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QCF Design Community • View topic - All you're doing is making the game harder...
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Re: All you're doing is making the game harder...

PostPosted: Thu Aug 04, 2011 3:52 pm
by pakoito
I'm sorry but Taurog costs must be rised again, being his worshiper makes most dungeons a breeze with Rogues and such. The tradeoff between leaving magic and getting overpowered itemsis leaned in favour of Taurog. I've beaten most of the dungeons I've been in by just following the "Taurog path" and I never looked back, gotten the "Specialist" Badge every time. In some of the earlier dungeons I didn't even need potions.

You just need to step up your game and spend time playing. This is not Modern Warfare where you're taken by the hand, frustration kicks in because that's the way the game is played. Seriously, this trend in dumbing-down games (Diablo 3 the latest) for those people who OMGDONTHASTIMETOPLAY is making me angry. This game like many others like Civilization, Rogue, Super Meat Boy, Starcraft...requires time, thinking and skills, and other people can play it. If you can't you shouldn't have bought it in the first place because you had the alpha to try, if you did don't ask for a refound as it is your fault.

Re: All you're doing is making the game harder...

PostPosted: Thu Aug 04, 2011 4:20 pm
by TigerKnee
Here's a problem: A bunch of us are already freeware veterans. We understand the concept of mid-fight level up full heals, killing higher level enemies for bonus exp and regeneration-fighting bosses.

From what I've seen from a bunch of other forums, it still seems like a hard concept for new players to grasp though.

I definitely don't think we should be making dungeons that forces you to do ALL of the above this early in the game, but remember players don't automatically come with these knowledge and "read the wiki" isn't a legitimate answer to that so there needs to be more gateway dungeons that makes these strategies obvious.

Re: All you're doing is making the game harder...

PostPosted: Thu Aug 04, 2011 4:42 pm
by Galefury
I think bringing back the progress mechanics of the freeware for some levels would work best. Beating one level with many different classes is so much more interesting than just picking the best class for a challenge and then beating it once. And it would give people a reason to spend some time in easier dungeons. Having something like 5-10 dungeons with freeware-like progression mechanics would be really nice. Maybe not a bonus for beating it with each class, but for beating it with each line of classes.


@Herborist:
I was using the proper glowing guardian, with one use of humility. Short guide: go human priest, find the GG altar, get level 2 by killing level 2 enemies, use humility. Kill the goat, level quickly by killing higher level transformed cultists and undead, kill low level transformed cultists and undead with sanctify when you can. Don't kill low level living enemies if you can avoid it, use absolution instead (try to get by with one or two uses to conserve piety). The extra life is very useful for killing the first form of the boss. Transform your potions, use enlightenment. You should be able to kill the first form of the boss at level 7 (after humility), without using GG heals. Then kill it two more times. Leave some unexplored area around to regen between boss fights. Using the level 8 levelup to heal can help, but you might not get that far depending on how lucky you get with enemy distribution. If you have some unexplored space left and don't run into too many cultists (life leech) this isn't necessary anyway. Having enough piety for at least two GG heals for the wraith form helps a lot. Scouting enemies with LEMMISEE is nice because it avoids the lifesteal from transformed cultists.

The enemy composition was a lot nicer on my first try than on my second, so just trying again until the rng likes you can help a lot. Also altar scouting is one of the best preparations, you want to get GG at level 1 or 2.

Re: All you're doing is making the game harder...

PostPosted: Thu Aug 04, 2011 4:55 pm
by 232
Agreed with the distinction between veterans of the alpha and relative newcomers.

I think one thing that really helped was trying to beat all of the alpha dungeons with each class, forcing us to look at what the benefits of each class actually were and how we could best use them. I noticed that you changed the second set of dungeons from "beat with fighter" to "beat with fighter/berzerker/warlord" and so on, which while it may have made things easier means that you can just grind through to get enough gold for your favoured class then stick with that for a good number of the dungeons. I haven't touched the monk in the beta, simply because I never needed to.

Re: All you're doing is making the game harder...

PostPosted: Thu Aug 04, 2011 5:30 pm
by flap

Re: All you're doing is making the game harder...

PostPosted: Thu Aug 04, 2011 6:21 pm
by Herborist

Re: All you're doing is making the game harder...

PostPosted: Thu Aug 04, 2011 6:32 pm
by PeaceChaser
A lot of the higher difficulty dungeons could be curbed with items like mana burn immunity - items not available now but almost certainly available in the future.

Re: All you're doing is making the game harder...

PostPosted: Thu Aug 04, 2011 6:50 pm
by Nandrew

Re: All you're doing is making the game harder...

PostPosted: Thu Aug 04, 2011 7:04 pm
by pakoito

Re: All you're doing is making the game harder...

PostPosted: Thu Aug 04, 2011 7:17 pm
by Herborist