[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
QCF Design Community • View topic - A little encouragement
Page 3 of 5

Re: A little encouragement

PostPosted: Sat Aug 18, 2012 7:53 pm
by q 3
The new Tower could be the basis for a cool twist on the alpha's Gauntlet mode - instead of repeating the same dungeon over and over at a higher difficulty level, you go down (up?) an endless series of floors, each getting progressively harder, with the goal being to reach as low (high?) a floor as you can. Possibly disable the ability to return to previous floors for that authentic roguelike "iron man" experience. The game could track record your best performance by class - e.g., "You've reached floor 58 as a Rogue! You've reached floor 41 as a Sorcerer! You've reached floor 13 as a Berserker!"

EDIT: Forgot what I even meant to write this post about in the first place. This is how fast regen and poison appear to be interacting now: fast regen causes a monster to heal 2x their level in HP per tile; when poisoned, a monster with fast regen heals 1x their level, which is exactly what they would recover if they had neither fast regen nor poison. Is that how it's supposed to work? In that case, you may as well disable poison altogether on those monsters, because it's pointless to do so in 95% of circumstances. (And the 5% where poison would still be useful is so niche and counterintuitive - e.g., purely to get piety from TT - that it's not worth retaining, IMO.)

Re: A little encouragement

PostPosted: Sat Aug 18, 2012 8:38 pm
by Lujo
Leave my TT piety gaining poison alone :D

Also, the new tower IS a cool twist on the Roguelike Genre. It's a really small one. And really, really nasty one as well, unless you get very lucky. I don't think there'll be any "did it w every class" series about this one, at least no without scumming for gods.

Too many different threats at the same time, and when an unlucky spawn couples with an unfortunate floor, you're dead.

Need second opinion on this, and if it involves Rogues, then a third opinion. If That one invloves GG somehow, then a fourth one :D Although the damned place seems to have a cure for everything (GG's is inventory space). Either that, or I'm usting stuff I'm not expirienced with in Gaan'Telet (EM, GG, Binlor, CYDSTEP etc.)

Re: A little encouragement

PostPosted: Sun Aug 19, 2012 10:46 am
by Lujo
A huge deal about the new tower I just noticed (and forgot to add to the writeup I sen to Avatar, but I bet he'll see it here), is the lack of a subdungeon.

With the way the inital level is designed there isn't any room for one to spawn naturaly, but finding any of the walled in subdungeons was a huuuuuge and necessary part of doing the original GT. I took it for granted for a long time, and now that it's gone, I'm really noticing it.

Re: A little encouragement

PostPosted: Sun Aug 19, 2012 11:01 am
by Blovski
New encouragements entertaining btw

Re: A little encouragement

PostPosted: Sun Aug 19, 2012 12:02 pm
by Fran
How exactly does the encouragement happen?
Whether I win, run away or die in a run, I don't get any message.

Re: A little encouragement

PostPosted: Mon Aug 20, 2012 4:05 am
by TigerKnee
Whoa, has Binlor always hated Imawall?

Re: A little encouragement

PostPosted: Mon Aug 20, 2012 5:02 am
by Darvin

Re: A little encouragement

PostPosted: Wed Aug 22, 2012 3:11 am
by JonahHollow
Why would you want to cast immawall on an empty space if it doesn't give you the extra experience.?

Re: A little encouragement

PostPosted: Wed Aug 22, 2012 3:20 am
by Darvin
Well, with Binlor in particular the number of walls remaining on the level is a resource, and spamming IMAWAL repeatedly on monsters doesn't stack. Other than that, it can be used to create walls to hit monsters into with knockback. However, with the Binlor combo disabled by his punishment I don't see much use for it. Still, I like the additional freedom with the glyph.

Re: A little encouragement

PostPosted: Wed Aug 22, 2012 3:28 am
by TigerKnee
By the way, speaking of Imawal, I find the "statue" forms of monsters VERY distracting especially if you're trying to keep track of how many walls you have and how best to use them for knockback.