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QCF Design Community • View topic - Desktop Dungeons Full Release!
Page 5 of 8

Re: Desktop Dungeons Full Release!

PostPosted: Mon Nov 11, 2013 4:05 am
by The Avatar
Yeah. Partially the reason there isn't any spike in activity here is it is all in the steam forums (so twice as much work for me…). On the bright side, that also means we don't have 20 or so threads called "Why can't I get any more gold?" (they are over the basic 400 cap) and "WTF this is too hard" or "Can't beat Bankers" (seriously, people are having massive amounts of trouble with those basic two bosses).

Re: Desktop Dungeons Full Release!

PostPosted: Mon Nov 11, 2013 4:17 am
by JayPlaysIndieGames
those bosses are a huge jump in difficulty from the tutorial. It is understandable. They are trying to fight the boss at lvl ten and just killing whatever they can to get there, and ultimately not getting there. Watch Northerlion's youtube review of the game and you will know exactly why they are failing.

Re: Desktop Dungeons Full Release!

PostPosted: Mon Nov 11, 2013 8:08 am
by Lujo
Could someone advertize this board on the Steam board? I just saw it and it gave me nasty flashbacks from moba land...

Re: Desktop Dungeons Full Release!

PostPosted: Mon Nov 11, 2013 6:03 pm
by Darvin
The wiki would be good, too. It still needs some work, but a lot of the stuff there is still helpful.

Heck, many of the annotated playthroughs are still completely valid examples despite their age.

Re: Desktop Dungeons Full Release!

PostPosted: Mon Nov 11, 2013 6:18 pm
by Dreamdancer

Re: Desktop Dungeons Full Release!

PostPosted: Mon Nov 11, 2013 6:24 pm
by Darvin

Re: Desktop Dungeons Full Release!

PostPosted: Mon Nov 11, 2013 6:28 pm
by Dreamdancer

Re: Desktop Dungeons Full Release!

PostPosted: Mon Nov 11, 2013 6:47 pm
by Naoya
To be fair, Newbies usually don't have such a comprehensive knowledge about the stuff as we do, and some of the glyph uses aren't immediately intuitive from the getgo. There's also the problem of often not appreciating small numbers (1 bonus XP? Hah, thats nothing!") when someone starts a game because he doesn't understand yet how the game scales.

For example, beyond a mere "pushback" PISSORF would probably look mostly useless for a newbie. It's damage is inferior to BURNDAYRAZ and it doesn't have a debuff, and they'll never think that it will become extremely effective if you convert enough stuff with the right race.

On another note, I find it amazing that pretty much everything can actually be used in some meaningful way or another; that's something I don't see often in games.

Re: Desktop Dungeons Full Release!

PostPosted: Mon Nov 11, 2013 7:30 pm
by Lujo
Which makes every vet an improvised weapon specialist by defeult :D

Re: Desktop Dungeons Full Release!

PostPosted: Mon Nov 11, 2013 7:33 pm
by Sidestepper
I think that the first big concept that I grasped is that monsters are resources, not obstacles. After failing a dungeon several times, I thought "If only the monsters I killed would stay dead next time, then I could win." And then I thought about it some more, and realized that was totally wrong.

The other big beginning concept is that it is okay to waste black space. I used to fastidiously use every single square, fighting whatever I could to keep my health and mana below max. As intuitive as this sounds, it's actually really bad technique. Finding good, high level targets is way, way more important than saving exploration. I will happily burn 30-40% of the map looking for my first 2nd level monster, something I wouldn't have dreamed of as a beginner.