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QCF Design Community • View topic - Extreme South Discussion Thread


Extreme South Discussion Thread

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Re: Extreme South Discussion Thread

Postby shade_of_ox on Thu Aug 01, 2019 4:44 am

Anyway, Disposable Cursed Oasis Purist was pretty hard. I really like to do Disposables Purist because I feel like it really forces you to rely on the item completely. It's a really strange feeling to be barely clearing easy dungeons by the skin of my teeth... I'm kind of worried about what Disposable EE dungeons will be like.
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Re: Extreme South Discussion Thread

Postby shade_of_ox on Thu Aug 01, 2019 5:11 am

http://prntscr.com/omsniw
First try! The Purist journey goes on...
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Re: Extreme South Discussion Thread

Postby berpdreyfuss on Thu Aug 01, 2019 10:17 am

Congratulations to the mod team, it's great to see the mod still going strong! I follow the development a little bit and I am astounded by the work that is being put into it.
I just installed the latest version and realized I never played the quest for the unlocks, so I am starting that right now. So feedback for the south has to wait a bit. But right from the start it felt really great. I only did the Scrapyard quest after 5 tries or so, at first thinking it was way too hard (I try to do everything purist), than finally making it with MA and exploring the whole map using WEYTWUT and using all the conversions (to cancel the retaliation, refreshment and level up from the race) for the boss. Hope I can give some feedback from a not very high level of play point of view in the future. I am exited to see everything that is still going to come!
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Re: Extreme South Discussion Thread

Postby The Avatar on Thu Aug 01, 2019 6:58 pm

We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
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Re: Extreme South Discussion Thread

Postby General_Milky on Thu Aug 01, 2019 7:09 pm

I hope you don't change it TOO much, or at the very least move the idea to a Central dungeon boss or something! Ancient Scrapyard happens to be my favorite of the (current) EE Normals, and I think the idea is very clever. I'd hate to see it go.
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Re: Extreme South Discussion Thread

Postby Unidentified Tower on Thu Aug 01, 2019 7:54 pm

Could add more text to the dungeon, maybe in the form of signposts or a Pacifist NPC, to make the mechanics more transparent?

Another option could be to swap the positions of Ancient Scrapyard and Oasis Town. Presumably this would involve returning Oasis Town's monster difficulty from 1.15 to its original .9, and buffing some aspect of Ancient Scrapyard's difficulty a little so it earns the Hard rating. Alternatively, instead of a swap, do a rotation: put Oasis Town where Ancient Scrapyard is, Ancient Scrapyard where Hidden Workshop is, and Hidden Workshop where Oasis Town is. For me Hidden Workshop is the big difficulty spike of the north, so I think that rotation would put them in order of ascending difficulty and provide a smooth difficulty curve? Although now that I think about it, while those positions might be okay in a vacuum, Oasis Town would make the first introduction to Magician pretty weird and different from how Magician normally plays, so maybe not.
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Re: Extreme South Discussion Thread

Postby uugr3 on Thu Aug 01, 2019 7:56 pm

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Re: Extreme South Discussion Thread

Postby The Avatar on Thu Aug 01, 2019 8:05 pm

RE: Ancient Scrapyard

Fortunately, my concerns will be less prevalent once we’ve finished all releases. Then the player can be more nicely introduced to the EE through updated random central dungeons, and they can tackle regions in the order they please. Essentially, my concern is far more with Scrapyard-as-intro as opposed to Scrapyard-as-dungeon. Perhaps we’ll bundle the first EE Central in with the West and make that progression change then. Time will tell.

RE: Uugr3

Your image won’t load for me, but from your descriptions i can imagine. Nice job! Spy does a great job of making the player feel very powerful, without actually being overpowered in harder contexts.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
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Re: Extreme South Discussion Thread

Postby The Tapir on Fri Aug 02, 2019 4:10 am

I don't know if this is common knowledge, but apparently Ancient Scrapyard can spawn a secret subdungeon. I thought it was like Hexx Ruins or the Labyrinth where they only have the standard subdungeon spawn. Whether this is tied to the fact that the normal subdungeon is the Bard unlock one I'm not sure.
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Re: Extreme South Discussion Thread

Postby shade_of_ox on Fri Aug 02, 2019 5:26 am

That's weird. It's literally using the same layout as Hexx Ruins, as far as I know. On the other hand, I'm pretty sure I've seen Magma Mines (which also uses the same layout) spawn a secret sub before, so maybe it's just a rare RNG thing?
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