Feedback

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Revision as of 18:09, 23 March 2010 by Twinge (Talk | contribs) (Forgot to sign)

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Game Bugs

  • Minor bugs with message displays and altars - 1) If you move on to an altar which also uncovers a boss at the same time, you'll only get the boss's speech and no altar message. 2) If you attack a monster on an altar (summoned by WONAFYT), you'll get the altar message and conversion opportunity without actually stepping on the altar (like the other altar bug below, this only happens if you haven't been to that altar most recently). The first issue arises with shops as well, but not the second. --Twinge
  • The Scouting Orb's description says it increases sight radius, but it does nothing if your sight radius is already above the normal (half-dragon). The description should probably say e.g. 'increases sight radius to 2 spaces' or something along those lines. --Twinge
  • Another bug: I fell into negative XP. I believe the bug is associated with the CYDSTEPP (survive next killing blow) rune, and possibly how it interacts with the Paladin's HP for killing undead ability. I'd just killed a level 5 wraith which was supposed to do enough damage to kill me (and removing my death protection), but instead my protection remained, my HP stayed the same (I think), and I went into negative XP. Later just messing around, I died and lost the protection, recast it with some mana potions, and died again and my XP finally fixed itself, jumping to level 6. Screenshot: http://it-is-law.com/dump/DD-NegXPBug.png --Twinge
I had the same thing happen, except with the Glowing Guardian Deity not the CYDSTEPP glyph. I think it has a problem trying to process all the events that occurred (the death of the monster, your not dying, gain of life, gain of attack, gain of exp, and/or anything else). So this may be possible with any character/race.
same- paladin orc with CYDSTEPP in the crypt. I think I got down to -28 xp before a save-vs-death finally realigned the numbers.--Sxerks 18:14, 22 March 2010 (UTC)
  • Bug- by clicking on covered(black) areas you can find and get the deity dialog and worship without ever uncovering the block.--Sxerks 18:14, 22 March 2010 (UTC)
Specifically, this seems to happen after you just went to another altar. In this example: http://it-is-law.com/dump/DD-AltarBug.png if I go to the bottom right altar, I can then click on and activate the top left altar without traveling there. This does not seem to be the case for shops. This is likely related to the other altar bug I posted above. --Twinge

Other Game Issues (Balance, Interface, etc.)

  • About Health and Attack powerups (the kind scattered about the dungeon): Can we get some explanation on these things? After noticing that the attack power up does nothing for a level 1 character, I've been holding off on getting them. Likewise, the health power ups give more health at higher levels. What I want to know is, should I hold off on getting them or do they scale to level even after you've gotten them? --golden_cow2
The attack power ups give you a 10% percentage bonus over your base damage per power up, so this extra damage will raise as your base damage does. So get them as soon as your strategy allows you. --Lanis
Likewise the health bonus also scales with your level (1 MAX HP per level, the same as Dwarf glyph conversion). No need to hold off. --fall_ark
The Health Bonus should probably be shown when you hover over your health as it does for damage, then, to at least partially clear up the issue. --Twinge
  • I've found it really evil that the Escape key closes the entire game instantly. I've already lost at least 2 characters from tapping escape trying to cancel a spell :/ (I'm aware right click cancels, but habits from other games don't die so easily...) --Twinge
Agreed. I lost 5 or so promising characters because of that. Changing the 'instant close' key to something like F12 and having the ESC key one ask if you want to exit would work better and without functionality loss. --Lanis
More keyboard-friendly controls will certainly make the game better! e.g. Arrow keys for moving, 5/6 for potions, SPACE/ENTER/ESC for shop and altar conversations. So on. --fall_ark
Absolutely, I just listed the most pressing issue first =) Even if the mouse is still required in the end (though it probably doesn't need to be), numpad movement would be a definitely improvement. I'm thinking Y/N for shops and altars to make it clear what your selection is - though space could also default to a 'no' response. --Twinge
Wait. Instead of remapping the Escape key, just make it pop up a screen that asks if you really want to quit the game. Alternatively, make it so that holding down Escape for two seconds closes the whole application. --HydroKirby
I also like a full keyboard control, azeqdwxc for moving, keybinded potions, yay and nay etc. The only point of using the mouse would be, in some cases, to prevent the discovering of some tiles, but if you really want to it's still possible to put something like selecting a tile with arrow keys and enter to go there. Rex4 20:33, 21 March 2010 (UTC)
  • The current gold system is essentially a pointless grinding mechanic - after each game, load up Goblin Wizard or whatever, go grab some quick cash, then start playing again. I don't currently have a great idea to replace it with, but the implementation as-is adds unfun grinding time without adding any actual thought or decision to the process. --Twinge
  • The chances of getting a completely unwinnable game are too high. If it happens occasionally that's fine, but right now it's fairly common and at least some check to help avoid these situations would be desirable. Example games:
http://it-is-law.com/dump/Unbeatable1.png
http://it-is-law.com/dump/Unbeatable2.png
http://it-is-law.com/dump/Unbeatable3.png
My proposal: map out the monsters and runes in area that can be reached by a new character during level generation; mapping should 'go through' level 1 and 2 monsters but treat higher level monsters as walls, so to speak. There must be one of: a) Any of the Passwall, Teleport Monster, or Teleport Self glyphs are reachable; b) At least five level 1 monsters available to fight; c) At least two level 1 monsters and one level 2 monster; or d) The Summon Monster glyph is reachable and at least five total level 1 monsters are on the board (if this is guaranteed already, simply make it a straight glyph check as with [a].)
The idea isn't to make it easier - just to remove impossible scenarios. You might still have to, say, use your starting health potion to take out a level 2 or whatever which is fine. This won't remove all unwinnable situations, but should remove a significant percentage of them without making anything easier the rest of the time. --Twinge

Game Feedback

  • I like this game a lot :)
  • This game is what I was looking for since years! In order to introduce roguelikes to my 6 years old son, I would be interested in translate it in french. You can e-mail me if it sounds interesting for you ! --lepoulpe303