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QCF Design Community • View topic - Review of the demo
Page 5 of 6

Re: Review of the demo

PostPosted: Fri Jun 10, 2011 3:08 pm
by Nandrew

Re: Review of the demo

PostPosted: Sun Jun 12, 2011 10:48 pm
by dislekcia

Re: Review of the demo

PostPosted: Tue Jun 14, 2011 3:38 am
by fadedc
Stacking potions would help, but the best choice would still be to leave potions on the floor until you need them. If you don't pick up any potions, then if you happen to drink the ones you have in the course of surviving the dungeon then you can replace them with something else until you need more. It won't happen that often, but it still creates a situation where there's an upside and no downside to hoarding. Even if you don't use up all of your potions, allowing for the option that you will use up a single type would allow you to carry an extra wisp amulet or other small item.

I guess the real question should be what is added to the game by having potions take up inventory slots. We know it detracts something from the game because it encourages leaving potions on the ground.

One option might be to have an inventory item called a potion kit which is required to pick up potions, but once you have it you can carry all you want. This should completely eliminate all hoarding while still making potions take up space. Or of course you could just go back to the way potions were carried in the freeware version, (where potions are just kept track of seperately at the top of the screen).

Re: Review of the demo

PostPosted: Tue Jun 14, 2011 2:51 pm
by metroid composite

Re: Review of the demo

PostPosted: Wed Jun 15, 2011 12:54 am
by dislekcia
We're already talking about potions internally as stacking/charged items now. The major reason for placing potions into the inventory was to create more decision points around magic/physical slot balance and to allow for more types of potion. We think you'll all really enjoy what the Witch has to offer :)

Re: Review of the demo

PostPosted: Wed Jun 15, 2011 3:05 pm
by neongrey
Related or similar to how that one dungeon in the demo had one type of enemies dropping items that stacked in the potion slot for an attack buff?

Re: Review of the demo

PostPosted: Wed Jun 15, 2011 7:29 pm
by Earthlion
How about reducing the effectiveness of Potions slightly, but giving them a minor stackable buff similar to the wisp gems?
Then there would be an incentive to pick them up.

Re: Review of the demo

PostPosted: Fri Jun 17, 2011 3:41 pm
by dislekcia

Re: Review of the demo

PostPosted: Sat Jun 18, 2011 8:20 am
by fadedc
Well if it only boosted potion effectiveness, then we'd probably leave them on the floor until we were ready to drink our first potion (which most of the time isn't until we are taking on the boss).

Re: Review of the demo

PostPosted: Mon Jun 20, 2011 12:02 am
by dislekcia