Originally Posted by Kelsier
Speaking of... here's my thoughts on the problems

(problems 1 through 15)
1) "toggle button for not accidentally stealing things" Toggle button? I move around and I've never stolen anything by accident, or even been about to. I don't think that's necessary.

2) Yep
3) Action queu would help my headaches so much! Now if you want to be efficient, you have to time everything to perfection or risk being delayed by like a second. It may not sound much, but when you just want to get on with your round and not waste time that time does add up.

4) What is awful about the attribute system?
5) Ricochet is a very weak ability. Marksman's Fang is only marginally useful. (So is Throwing Knife.) Maybe Marksman's Fang ought to have a weak to average possibility (25-50%) of applying a Bleed effect or a Root effect? Not sure if Ricochet has a damage progression already, but would be nice to have something like 125% dmg on 1st target, 100% on 2nd and so on sort of a progression downwards. As for Throwing Knife... well tbh this ability should just be replaced by something else entirely, this just feels like something a rogue should be able to do without wasting a skill book on it. Maybe replace it with a skill that allows you to trip up a character or something to that effect?

6) It's also dangerous! I've lost count of the times I accidentally incinerated my own heroes because I fire-wanded some mook! Put one foot in that oil and you're done for. The effects bonanza was especially tough during the Haunted Forest Voidling ambush. I managed to get out of that, but had to waste about 4-6 resurrection scrolls. Seriously do NOT bring fire there, you WILL explode!

7-13) meh, nope, meh. Aside from graphical tweaks, I don't think these are actually issues. Self-repair hammers are very important for the player's comfort. Elemental grenades are cool, what's your issue with them?
14) Ground effects are the bread and butter of the D:OS combat system. I quite like them.
15) Special arrows are quite hard to come by unless you literally kill every Magister in Fort Joy (like I did. MUAHAHAHAH)


1. doesn't matter if you think it's necessary, you could keep it always off and it won't hurt your experience. but for idiots like me who accidentally click on shit constantly like sum fkn monkey with a keyboard it will add a lot to our experience. takes nothing away from players who don't care, adds to the experience of players who do. should be added

4. the attribute system is complete garbage, it punishes you for getting too much of an attribute by giving you nothing once you get a certain amount, while also making getting too much of an attribute incredibly hard by lowering how much every attribute is worth with each level. most of the attributes lose all value after level 1-3 because of this, and leveling up will make you lose a ton of damage before you've put attribute points in, and even after you have put the points in you will still be dealing less damage than you did the level before. level up should always make you stronger. more of an attribute should always make you stronger, not struggle to keep you at the same amount of damage you've always been at.

Also I updated number 4 in the list to say this ^ so it's more explained now

5. no, the damage of the early game ranger moves is fine. the problem is that both of them unpredictably hit neutrals and characters not in fights. they both just need better aiming reticles so you know what you are hitting, I'll update this one on the list too

7. an option for a hotkey is just like the theft toggle button, hurts nobody and adds to some players experiences. should be added

8. the character creation poses are way too over the top, looking at the female elf creation poses and the female human poses feels like looking at two different games.

9. the ladder animation doesn't fit in a game like this simply because it's a global animation that every single character uses. not to say it couldn't have a place it just doesn't belong as a global animation.

10. the design of dese elvs is gr8 scru u

11. the lighting issue is a big deal as it happens almost everywhere below ground and in the most important place to see what your character looks like, the creation screen. idk how hard something like this is to fix but it should be fixed with a pretty high priority

12. free mobile repairs break the durability mechanic, because the point of durability is that it comes at the cost of either skill points and materials to fix your gear, or at the cost of time (walking to a blacksmith) and gold to fix your gear. with repair hammers, which i can assure you the player doesn't care about, durability loses all cost and all that is left is the reward of repaired gear, which turns it into an annoying mechanic that causes players to say things like "i dont understand why durability is in the game". players care about their gold and their skill points, these feel like fair trades for repaired gear. random hammers and tongs doesn't.

13/14. ground effects should not be in every fight and they should be limited to mages, and only the higher level spells should be able to paint ground effects at will like almost all of the spells do right now. contamination (turn all compatible nearby surfaces to poison) is a really good use of ground effects and could be an early game spell. because the player can't control where these ground effects are going to be, it forces them to be creative to get use out of it. more ground effects is bad, they invalidate entire play styles (rogue) and force all combat into elemental battle with no mind paid to physical classes. and saying things like "well rogues have winged feet now to make up for that" is just bad, winged feet is something rogues shouldn't have its a shitty reaction to too many ground effects making rogues unplayable by giving them a spell that makes no sense for a rogue. and now we have grenades? we don't need more ground effects in the game, we need less.

15. same as above, we need less ground effects and the ground effects in the game should be coming from wizards. i hate these stupid fucking arrows with a passion, and don't think i'm flipping my shit hERE BUT IM FLIPPING MY FUCKING SHIT I HATE THESE FUCKING ARROWS

anyways. ahem. lol. we need less ground effects in general, and they especially shouldn't be coming from physical classes. arrows like knockdown arrow, armor piercing arrow, poison arrow (as in poison the person you shoot, not put poison on the ground), and steam cloud arrow; these are awesome. these are the things a ranger should be using. not shooting out ground effects everywhere, that's what a mage should be doing. if devs want to keep grenades it should somehow be limited to rogues and rangers, and it should be similar to the arrows above. no ground effects whatsoever unless they are non damaging (blinding clouds, ice, etc.)

and thanks for going over some of the list and giving your opinions. just 437 more to go c;

(2, 3, and 6 not mentioned because we agree)

Last edited by chocolate; 24/10/16 10:52 AM.