Re: Final test run notes thread
Posted: Wed Sep 18, 2013 10:50 am
(Reply to Avatar on previous page)
And more notes!
If the tavern would get a small "crossed swords" indicator that it takes you adventuring - then the explorer's guild should get a small puzzle token icon to let you know at a glance that this is how you acess puzzles
Puzzle sidebar Interface - once you select a pack to expand from the sidebar (and show you the puzzles within a pack), there isn't a way to "turn it off" except clicking on another building and some of the other buildings are obscured by the parchement. A "back" button which would retract the pack would be nice to have as a part of the scroll.
Puzzle Pack markings - since you can't predict the order in which you unlock them, it's pretty much impossible to tell at a glance which puzzle pack is related to what. Having small icons next to the name indicating whether they are god puzzles, tutorial puzzles, glyph puzzles, troll puzzles, would be a very good thing.
Earthmother Puzzle Pack doesn't explain the lifesteal antipathy - leaves the codex entry about it as ????. This could cause someone a nasty shock since it's an obscure interaction which is actually likely to be discovered in the midle of an otherwise engaging run. I'm noting it also because it's the first god puzzle pack that leaves a blank in that area.
Earthmother 3 needs tweaking - really it does. I had to look the solution up and I've never done it that way since you could walk over the plants previously and that was more intuitive. Now, I thought long and hard about WHY it was more intuitive and why I took me so long to figure out an arguably simple solution and here's the deal:
- You come off Earthmother 2 where you have to get punished and "learn" that it's no biggie. You see a bunch of same poison plants and you'll spend a long while trying to solve it in a way that includes killing them (and the actual solution doesn't). It took me over an hour and the walkthrough to convince me that there is a way to do it without killing them.
- This wouldn't happen if the plants were the mana burn ones, or rather, the player would be more incentivised to try finding a way that doesnt' include killing them. Idealy they should be the 999 dmg plants, but then the player could stone them, so they have to be the mana burn ones.
- The hints didn't help. The "Life is only sacred as death" actually had me thingking that I'm supposed to kill the mushroom plants because I'd get away with it (instead it's about stoning the other plant).
So a better hint signboard and mana burn plants instead of the mushrooms in the "patch" should do the trick, and I remember this and the question of the intuitiveness of the solution were a problem for someone else last time around.
Codex opening up a blank page after when you select the god's tab has happened again. The organization of god entries in the codex makes it user unfriendly (had to realy scroll to find earthmother, and also scroll to the picture to become aware I've found her). And index page for gods would be most wellcome.
Glowing Guardian Puzzle Pack - Well, I liked it, it shows you the ropes, and it leaves half the likes and dislikes unfilled.
An extra god's puzzle pack - when I'm done listing all the the stuff that doesnt' get filled in the codex through existing god puzzles, maybe we could get a puzzle pack that woudl allow players to fill the missing ones? I'm aware some of them require additional glyphs, but maybe it could unlock once the kingdom has all the requirements? We need one for god swapping shennanigans too, probably.
Dracul puzzle pack gave me comparativelyl less trouble this time around even though it seemed significantly more difficult than some of the others. The hint's were good, though and I didn't need a walkthtough (last time I only needed it here and maybe for JJ).
Drac puzzle pack leaves holes in the likes and dislikes as well.
Binlor Puzzle Pack Was trickier than I remembered it. Last one took me a big bunch of tries.
The Puzzle Token - You guys might want to consider not making it a part of the inventory, but rather a part of the interface. What happened to me (I'd say 10 times) is that I clicked on it by accident during the many tries it took me to complete the final Binlor puzzle. Essentially, it places an item with the property of killing your game into your inventory. I know it's puzzles and stuff but that's an unnecessary hazard that should be avoided if possible. Just saying.
Chaos Avatar - You can take it even if you're level 10! This is excellent news (or at least I wasn't aware of it before!)
The "keep track of which badges are still available during a run" function that you can acess from the menut/codex is awesome and one of those things that mellow me out so much ^^ Very nice feature!
"Prestige" status effect and icon Very nice indeed!
The nice, coloutful and informative piety tab is great and should help people learning about the gods a lot.
You can unlock all the gods without setting foot into dungeons past the first directionals, or unlocking tier 3 classes. This is sort of good to know for people looking to speed test stuff and get the feature unlocks done as fast as possible (without heavy tinker involvement).
Early kingdom goblin Sorcerors - are complete monsters. It's not like late ones aren't but all you really need is to locker the boots from the graveyard, unlock mystera, magnet:fireball unlocks along with the sorceror and you're good. Oh, and goblins obviously.
JJ puzzle pack Well, I did it on my own, but for a moment there I thought I found a screwup in puzzle no.2 with curse and such. All is fine, and it's a good thing it is. I've deleted the post in the Puzzle Solutions thread I've made, and appologize for the alarm if anyone registered it.
Rogue I have an idea in case the Rogue ever needs a nerf. His glass canon status too easily truned around? Make his penalty extend to Health regen somehow (Not too serious, but would make the bugger a true inversion of the Monk and give him something that isn't easy to fix to worry about).
Warlord status effect icons Still don't have a status effect telling you whether the below half-health buff is active. Sure, simple math involved, but I'd really appreciate not having to do it. Pretty much every other temporary effect has this feature enabled and being certain about this actually makes playing unorthodox scenario warlords a lot easier.
Hero's Helm - Still no clue whatsoever where it is... Being able to acess Crystal Ball, withchalok pendant and piercing wand before Hero's Helm feels just wrong.
Tinker scumming no.3 - TT either didn't fire up or was coverd by an Earthmother plant when was in Southern Swamp with the Rogue, so I'm picking him up this way to complete the puzzles. I guess I'll just do that and the witch and it's writeup time.
Pactmaker 3 Showed up with another wrong background and this time was the only subdungeon in the Southern swamp on a tinker scumming run. I was embarassingly glad it was a stupid tinker scuming run.
TT subdungeon Allows you to use the slayer wand on TT but then doesn't spawn the next monster. One of those is wrong and should be adressed I guess...
Tikki Tooki subdungeon Wonnafyt really helps here And don't use slayer wand untill they fix it.
Tikki tooki puzzle pack is awesomely written, clev er and fun. The final puzzle had me scratching my head but I figured it out in the end, except I'm not sure I used the intended solution (it involved something I don't do too often).
And more notes!
If the tavern would get a small "crossed swords" indicator that it takes you adventuring - then the explorer's guild should get a small puzzle token icon to let you know at a glance that this is how you acess puzzles
Puzzle sidebar Interface - once you select a pack to expand from the sidebar (and show you the puzzles within a pack), there isn't a way to "turn it off" except clicking on another building and some of the other buildings are obscured by the parchement. A "back" button which would retract the pack would be nice to have as a part of the scroll.
Puzzle Pack markings - since you can't predict the order in which you unlock them, it's pretty much impossible to tell at a glance which puzzle pack is related to what. Having small icons next to the name indicating whether they are god puzzles, tutorial puzzles, glyph puzzles, troll puzzles, would be a very good thing.
Earthmother Puzzle Pack doesn't explain the lifesteal antipathy - leaves the codex entry about it as ????. This could cause someone a nasty shock since it's an obscure interaction which is actually likely to be discovered in the midle of an otherwise engaging run. I'm noting it also because it's the first god puzzle pack that leaves a blank in that area.
Earthmother 3 needs tweaking - really it does. I had to look the solution up and I've never done it that way since you could walk over the plants previously and that was more intuitive. Now, I thought long and hard about WHY it was more intuitive and why I took me so long to figure out an arguably simple solution and here's the deal:
- You come off Earthmother 2 where you have to get punished and "learn" that it's no biggie. You see a bunch of same poison plants and you'll spend a long while trying to solve it in a way that includes killing them (and the actual solution doesn't). It took me over an hour and the walkthrough to convince me that there is a way to do it without killing them.
- This wouldn't happen if the plants were the mana burn ones, or rather, the player would be more incentivised to try finding a way that doesnt' include killing them. Idealy they should be the 999 dmg plants, but then the player could stone them, so they have to be the mana burn ones.
- The hints didn't help. The "Life is only sacred as death" actually had me thingking that I'm supposed to kill the mushroom plants because I'd get away with it (instead it's about stoning the other plant).
So a better hint signboard and mana burn plants instead of the mushrooms in the "patch" should do the trick, and I remember this and the question of the intuitiveness of the solution were a problem for someone else last time around.
Codex opening up a blank page after when you select the god's tab has happened again. The organization of god entries in the codex makes it user unfriendly (had to realy scroll to find earthmother, and also scroll to the picture to become aware I've found her). And index page for gods would be most wellcome.
Glowing Guardian Puzzle Pack - Well, I liked it, it shows you the ropes, and it leaves half the likes and dislikes unfilled.
An extra god's puzzle pack - when I'm done listing all the the stuff that doesnt' get filled in the codex through existing god puzzles, maybe we could get a puzzle pack that woudl allow players to fill the missing ones? I'm aware some of them require additional glyphs, but maybe it could unlock once the kingdom has all the requirements? We need one for god swapping shennanigans too, probably.
Dracul puzzle pack gave me comparativelyl less trouble this time around even though it seemed significantly more difficult than some of the others. The hint's were good, though and I didn't need a walkthtough (last time I only needed it here and maybe for JJ).
Drac puzzle pack leaves holes in the likes and dislikes as well.
Binlor Puzzle Pack Was trickier than I remembered it. Last one took me a big bunch of tries.
The Puzzle Token - You guys might want to consider not making it a part of the inventory, but rather a part of the interface. What happened to me (I'd say 10 times) is that I clicked on it by accident during the many tries it took me to complete the final Binlor puzzle. Essentially, it places an item with the property of killing your game into your inventory. I know it's puzzles and stuff but that's an unnecessary hazard that should be avoided if possible. Just saying.
Chaos Avatar - You can take it even if you're level 10! This is excellent news (or at least I wasn't aware of it before!)
The "keep track of which badges are still available during a run" function that you can acess from the menut/codex is awesome and one of those things that mellow me out so much ^^ Very nice feature!
"Prestige" status effect and icon Very nice indeed!
The nice, coloutful and informative piety tab is great and should help people learning about the gods a lot.
You can unlock all the gods without setting foot into dungeons past the first directionals, or unlocking tier 3 classes. This is sort of good to know for people looking to speed test stuff and get the feature unlocks done as fast as possible (without heavy tinker involvement).
Early kingdom goblin Sorcerors - are complete monsters. It's not like late ones aren't but all you really need is to locker the boots from the graveyard, unlock mystera, magnet:fireball unlocks along with the sorceror and you're good. Oh, and goblins obviously.
JJ puzzle pack Well, I did it on my own, but for a moment there I thought I found a screwup in puzzle no.2 with curse and such. All is fine, and it's a good thing it is. I've deleted the post in the Puzzle Solutions thread I've made, and appologize for the alarm if anyone registered it.
Rogue I have an idea in case the Rogue ever needs a nerf. His glass canon status too easily truned around? Make his penalty extend to Health regen somehow (Not too serious, but would make the bugger a true inversion of the Monk and give him something that isn't easy to fix to worry about).
Warlord status effect icons Still don't have a status effect telling you whether the below half-health buff is active. Sure, simple math involved, but I'd really appreciate not having to do it. Pretty much every other temporary effect has this feature enabled and being certain about this actually makes playing unorthodox scenario warlords a lot easier.
Hero's Helm - Still no clue whatsoever where it is... Being able to acess Crystal Ball, withchalok pendant and piercing wand before Hero's Helm feels just wrong.
Tinker scumming no.3 - TT either didn't fire up or was coverd by an Earthmother plant when was in Southern Swamp with the Rogue, so I'm picking him up this way to complete the puzzles. I guess I'll just do that and the witch and it's writeup time.
Pactmaker 3 Showed up with another wrong background and this time was the only subdungeon in the Southern swamp on a tinker scumming run. I was embarassingly glad it was a stupid tinker scuming run.
TT subdungeon Allows you to use the slayer wand on TT but then doesn't spawn the next monster. One of those is wrong and should be adressed I guess...
Tikki Tooki subdungeon Wonnafyt really helps here And don't use slayer wand untill they fix it.
Tikki tooki puzzle pack is awesomely written, clev er and fun. The final puzzle had me scratching my head but I figured it out in the end, except I'm not sure I used the intended solution (it involved something I don't do too often).