Posts: 9
Location: Poland
Zefz wrote:
Quote:
Evil Pumpkin => Fiery Pumpkin (Explode by attack or by its own will)
Zombie => Plaguebearer (even a hit gives disease)
Goblins => Troglodytes
Goblin Shaman => Goblin Hierromancer


This is planned for Lost Labyrinth DX.

Recolor idea or listed monster evolutions?


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 Post subject: Re: about the difficulty of game
PostPosted: Sat Aug 11, 2012 10:08 pm 
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Joined: Thu Nov 11, 2010 12:38 am
Posts: 161
Location: Norway
Monster modifiers. Various templates you can apply to any monster. Fiery Goblin could be immune to fire for example. Some monsters might even have multiple templates.

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 Post subject: Re: about the difficulty of game
PostPosted: Sat Aug 11, 2012 10:35 pm 
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Joined: Mon Aug 06, 2012 10:09 pm
Posts: 9
Location: Poland
Zefz wrote:
Monster modifiers. Various templates you can apply to any monster. Fiery Goblin could be immune to fire for example. Some monsters might even have multiple templates.

Aha , so it be something like in Diablo II , but its good patent. Or maybe make half-boss monsters with its own name with many of modifiers? And random name generator! That will be really cool. Half-boss monsters will replace "common lords" in thronerooms and breathe new life into a game.

PS: Sorry for deviating from main subject but I have sometimes instpirations that I must write :mrgreen:


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