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QCF Design Community • View topic - Monk still ridiculous + a guide to playing this game
Page 7 of 17

Re: Monk still ridiculous + a guide to playing this game

PostPosted: Mon Jan 16, 2012 7:49 pm
by Sidestepper

Re: Monk still ridiculous + a guide to playing this game

PostPosted: Mon Jan 16, 2012 10:34 pm
by Darvin

Re: Monk still ridiculous + a guide to playing this game

PostPosted: Mon Jan 16, 2012 10:42 pm
by The Avatar
My favorite thing is when you find the gloves, save them and then find 2-4 of those other ones. No boss stands long after that. None of them.

Re: Monk still ridiculous + a guide to playing this game

PostPosted: Mon Jan 16, 2012 11:29 pm
by gjaustin

Re: Monk still ridiculous + a guide to playing this game

PostPosted: Tue Jan 17, 2012 12:23 am
by gjaustin
People may already know this, but I didn't...

You can unlock the Witch and upgrade her building to level 1 without causing potions to spawn in shops. This lets you prep one of the poison/mana burn potions.

Re: Monk still ridiculous + a guide to playing this game

PostPosted: Tue Jan 17, 2012 2:25 am
by q 3

Re: Monk still ridiculous + a guide to playing this game

PostPosted: Tue Jan 17, 2012 2:41 am
by The Avatar
Yeah. It's kinda hard to regen fight a guy who does 150 damage and corrosion/weakness.

Re: Monk still ridiculous + a guide to playing this game

PostPosted: Tue Jan 17, 2012 7:04 am
by TigerKnee
Adding in on the whole "randomness" debate going on.

I used to play Magic:The Gathering. One of the basic rules in deck construction for high-level play is "4 of each card you want to use (4 is the maximum of an individual card, you see), unless you have an extremely good reason not to (such as deck searching cards)"

In a game with random factors, good players will attempt to keep Luck to the minimum. One way of doing so is to get rid of junk. That means sub-optimal and super niche items like blue beads get junked.

In Alpha, you HAVE to get through the junk items in order to reach the high end awesome ones like Orb of Zot due to the simple unlocking system.

In Beta, you can control your "deck", or in this case, your item pool, by simply not doing quests that junk up the shops.

Even if, in theory, you managed to make all items equally useful, the optimal play would still be to minimize your luck as much as possible.

Now, having a huge pool of items and seeing what you get as a luck of the draw CAN be FUN. That's the basis behind the alternative mode "Elder Dragon Highlander", where you have a 100 card deck with a card maximum of 1 per individual card, but that's not the base gameplay of Magic, and I would like to think that the "fun" and the "optimal" way of playing a game should intersect, rather than clash with each other.

This is Dungeon Crawl: Stone Soup's reasoning for removing grindy behaviour. It's true that players can choose not to do X scummy and boring action, but if it gives you an advantage, players will happily whip themselves if they must.

Re: Monk still ridiculous + a guide to playing this game

PostPosted: Tue Jan 17, 2012 7:33 am
by Sidestepper
Thinking about it a bit, the anti-locker mechanic might be a fun ability to attach to Level 4 guilds as an advanced unlock for veteran players. The Thieves' Guild could have a special Boycott menu used to suppress unwanted goods, the Church could have an Iconoclast menu where you can pay the archpriests money to declare certain religions as heretical, and the Mages' Guild could declare a moratorium on certain kinds of magic. As long as I'm wishing on a rainbow, the Adventurers' Guild could have some more locker space :)

As much as I would like to see something like this, I get the feeling that QCF considers the game to be feature complete now and isn't eager to start cramming in more stuff. Maybe this could be modded in, but after reading the recent comments about how the back end of the game works, that sounds unlikely.

Re: Monk still ridiculous + a guide to playing this game

PostPosted: Tue Jan 17, 2012 8:04 am
by Lujo