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Zengrath 10-17-2015 06:38 PM

Have you guys noticed occasionally coming across a green cloud, not sure if its' an enemy attack or a trap but it instantly kills your party members on full health? it's happened to me on 3 separate occasions. mostly in dungeons i believe. Most area effect spells/traps do damage to everyone but usually only enough to have plenty of time to run out of it or survive but take a decent amount of damage. But that one green cloudburst instantly kills everyone which seems unfair. Maybe its something i'm not seeing and is avoidable, i just don't know what it is, usually by time i notice the cloud it's already too late, everyone is dead.


EDIT: And again... this time i was in a dungeon go to open a door and boom a trap green gas and monsters, not only do i die within 2 seconds flat including my 2 party memberse but way monsters spawned i couldn't run out of cloud even if i tried. not sure if this partticular spell is working as intended or now, odd i have no problem going through whole dungeon's mobs and other traps but this random green gass wipes out two parties now.

DanSota 10-17-2015 06:39 PM

Quote:

Originally Posted by Caal (Post 79023)

Sometimes after I save, I have a different party when I restart.

I haven't seen that one yet, Shadow would have to answer that one.

Quote:

Originally Posted by Caal (Post 79023)

How long is it supposed to take to kill another clan's healthstone? I had my party, two furies, and two guys from another clan wailing on one for over 10 mins. The life bar was empty, but damage numbers kept coming.

I don't think you can ever destroy them, because in the Objects code they have this line

CantBeFullyKilled 1

Quote:

Originally Posted by Caal (Post 79023)

While it doesn't cost money to improve a skill, you still have to pay to decrease a skill.

I suspect that was intentional so that people couldn't just quickly and easily change their entire build with no cost or barriers.

Quote:

Originally Posted by Caal (Post 79023)

Respawn rates seem to be really fast.

Definitely, but I enjoy that actually. It makes hunting specific monsters for quests easier. Bosses seem to be common occurrences too.

Schappelijk 10-18-2015 04:17 AM

I am really enjoying the game. Here is some feedback, based on my first hours of playing.

- Giving items to your clan members and salvaging the rest feels cumbersome. It would be nice to have an option on the crafting station that does 'Donate or Salvage'. When using this, the item will be given to a member of you clan and the item will be salvaged when nobody wants it.
- I would be nice if we could name our Clan members once they have joined. I just love naming things.
- Sometimes I'm getting solved quests for invades on other clans, while i did not help at all.
- I'm experiencing slowdowns/fps drop in dungeons and in multiplayer.
- Giving potions to party members is quite a slow process, which costs tons of DPS.

Zengrath 10-18-2015 09:40 AM

Quote:

Originally Posted by Schappelijk (Post 79035)
- Giving potions to party members is quite a slow process, which costs tons of DPS.

What would be cool if is you could equip party members with some potions and designate when they should use them, for example if i set npc's in options to use potions at 40% health. other games in past like this has done this to eliminate issue of playres having to stop in middle of combat to drag potions over to npc's. If this can't be done, another option may work is using hotkeys, like hitting f5 uses health potion on first party member, f6 uses health potion on 2nd party member, etc.

jureidinim 10-18-2015 09:57 AM

Quote:

Originally Posted by Zengrath (Post 79038)
What would be cool if is you could equip party members with some potions and designate when they should use them, for example if i set npc's in options to use potions at 40% health. other games in past like this has done this to eliminate issue of playres having to stop in middle of combat to drag potions over to npc's. If this can't be done, another option may work is using hotkeys, like hitting f5 uses health potion on first party member, f6 uses health potion on 2nd party member, etc.


That is sort of in game already. Right now you can put the cursor on the NPC health bar (left side of screen) and hit F1 to give them a potion.

Shadow 10-18-2015 12:34 PM

F1 gives a health potion to you first party member, F2 goes to the second, and so on up to F5.

ERYFKRAD 10-18-2015 03:39 PM

So I ran into a Huge zombie bark scorpion of bulk, and it really really brought the frames down to a crawl, and framerates went back to normal after I killed it.

Also, if the player does get infected, if player death supposed to cure it?

Caal 10-18-2015 05:53 PM

I was wondering if there were other ways to get guards for your fort other than finding them in the field.

When a green plus sign appears in the trade/negotiate screen, the tool tip says your potential trading partner wants something. Pressing the "Anything you would like" button either does not yield a request, or does not resolve the plus sign. Is there a way to resolve this that I'm missing?

In the Achievements screen, the Hero, Guardian, and Savior achievements have "saved" spelled incorrectly.

DeathKnight1728 10-18-2015 06:22 PM

Has anyone managed to get past 1 world only to get to every new world with infection. I left 2 worlds and still my character is infected even when he wasn't prior to before. Maybe just a bug but still a pain.

I will also say that the amorphs are lethal in some areas. If anyone finds one that is lvl 7, it is likely that some of the babies they hatch might be lvl 10 or 11!

:(

Shadow 10-18-2015 06:40 PM

Quote:

Originally Posted by ERYFKRAD (Post 79050)
Also, if the player does get infected, if player death supposed to cure it?

Death will cure it, but I wouldn't recommend that as a tactic.

Quote:

Originally Posted by Caal (Post 79052)
I was wondering if there were other ways to get guards for your fort other than finding them in the field.

You can buy them from beastmaster vendors also, but that is fairly rare.

Quote:

Originally Posted by DeathKnight1728 (Post 79053)
I will also say that the amorphs are lethal in some areas. If anyone finds one that is lvl 7, it is likely that some of the babies they hatch might be lvl 10 or 11! :(

That's because the UI doesn't show their exact level like previous games. It shows a relative level that takes into account levels, rank, and other things. So a smaller amorph is probably the same level as the parent but has a higher rank.

Fairgamer 10-18-2015 07:09 PM

- A bug occurs where an npc says something along the lines of "I'm afraid of s" Which I suppose is meant to be a very powerful enemy in the world, but cannot be called into this dialogue for some reason.
- I'll second or third the fact of humanoid enemies being insanely tough and seeming to do more damage than the player. Sometimes with a character I'll get lucky and find a good drop to do or mitigate damage with, but otherwise I'll feel like we're hitting the enemies with a nerf bat.

Caal 10-19-2015 08:06 AM

If you use the F keys to give a health potion to a party member, the game will try to give him the highest level potion you have in inventory. If that potion is at a higher level than the party member, you get a "Doesn't meet requirements" message, even if there are other lower level potions in your inventory that the party member could use.

The_Wuggly_Ump 10-19-2015 11:17 AM

Okay, new thing that's driving me crazy: I started an Earthquake build, and the sound effect for that skill is SO ANNOYING. It's way too loud, it goes on for like five times longer than it should, it's just awful. I hope this gets fixed, but in the meantime I might just edit the sound effect myself, it's just that bad.

Also, it seems like there's no way to see my actual stats (DPS, mana cost, etc) for the skill I'm using after buffs like Earth Mastery are taken into account, which is kinda frustrating.

corfe83 10-19-2015 01:11 PM

A few issues I saw while playing:

1) During raids, all NPCs pointlessly hack away at their lifestone, even when its health is already zero. They should finish off the actual enemy NPCs so the clan actually dies. I suspect this is why a certain clan isn't dieing in my current game (only one NPC has been alive for several minutes, and two much stronger clans are currently raiding it).

2) I raided an enemy clan and killed them off, after which I warped back to my town. I still had a "raid" icon in the corner of my screen which I hadn't clicked yet. A long time later when I was exploring some other dungeon, I clicked the "raid" icon to "finish" the raid, which warped me back to town. Feels like letting a raid linger like this can be used as a "free teleport back to town during invasion". Sort of a minor exploit.

3) I love hitting space bar in the crafting station to pass to clan members, but in cases where the item is not needed by an NPC, I wish it was salvaged instead of dropped on the floor. Or at least I wish there was an easy way to say "give or salvage".

4) Rumors seem extremely expensive (40 silver for a well-planned rumor? I'm level 12 and not made of money!) I wish there was some other way to influence relations between other clans for a diplomatic victory.. is there?

Tuidjy 10-19-2015 01:26 PM

I have not been able to find any way to improve the relations between clans, except for stopping wars between them, which keeps them at around 50. Rumor costs exceed all the money my character has ever made (I do not spend any)

I always get adventuring victories.

--------------

I came across an annoying bug. One of the potential recruits had a "raised skeleton bowman" who was registering as hostile for the purposes of recruiting/rescuing/etc... his master. I could not attack it or kill it, and so I could not interact with its master.

Caal 10-19-2015 02:14 PM

Quote:

Originally Posted by Tuidjy (Post 79068)

I always get adventuring victories.

I got a logistics win once. I had a large clan that had a modest amount of food, but then I got raided and lost a few folks. After that, food was near the victory point. Then I booted a really unhappy guy from the clan, and voila - logistics win.

I also got an easy diplomatic win, when monsters wiped out all of the other clans except one. That one was weaker than me, and they were happy to give me an alliance.

I also have an adventuring win, but that was extraordinarily time consuming. It needed nearly 200 quests to finish. The adventuring win I think, has to be the most difficult.

Tuidjy 10-19-2015 03:58 PM

The game really, really need a few more screens.

For example, we should be able to see a summary of the clan's bonuses:
How much food is being consumed, and how that number is affected by members' skills.
What bonuses apply to repairing/uncursing/enchanting armor/weapons/jewelry.
How much gear/food/potions/doors are being crafted by members.
How much is happiness affected by member skills.
Etc, etc, etc...

Shadow 10-19-2015 04:04 PM

Quote:

Originally Posted by Tuidjy (Post 79071)
How much food is being consumed, and how that number is affected by members' skills.

You can see how fast food is being consumed by highlighting any food number.

Tuidjy 10-19-2015 04:21 PM

I know. But I would also like to see how:
- my cooks, butchers, etc... are affecting reducing the rate food is consumed
- my farmers, etc.. are increasing the food store automatically

Some of the information is available here and there, but I would like a screen that lets me enjoy how well my clan is running.

===========================

Something funny has happened in one of my areas. There are literally dozens (40+) level 6 recruits in the areas, and almost no monsters. The recruits all have 0s in their random picked skill, both utility (farmer, butcher) and class (exploding arrow, fireball)

===========================

When I moused over a boss's abilities, I saw "Incredible Poison Resistance +750% Fire Resistance". I did not have either attack type, so I am not could not check which was actually present, but it definitely needs to be looked at.


===========================

I keep finding possible recruits with 0s in their skills (everything but the skills that allow them to wear equipment) They have high levels, but it will take them a few to catch up with those clan member who already have advanced their skills. I think that no clan member should have skills lower than the what his level entitles him.

Compare the guy who has been watching my back since day one to the possible recruit. She would have been one hell of a addition, but her skills are all zeros.


Majber 10-20-2015 03:08 AM

my feedback
 
My initial feedback from 15h of gameplay. :

Clan and clan base
-clan members need to have more "things" to do becouse with larger clan 95% clan members do nothing
-it should be vendor in clan base becouse for 15h of gameplay I noticed only 1 vendor so I dont rly have any money
-it should be clan "deposit" or "box" for items that we want to give to clan members ,and they should just be there not just tossed into the ground if no one want them, but they should wait there for for example new members
-more crafting could be nice

Food/hunting for potions
-they should have seperate timers
-maybe lower time for each of them
-it should be some alternative way of getting potions and food- for example crafting or doing a farm in clan base (another activity for clan members!)

Monsters&their damage
-flame throwers have too big damage

Skills
-respecting skill have TOO BIG cost, in this game I have hardly any money anyway becouse there are almost no vendors, so in the end there is close to 0 flexibility in skill respecting


sry for my english, its not my native lang.

Throwback 10-20-2015 08:15 AM

Tuidjy, I'm pretty sure the skills all increase to 1 after the NPC levels up the first time.

My feedback:

I too am not a huge fan of mazelike outdoor areas. Maybe tone down the incidence of map obstructions a little, particularly the walls that cut off one narrow section of the map that turns out to be the corner and then you have to run out again...

The dead towns is a good idea for atmosphere, but could maybe use a few monsters or some dropped loot to liven it up? Much less than other areas though.

As others have noted, the clans of other towns take a long time to run through. That wouldn't bother me if I could at least teleport *to* the towns I am allied with.

Please stop dropping my items if they can't be donated to a clan member! Just leave it in my inventory and give me a message.

To end on a positive - I love the faster weapon swings!

I have only played a couple of hours so I can't comment too much more on the game, it definitely became more fun as I figured out the (enormous amount of) new systems I had to learn. I will post more feedback when I have played some more. Loving what I have played so far!

norari1977 10-20-2015 09:42 AM

i would like to see something more town management(building) feature. each towns has quite wider space and several buildings but it feels very empty like a ghost town. it will be nice if player can build their own shop or farms, training grounds, church, food factory or something like that. it will be nice if those feature are possible in this build or future expansion pack.

Tuidjy 10-20-2015 01:11 PM

Quote:

Originally Posted by Throwback (Post 79080)
As others have noted, the clans of other towns take a long time to run through. That wouldn't bother me if I could at least teleport *to* the towns I am allied with.

I am pretty sure that you can teleport to the seats of clans with whom you have a mutual defense pact or an alliance.

-------------------

I think that when you mouse over a clan member defense stats, the value you see for parry/evade/etc... are the player's, not the member.

-------------------

One of the member personalities is "Hates PlagueBringers". The strange capitalization makes it look like a variable name, and does not sit well with the rest.

Joghi 10-20-2015 04:33 PM

After a few hours of gameplay I must say the game looks great. However, I had a small issue when I tried to repair items: After left clicking on a grindstone in the crafting station the mouse cursor vanished. Selecting the right item to repair then became kind of lottery.

Shadow 10-20-2015 05:02 PM

Quote:

Originally Posted by Joghi (Post 79088)
After left clicking on a grindstone in the crafting station the mouse cursor vanished. Selecting the right item to repair then became kind of lottery.

Which OS are you using?

Throwback 10-20-2015 10:59 PM

I'd like to revise my complaint about the mazelike maps.

After thinking about it, I see it as a good/neutral thing - you have to explore, every map is different and it's not just a case of walking around the edges a la diablo 2.

Joghi 10-21-2015 01:38 AM

Quote:

Originally Posted by Shadow (Post 79089)
Which OS are you using?

Sorry, I forgot to mention. I'm using linux (slackware64 14.0, multilib) with a NVIDIA card and NVIDIA drivers.

Shadow 10-21-2015 09:07 AM

Quote:

Originally Posted by Joghi (Post 79101)
Sorry, I forgot to mention. I'm using linux (slackware64 14.0, multilib) with a NVIDIA card and NVIDIA drivers.

Usually which OS doesn't matter, but in this case I suspect it is a Linux only issue.

Tuidjy 10-21-2015 11:41 AM

There are some buffs that are clearly meant to be kept on all the time, i.e. the cooldown is insignificant compared to their duration: Shield of Fire, Bravery, etc... With a three man party, recasting the buff every minute or so is just a pain in the neck. I would suggest the duration is increased by 10. If the cost has to be adjusted accordingly, so be it.

-----------

Every now and then, my party members and even guards take a strong dislike at my doors, and break them down. It may be happening when I accidentally damage the doors with a multi-target or area of effect spell or skill, which raises the question, why do my enemy only spells work on my doors?

----------- Post .92 patch ---------

When you attempt to disable the help, the warning message is still talking about a space ship, rather than a fantasy character.

-----------

When you mouse over an NPC's defense stat in their character sheet, you still see the player's parry/evade/etc... rather than the NPC's.

erikem 10-23-2015 01:40 PM

Few points so far (Conjurer 16, Ranger 17, Warrior 8):
- As has been mentioned - human clans are WAY too tough comparing to everyone else. I can easily kill with my ranger one on one member of almost any other clan but humans... my raid party of 3 toughest guys in my clan plus me could barely kill human
- Somehow I get a feeling that all my clan members are way tougher than me even if they have more or less same vitality and armor
- Blizzard IHMO is op when used against player. Strong damage + debuff + no real way to avoid it. When you face 4-5 zombie dark elf mercenaries they have good chances of tearing you apart
- Warrior seems super lame. He doesn't do enough damage to compensate the fact that he has to fight in melee
- Raids are unfair because they allow you to get into the areas you haven't found yet - you just raid them and get instant teleport to their area even if you haven't been there yet
- When 2 clans with last member remaining raid each other it is lame. They can stand in their enemies camps for eternity
- It seems NPC clan members have serious troubles opening their own doors - they get stuck at their own entrances
- It would be nice if + sign on potential equipment (meaning that it's better than yours) would take more than just armor/damage into account
- Skills progressions seems very slow later on. Ok I have new lvl and bunch of skill points. Can I invest them to make myself 10% as strong? 5%? Usually the answer is no

Maslow 10-24-2015 01:25 PM

progression
 
after about level 16-18 most classes seem to nose dive on power and skill point usefulness compared to NPCs and monsters.

up to this point I didn't need to have 2 NPCs and a summon (if available for the class) to survive/adventure.

Also around this stage is when quests start becoming worth far far less. most my quests at ~23 are worth less than 800 xp, and it takes ~42k to level. This seems like maybe it would be about right, if I weren't constantly being 1-2 shot killed by either an ambush or an orange guy I didn't see in the mass.

So the xp debt, dying nearly every 10 minutes, low mana and health regen (even out of combat) is really making the player feel under-powered and like it already peaked 3 levels ago.

So far I've played all classes to around 16 except ranger. I felt similarly about Din's Curse but the peak was higher.

Maslow 10-24-2015 01:43 PM

Demon Hunter weak
 
I thought my demon hunter was higher, but guess the peak for demon hunter is lower.

I have to go back to a healthstone every 2-3 level 7 enemies I fight. (dark elves currently)

Str 14, Dex 20, Vit 20, Int 23, Spirit 15. Level 10

SpiritStrike -2
Magical Deflection 1
Energy Shield 1
WampirBlood 1
Ravage 1
Inferno 1

Caal 10-25-2015 12:45 PM

Not sure if this is a bug or I am missing something, but my quests give me 60% more xp than is listed on the quest screen. I am playing at very slow pace, which I thought had a 20% xp penalty.

Again, I might be missing something, but I have completed two adventurer wins and have not received the set or higher level item that should come from this win.

Tuidjy 10-25-2015 02:05 PM

I just lost my tenth hardcore character. Level 29 warrior. Just like eight of the other nine, I was killed by something that I could not identify, definitely not a monster, probably a poison cloud cast by a human type enemy... although I had very respectable poison resistance.

140 hit points, recurring about every second, when the strongest potion I have cannot heal even 50% of that, and when with 50% of my stat points in vitality, my hit points are below three times that.

I find monsters and their attacks very, very manageable. I was killing level 37-39 bosses no problem. Until I come across something that I cannot identify and kills me before I can react, and get the "X died in Y" message, which is supremely unhelpful.

By the way, with all these characters, I have lost exactly one clan member to a monster attack (or rather three simultaneous ones) and no party members. It tells you something when a player characters designed by a veteran player for survivability die like flies while NPCs are unkillable.

tearfulbastard 10-25-2015 02:08 PM

Oddly enough, my semi-hardcore character just got killed by an insta-kill poison cloud a couple minutes ago.

alstein 10-25-2015 10:26 PM

Suggestion - don't allow salvaging of items you are wearing, just in your inventory.

Painful when you do that.

Throwback 10-26-2015 05:50 AM

Quote:

Originally Posted by Maslow (Post 79197)
I thought my demon hunter was higher, but guess the peak for demon hunter is lower.

I have to go back to a healthstone every 2-3 level 7 enemies I fight. (dark elves currently)

Str 14, Dex 20, Vit 20, Int 23, Spirit 15. Level 10

SpiritStrike -2
Magical Deflection 1
Energy Shield 1
WampirBlood 1
Ravage 1
Inferno 1

10 is definitely not peak power. There are a number of obvious improvements you can make to your build.

Ravage and Wampir Blood are both aoe, you only need 1 of them. Blood in particular is 8 points which could be put to great use by investing in more defence. Eventually you will get to the point where 8 points is no longer expensive, then it is time to think about Wampir Blood.

I also think you could improve your stat allocation. Demon hunters get decent bonuses off spirit but nothing off intelligence (other than the usual perks). Ditch all your intelligence - assuming you can in this game, you could in Din's Curse - and put it into your physical stats - str, dex or vit. The Devour passive will keep your mana high enough, certainly at level 10.

Don't ignore your standard attack. It actually is useful in this game, unlike every other ARPG.

Decide if you are going 2-hander + plate, or shield + defence and aim your gear at armour or defence accordingly.

Take at least 1 vitality every level.

edits: Everything.

Throwback 10-27-2015 08:33 AM

2 more bugs

1. With the skill screen open I can still click on the win/clan/lose buttons despite them being covered by the skill screen window.

2. Collectors clan was attacking my party member who I had only acquired in that map.

3. I can't reallocate stat points. Maybe intentional but really hurts when you get to level 10 or so and realise you haven't got enough of a particular stat and can't progress, particularly with the level 10 'hump' (no money, mobs get way tougher - if you don't have your build right at this point, you basically have to restart).

4. Game doesn't pause when I open the stats screen.

Tuidjy 10-27-2015 07:27 PM

Does anyone know how 'luminaries' work? I guess that a member becomes a luminary as soon as he hit 100 happiness... but I have people who have happiness in the 500s, and they do not get the bonus. Is it something that only happens once, and lasts for a bit? I would prefer it if it took more happiness, but that the bonus was constant, or at least, renewable.

For example, you could have luminary as a 30mn bonus, every time a member is above 200 and does not have it, but every time 'luminary' expires, the happiness would be reset to 100.

Shadow 10-27-2015 08:12 PM

Quote:

Originally Posted by Tuidjy (Post 79252)
Does anyone know how 'luminaries' work?

They are supposed to just need 100 happiness.


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