Everything posted by rjshae
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Combine big city and endless dungeon
No thanks.
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Final Thoughts
Could be sooner for those with Beta access, at which point these forums will run with blood. More likely, though, the game will be delayed a bit: it's a much larger undertaking now than it was when the original project was framed. I hope they NDA those people. Or apply duct tape. Maybe both?
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Enhanced Pets
Can I have a pet rock?
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The inventory
I'm sure that whatever system they come up with will be nice.
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Thoughts about the Endless Paths
It's the mass graveyard for gaming forum posters.
- Update #25: The final hours. One end, and to new beginnings
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PE: cRPG gamechanger? Or no? Random musings...
My fear is that Kickstarter is a disaster waiting to happen. But for now I'm enjoying the process.
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Zooming
It would be nice to be able to zoom out for movement/exploration, then zoom in for tactical control or to view (and appreciate) a part of the area in more detail.
- (Feature request) Replay that last battle...
- Update #25: The final hours. One end, and to new beginnings
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Let's Talk About Easter Eggs ...
I think we need a stone tablet, written to Ob Nua by his chief architect, demanding a more dangerous dungeon with all but two of the exits closed off. Plus some muttering about a "turn-based system" and the need for a class on necromancy.
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Don't make the mega dungeon too easy to exit and re-enter
Hey, I can get behind this. Maybe an exit at level 5, one at level 10 and one at the bottom. That's fine by me. I'm not thinking there's a need for an exit every level or every other level. I got the impression the OP wants only the entrance at the top and maybe one at the bottom though, which I do not agree with. Well they can certainly make it more of a dungeoneering experience by presenting some uncertainty about your ability to safely use the exits. Perhaps some will be structurally weak and may collapse if you use them too much. Others may be guarded by a powerful wandering spirit that will sometimes show up to suck out your soul if you try to escape. There may be warded exits that require the sacrifice of a soul stone to use. And so forth. But there should be at least a few that are reliable and don't force you to trek through the dungeon for a half hour of game time to reach. That's just pure tedium.
- Last stretch goal reached ; Cats
- Last stretch goal reached ; Cats
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Development time too short
It wouldn't surprise me to see them schedule it for 18 months, but it ends up taking two years. It's a big project with lots of bottlenecks. Things happen; problems come up. Ideally they can get it out before the 2014 holiday season and it ends up on everybody (else's) gift wish list. But if not, that shouldn't be a big deal. But I have been known to be mistaken... from time to time.
- Don't make the mega dungeon too easy to exit and re-enter
- Don't make the mega dungeon too easy to exit and re-enter
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Turn based Combat
Sure, turn-based is fine, and is usually better when there are more things to control on the screen and you want detailed tactics. But I can live with the pause approach.
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Thoughts about the Endless Paths
You can always make it hard for yourself through the available options like Trial of Iron. It should be a challenge, yes, but others may not want it to be so obscenely difficult that 90% give up before reaching the end.
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Rats need to be first quest
A rat swarm, per the D&D v3.5 MM, would be an interesting challenge as a 4 HD monster. I wonder if they will implement monster swarms? That would be a nice improvement over the old IE games. What a joy to see a seething mass of rats coming at the party.
- Update #25: The final hours. One end, and to new beginnings
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About the huge statue under mega dungeon...
I'm guessing it's a statue of Od Nua.
- playing "evil"
- playing "evil"
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13 levels is auspicious for the mega dungeon...
The levels below 10 look to be flooded in that drawing. We might need to find the rebreather gear first.