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QCF Design Community • View topic - Impending Goatage
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Re: Impending Goatage

PostPosted: Sat Jul 13, 2013 2:33 am
by Darvin

Re: Impending Goatage

PostPosted: Sat Jul 13, 2013 2:33 am
by The Avatar
People have always generally complained about how terrible CYDSTEPP is, often utilizing it for a free DP and some conversion fodder. Also, it wasn't really good for anything more than one hit per fight (even boss fights), which made it strictly worse than most glyphs in the game.

Re: Impending Goatage

PostPosted: Sat Jul 13, 2013 9:24 am
by Lujo
As for why it was changed from the alpha - when it was so good it made other good things look bad, especially in conjunction with the Rogue. This wasn't so much of a problem in and off itself, but it was affecting the way testers look at thing, and the game was rather too hard / all over the place because people were content that, say, vicious dungeons were beatable with a cydstep rogue. Shelfing the idea for a while led to a lot of adjustments that brought some classes up, some classes down, and made most of the dungeons much more approachable.

The strenght of the cydstep rogue strat also helped develop a "scumming is legit" mentality. So not only did you have a really strong strat that can be suggested to people struggling with a dungeon, it was also one where you had to repeatedly restart looking for the glyph.

It wasn't the only thing that got shelved this way, stacking bonus damage on orc conversions was also cropping up everywhere so the devs even said "we're removing it so we get dungeons beaten by something else for a change" or something to that effect ("Test other stuff guys!").

As I've said - now that it has you looking at both your health and mana, as long as you're not a warlord, it's probably not going to be as disruptive - and we tested so much other stuff too :)

Re: Impending Goatage

PostPosted: Sun Jul 14, 2013 6:09 pm
by berpdreyfuss
Some thoughts on the adventuring permit:
When you mouse over the selected dungeon and move to the description of it, you can't see all the information. It would be nice to be able to change between description, victorious classes etc. to see them in full like in the dungeon selection screen.
Mouse over the selected race and class could show the information on them so you can use this information for selecting your preps. The same goes for the preps, the information on them could be shown on the race/class selection, too.
I think it is nice that you don't see who the boss is for vicious dungeons in the dungeon selection screen, but I think once you encountered a boss, it should be named there. You could do the same with the other dungeons, hide the name and class until you once encountered the boss.

Re: Impending Goatage

PostPosted: Sun Jul 14, 2013 10:13 pm
by The Avatar
I don't know. Part of desktop dungeons is being prepared, and it is nice to see that the boss will be a goo, so you know to pick a wizard. Vicious is just an exception because it would be like knowing the final boss. I agree that it should be shown after you win though.

One thing I noticed from Jay's playthrough is the story doesn't really get through that much. It says there's been a severe drop in prices and nothing happens. Unless you are racing to get different trophies (and by the way it isn't clear that that is the goal of the game), the story is too far apart.