ah well, here's my ideas and feedback - 08/11/07 03:36 PM
greetz to you. i've had BD since it first came out, had to part with $70 for it and hated it when i first tried it.. i've been playing it lately, i snagged a $9.95 version of DD (now i just hate DD and will probably play that in 3-4 years) anyway that my background, now back OT.
[color:"orange"]feedback thus far on BD, just started imp village[/color]
shield block skill (et al)
can maybe be changed a little. do i have a base % chance to block ALL enemy attacks? - if my skill is say, 10% - will it be 10% vs a simple orc AND 10% vs a major arch-demon lord? if not already you could maybe do something like skill_value + (player_level - enemy_level) ??
where are the knockback effects and things like this?
there are TOO MANY drops in general. you rebalanced too many arrow drops :P long story short - reduce all drops by say 15% ~ 30% frequency or make monsters have there own RND chance to drop? and arrow pile amounts can easily be reduced by say 70% ? i ended act 1 with over 5000 arrows! (not in the same pile)
WHAT MONSTER AI? so far i've seen a ranged attacker try to keep distance from me, that was mildly satisfying. the few magic users i've encountered so far have just been annoying, not smart.. i'll look for more stuff tho' ..i DID see the peek of the week that gets all excited about a mage using a teleport type spell to get out of a corner, i hope this is not all there is.
^
WHY DID YOU NOT ALSO MAKE AI/TACTICS OPTION FOR PLAYER USED CHARACTERS? (the non-player controlled one at least!) - it took me a while to come to terms with your FRIENDLY/HOSTILE setting. i hope you expand on this because it detracts from the game. it is way too basic and ineffective. you go to the trouble of letting me pick up a darn piece of cheese (of all things) so go to the trouble here also - maybe some simple switches such as range to keep from enemy (if using ranged weapon) what % of HP loss to use healing potions, what spells to use. to make it even easier (see just below)
^
EXPAND ON YOUR TROPHY/BEASTIARY FEATURE FOR CRYIN' OUT LOUD. put switches in there that mod how the player deals with that enemy! (do they keep a distance? do they fall back when there are X amount of enemy near? do they use magic? sheez - you don't even NEED certain switches. if your trophy feature reports the players KNOW the creature is 90% vulnerable to fire and they have fire weapons/spells then USE THEM AUTOMATICALLY.
^
if a game were to bother making personality traits for the characters, you could have all sorts of fun here also! like characters that have phobias of certain monsters and penalties when fighting them, and not being able to have much control of how they deal with that monster (ie: if you try to adjust certain settings a dialogue will come up [something like] "no way! i hate <enemy_name>!"
^
going further still.. introduce morale. have the proximity range they keep vs a enemy modified by the current morale? (as well as traits/skills/etc) ..then have the damage to HP affect the morale slightly ..and down the rabbit hole we go <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
^
one of these days a game will realise to make a user adjustable THREAT LEVEL for enemies and items (from 1-100) (they are starting to catch on with this beastiary/trophy feature) what you do is this - we'll use orcs as the example, because usually they're just easy enemies: you call up the monster-lore skill/beastiary/trophy/whatever, and you give the orcs a threat level of say "10" - now you R-click an item, say "magic arrows +2" and give them a threat level of "11" - now the game knows not to waste these +2 magic arrows against the simple orcs - you only auto-use items of a lower or equal threat level! and the player can adjust it all! - of course you have to start programming new features into battle etc (checking the enemy, what the vulnerabilities, resistances are etc) but it's up to you how far you want to go with it.. the players in battle could "observe" for a round instead of "attacking" perhaps? (to try to increase the lore) you could also make different attacks, eg: an attack called "toy-with" which tries to coax new monster lore out of your opponent (you're toying with them to see what they're capable of, the downside is, you leave youself kind of vulnerable to the attack should it happen) -- things like this, if you bother to put them in games, save the player from having to do it all manually, would you rather click mouse buttons say 3-4 times to do a series of actions which are essentially 1 action or not? i'd rather not, so the more the game knows the better! ..i'll be doing something like this in my RPG <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> (i do some programming also)
^
consider how gamers save and reload to find things out. work WITH it instead of against it?
hey. those 2 gargoyles you spawn early in that long passage of the citadel. (they're so warm my brother) - they suck. that is a really cheesy way to do that. you could have at least made that a trap to detect? (another save+load issue) ..and just where did they come from? they just *poof* out of thin air! (cheesy) - you go to the trouble of making the cut scenes for (eg) taxelhix leaving areas and letting me pick up darn cheese!, so try to avoid cutting corners like this? the more you can keep your game world as a living, breathing, dynamic thing - opposed to instance_create(x,y,obj_gargoyle) the better.. it reminds me of my days with dumb dungeon masters - "you're in a room.. .. ..there's 100 green dragons there.. .. ..you're dead"
smaller areas with more detail rather than sparse large areas is better.. unless there is going to be much fighting, then we need some space.. the first battlefield map is.. well, dumb. you could have at least put those 3 bridges in the *middle* of the maps, not up/down/up/down/etc - i don't have the teleport stones at that stage - and i don't like having to run/rest all that way to get to my destination because you think it's good that i have to explore the whole area to get to the end.. it was annoying. i hear the other Bfeilds are different. good.
why does the 'lucky cap' rename to 'skull reward' at act 2? (bug?)
learning/unlearning skills is decent enough (although mystifying, i can go from being a fighter to becoming a full fledged mage/thief in 3 seconds) - i feel this detracts from the 'reality' of the game world.. maybe only be able to do this in a town (a school building or appropriate guild?) or only be able to do this around the skill teachers? meh. not important. but neither is picking up a stone bottle or cup apparently.. <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />
that's all for where i'm up to.. there were some other issues and i'll probably think of more as i go, so maybe back later with more BD stuff, i doubt you plan to release further patches tho' (see my 'bone spear ring' post in general forum)
erm.. i will post ideas for future games in the other forum.. <img src="/ubbthreads/images/graemlins/alien.gif" alt="" />
well... i enjoy BD thus far, it's not my favourite RPG or anything, but i like the detail they did in picking up just about anything (throwing barrels and packages is a bit superfluous tho' imho) the kind-of classless system and some other stuff..
spoken dialogues? big deal. most of the voices are very amateur, but edmond (the ghost) is voiced great! and the death knight is pretty entertaining.. to me it's just taking space on my 6.5 gig hard drive..
can i delete the music files and leave ingame music off to free up more space? save-games are large! i'm stuck on retro technology for a while and this would be handy. (some games allow this) you got rid of starforce? (good!)
[color:"orange"]feedback thus far on BD, just started imp village[/color]
shield block skill (et al)
can maybe be changed a little. do i have a base % chance to block ALL enemy attacks? - if my skill is say, 10% - will it be 10% vs a simple orc AND 10% vs a major arch-demon lord? if not already you could maybe do something like skill_value + (player_level - enemy_level) ??
where are the knockback effects and things like this?
there are TOO MANY drops in general. you rebalanced too many arrow drops :P long story short - reduce all drops by say 15% ~ 30% frequency or make monsters have there own RND chance to drop? and arrow pile amounts can easily be reduced by say 70% ? i ended act 1 with over 5000 arrows! (not in the same pile)
WHAT MONSTER AI? so far i've seen a ranged attacker try to keep distance from me, that was mildly satisfying. the few magic users i've encountered so far have just been annoying, not smart.. i'll look for more stuff tho' ..i DID see the peek of the week that gets all excited about a mage using a teleport type spell to get out of a corner, i hope this is not all there is.
^
WHY DID YOU NOT ALSO MAKE AI/TACTICS OPTION FOR PLAYER USED CHARACTERS? (the non-player controlled one at least!) - it took me a while to come to terms with your FRIENDLY/HOSTILE setting. i hope you expand on this because it detracts from the game. it is way too basic and ineffective. you go to the trouble of letting me pick up a darn piece of cheese (of all things) so go to the trouble here also - maybe some simple switches such as range to keep from enemy (if using ranged weapon) what % of HP loss to use healing potions, what spells to use. to make it even easier (see just below)
^
EXPAND ON YOUR TROPHY/BEASTIARY FEATURE FOR CRYIN' OUT LOUD. put switches in there that mod how the player deals with that enemy! (do they keep a distance? do they fall back when there are X amount of enemy near? do they use magic? sheez - you don't even NEED certain switches. if your trophy feature reports the players KNOW the creature is 90% vulnerable to fire and they have fire weapons/spells then USE THEM AUTOMATICALLY.
^
if a game were to bother making personality traits for the characters, you could have all sorts of fun here also! like characters that have phobias of certain monsters and penalties when fighting them, and not being able to have much control of how they deal with that monster (ie: if you try to adjust certain settings a dialogue will come up [something like] "no way! i hate <enemy_name>!"
^
going further still.. introduce morale. have the proximity range they keep vs a enemy modified by the current morale? (as well as traits/skills/etc) ..then have the damage to HP affect the morale slightly ..and down the rabbit hole we go <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
^
one of these days a game will realise to make a user adjustable THREAT LEVEL for enemies and items (from 1-100) (they are starting to catch on with this beastiary/trophy feature) what you do is this - we'll use orcs as the example, because usually they're just easy enemies: you call up the monster-lore skill/beastiary/trophy/whatever, and you give the orcs a threat level of say "10" - now you R-click an item, say "magic arrows +2" and give them a threat level of "11" - now the game knows not to waste these +2 magic arrows against the simple orcs - you only auto-use items of a lower or equal threat level! and the player can adjust it all! - of course you have to start programming new features into battle etc (checking the enemy, what the vulnerabilities, resistances are etc) but it's up to you how far you want to go with it.. the players in battle could "observe" for a round instead of "attacking" perhaps? (to try to increase the lore) you could also make different attacks, eg: an attack called "toy-with" which tries to coax new monster lore out of your opponent (you're toying with them to see what they're capable of, the downside is, you leave youself kind of vulnerable to the attack should it happen) -- things like this, if you bother to put them in games, save the player from having to do it all manually, would you rather click mouse buttons say 3-4 times to do a series of actions which are essentially 1 action or not? i'd rather not, so the more the game knows the better! ..i'll be doing something like this in my RPG <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> (i do some programming also)
^
consider how gamers save and reload to find things out. work WITH it instead of against it?
hey. those 2 gargoyles you spawn early in that long passage of the citadel. (they're so warm my brother) - they suck. that is a really cheesy way to do that. you could have at least made that a trap to detect? (another save+load issue) ..and just where did they come from? they just *poof* out of thin air! (cheesy) - you go to the trouble of making the cut scenes for (eg) taxelhix leaving areas and letting me pick up darn cheese!, so try to avoid cutting corners like this? the more you can keep your game world as a living, breathing, dynamic thing - opposed to instance_create(x,y,obj_gargoyle) the better.. it reminds me of my days with dumb dungeon masters - "you're in a room.. .. ..there's 100 green dragons there.. .. ..you're dead"
smaller areas with more detail rather than sparse large areas is better.. unless there is going to be much fighting, then we need some space.. the first battlefield map is.. well, dumb. you could have at least put those 3 bridges in the *middle* of the maps, not up/down/up/down/etc - i don't have the teleport stones at that stage - and i don't like having to run/rest all that way to get to my destination because you think it's good that i have to explore the whole area to get to the end.. it was annoying. i hear the other Bfeilds are different. good.
why does the 'lucky cap' rename to 'skull reward' at act 2? (bug?)
learning/unlearning skills is decent enough (although mystifying, i can go from being a fighter to becoming a full fledged mage/thief in 3 seconds) - i feel this detracts from the 'reality' of the game world.. maybe only be able to do this in a town (a school building or appropriate guild?) or only be able to do this around the skill teachers? meh. not important. but neither is picking up a stone bottle or cup apparently.. <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />
that's all for where i'm up to.. there were some other issues and i'll probably think of more as i go, so maybe back later with more BD stuff, i doubt you plan to release further patches tho' (see my 'bone spear ring' post in general forum)
erm.. i will post ideas for future games in the other forum.. <img src="/ubbthreads/images/graemlins/alien.gif" alt="" />
well... i enjoy BD thus far, it's not my favourite RPG or anything, but i like the detail they did in picking up just about anything (throwing barrels and packages is a bit superfluous tho' imho) the kind-of classless system and some other stuff..
spoken dialogues? big deal. most of the voices are very amateur, but edmond (the ghost) is voiced great! and the death knight is pretty entertaining.. to me it's just taking space on my 6.5 gig hard drive..
can i delete the music files and leave ingame music off to free up more space? save-games are large! i'm stuck on retro technology for a while and this would be handy. (some games allow this) you got rid of starforce? (good!)