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  #31  
Old 10-14-2015, 05:46 PM
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I believe the first patch is going to get rid of the money requirement for allocating skill points.
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  #32  
Old 10-14-2015, 05:49 PM
Hobo elf Hobo elf is offline
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That would be fantastic. I can't wait!
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  #33  
Old 10-14-2015, 06:09 PM
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I've just played for a few hours. My first impression is that it has the potential to become a worthy new game in the line-up. A lot of Drox Operative's systems, fused with Din's Curse's setting and character mechanics, with Depths of Peril's clan system and a zombie apocalypse thrown in for good measure :-)

That said, it's an early game that has a few issues. Here are the things that stood out the most:
  1. I also get the black flickering windows issues people reported on page 1 (GeForce GTX 980). Bloom was on, so that reinforces what others have said. Thinking back, I don't recall seeing the black windows after about an hour of play, so it might be bound to certain environmental effects that I did not see after that.
  2. Why don't clan members defend the town by themselves, when they are in town? I can take them along in my party, and they fight. But if I go out into the wilds, and I'm 5 minutes' walking away from the nearest teleporter, it's very annoying having to go back to town to defeat a level 0.5 imp-thing while there are 3 combat-ready level 4 NPCs in town. I get that there are guardian statues, but this feels kind of ridiculous.
  3. NPCs sometimes attack the gates of my town! I've seen vendors do it, and one of my combat NPCs did as well. Seems like a bug.
  4. Is there a way to repair the gates to town? It is *very* expensive to keep having to buy new gates every 20 minutes or so, especially when my NPCs wreck my regenerating gate.
  5. Necromancer minions count as party members. That means once you summon 2 skeletons, you can no longer invite any NPC party members to join you. Bug or feature? There is also no way to unsummon skeletons, is there?
  6. During combat it happens quite often that I click on an NPC or minion and end up opening my inventory or the town wall/relic screen. Might want to disable this when there are enemies nearby.
  7. I was able to make some money, but most of the time I have a number of skill points unspent because I can't afford to buy new skills. (Who am I buying the skills from anyway?) Also: there are not a lot of vendors and it's pretty easy to drain their money by selling them the gear you no longer need. If you then spend your money on skills, you empty the economy of money. Monsters usually drop way more loot than money, so you end up with an inventory and bags full of loot, and no vendors able to buy them. The balance feels a bit off here. Maybe have vendors carry more money, or have them regenerate money over time, or increase money drops from enemies.
  8. Skeletons having a chance to roll "green" is nice. Gives you a reason to keep re-summoning minions even when you have reached the maximum number. Especially nice touch to replace the weakest, rather than the oldest minion.
  9. The automatic gear distribution for the clan is a nice idea, but the interface leaves a bit to be desired. There is one slot to throw items in for distribution. The tooltip says you can hit space (the sell button) to add items to it, but that did not seem to work. Manually throwing 10 items in, only to have 1 equip and 9 fall on the floor is also not the best experience. Especially if you have higher level gear than your NPCs can handle, so you have to keep repeating this ritual every time someone levels up. Maybe have it function like a clan storage, that NPCs can grab items from when they are able? Item changes could trigger on level up and on item inserts into the clan storage.
  10. The diplomacy and questing systems seem very similar to Drox Operative. Works well. Green asterisk marking for in-area quests are useful. Remote handing in of all quests is great as well, considering you are a lot less mobile than in Drox Operative. I've only encountered one other living clan so far, but all they do is try to sell me crappy items. I need my money for skill upgrades and walls, so I don't want to buy their grey items, or their food.
  11. About half of the generated areas were empty towns. Is this meant to set the tone (almost everyone has died), can you do something with it, or is this a bug in the map generator? So far, these areas felt like they made my walk back to town longer, without serving a real purpose.
  12. The areas themselves felt a bit too maze-y. It felt like there was a main path with a few curly branching dead-ends, so lots of walking (slow walking speed) when backtracking or trying to explore the entire map.
  13. The monster spawn rate is pretty aggressive. Sometimes new monsters spawn within 10 seconds of me clearing a section of the map. Is this intentional, or a bug?
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  #34  
Old 10-14-2015, 07:43 PM
jureidinim jureidinim is offline
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Love the game so far - nice mix of DOP/DC (maybe a little Drox too).

My feedback so far:
1. The morale system is cool - I see it mentioned it may be tweaked. I hope those tweaks would include:
a) The rate of morale loss/recovery. Once its in the negatives it takes awhile to recover fully even when I just stop the party in one place and wait. That's not so bad, but maybe there can be ways to speed it up like giving the party member a certain potion or even food (simulate making camp). I don't want an instant recovery but just some ways to increase it's recovery rate a bit.

b) A more visible way to see the morale state of the character. So far I only know you have to initiate a dialog with the character to see the morale level. This is difficult if enemies are around. Maybe another bar on top of the party member health bar to show it?

I do like the system in place and was surprised when one of my party members went insane and turned on us - nice.... Just a few tweaks should make it better

2) I'm not quite following the research messages - or what they mean to me in game terms - about Zombie resistances or understanding -if its random or some event - when zombie parasite materialize in my clan base when i'm there. If i'm just missing something obvious plz point me in the direction to get the info ... but some other kind of indication as to what these mechanics mean or how they are caused in game would help.

3) Is there a way to repair clan doors? Once they are broken I only can replace them by finding them as drop loot from monsters. That seems .. odd.. that a monster is walking around with a whole door.. lol...
Am I missing another way of repairing/upgrading these doors?

4) Money for skills. This has been in every previous game. I believe the money given for quests in this game is lower than previous ones - so it makes levelling up skills increasingly difficult. I see mentioned the money will be removed in a patch - if you want to keep it, maybe just reduce the costs of the skill. I always felt that money was to pay a trainer to teach your character the new skill.

5) Traps and ambushes are late to spawn. You get the message and the audible "click" sound but the actual trap goes off much later - long enough that you can almost move off screen before it triggers.. makes them a bit useless.

6) I liked the secret missions in Drox. I know its late in the game development now, but would it be possible to generate a few "large quests", and maybe have one randomly assigned to each clan as their "secret" quest? If its completed it counts towards victory. Already I see one way to win listed in the game is having a certain amount of food gathered. Maybe others could be added like:
Economic win - amount of gold
Prestige - number of bosses killed
Relic - finds multiple parts of an ancient relic scattered across the maps/dungeons and put it together(maybe spend money to do the crafting of the final relic)
...others...


Great game :-) Looking forward to the updates you have in store for it
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  #35  
Old 10-14-2015, 08:32 PM
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Tuidjy Tuidjy is offline
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I found the fort of a clan. They had a "Town under siege" quest, which I accepted. The towers shooting fire had labels like "Deadly siege tower" and "Opulent Siege Tower", but as I was destroying them, I was getting a count down about zombie scavengers or something. I do not remember exactly, and it was not in the log, but it wasn't towers, and it didn't make sense.

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[Stronghold],[People], and [Items] in the Power comparisons still have tooltips about planets, ships, etc...


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Crude light gates and flimsy light gates have the same stats.
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Last edited by Tuidjy : 10-14-2015 at 08:43 PM.
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  #36  
Old 10-14-2015, 10:13 PM
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Castruccio Castruccio is offline
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I propose a change in the default minimapzoom from 8 to around 16. The reason is that with so much stuff going on, the minimap is much more important than it was in Din's or DoP. You need to be able to see gates, telaporters, allies, etc. on the minimap. It would also be great if the map and minimap could be displayed in a higher and clearer resolution (instead of the pixel-y art they currently have) but I realize this is probably impossible.

I also propose a change in the default r_viewFarDist to somewhere around 840. People have complained about the zoom limits in this thread, and I think a little more zoom out (even 800, or 775) helps.
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  #37  
Old 10-15-2015, 10:27 AM
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DeathKnight1728 DeathKnight1728 is offline
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Quote:
Originally Posted by Shadow View Post
I believe the first patch is going to get rid of the money requirement for allocating skill points.
One thing I just thought of Shadow, will the crafting that you do for the improvement of armor/weapons ever increase damage or armor class?

I think that if you increase an already maxed out armor or weapon durability 5 times, it would be awesome if the damage or armor class could go up by 1. This would give more reason to improve items past their durability maximum point.

Just an idea.
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  #38  
Old 10-15-2015, 10:38 AM
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Quote:
Originally Posted by DeathKnight1728 View Post
One thing I just thought of Shadow, will the crafting that you do for the improvement of armor/weapons ever increase damage or armor class?

I think that if you increase an already maxed out armor or weapon durability 5 times, it would be awesome if the damage or armor class could go up by 1. This would give more reason to improve items past their durability maximum point.
It actually already works kind of like that. If you try to repair a non-damaged weapon or armor, there is a good chance it will improve the max durability, but there is also a small chance that it will improve the damage, armor, or defense (depending on type of item of course).
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  #39  
Old 10-15-2015, 11:49 AM
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DeathKnight1728 DeathKnight1728 is offline
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Has anyone else noticed that some of the amorphs spawn ridiculously powerful and higher level versions of themselves.

I had fought a lvl7 amorph champion, only to defeat it and from that corpse spawn a lvl 9 amorph. Naturally I died after defeating a few more of those creatures but is that supposed to happen or is it just random?
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  #40  
Old 10-15-2015, 11:55 AM
Tyakraman Tyakraman is offline
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I also noticed that sometimes NPCs change their names. They are walking around the map named "Bob", once they are recruited, their name changes to "Joe". This also happens when they go insane/berserk or are revealed to be enemies.
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