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#1
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![]() Ok, now that I have setup this forum, this is the place for all beta related questions, feedback, etc. These are public so even if you have not pre-ordered the game you can read everything and even participate in the discussions.
All I ask from people is that you try to be constructive. So far all of the feedback has been great, so this isn't a problem right now and I would like to keep it that way. Also hearing about things that you think are really cool and/or fun can also be helpful. It's reinforcement that we are doing those specific things right and we shouldn't muck with them too much. It's also just plain nice to hear. ![]() You are also certainly welcome to email me feedback if you prefer that. My email address is on our contact page.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, Drox Operative 2, & Din's Champion Wishlist Din's Champion Last edited by Shadow : 02-04-2010 at 01:06 PM. |
#2
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![]() When I get shrunk down, it seems that any creatures in the vacinity close to me also get shrunk down that same amount. I'm not really sure this is a bad thing, but I'm not sure it is intended.
Also I'm as addicted as I've ever been to any game.
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Stephen A. Hornback |
#3
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![]() This is because when you step on a trap in the dungeon, not only you, but all monsters in the vincinity are also affected. For example, it can be a viable strategy when you want to clear a bunch of monsters as a single target melee character, to purposely tread on a fire nova trap. I do this quite often, especially if there is a source of healing around.
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#4
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![]() i find that the fire nova travels slow enough that if you don't stop moving you can avoid taking any damage most of the time, anyone else noticed this?
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#5
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![]() Great game. Accidentally brought up the console with ~ at one point in my gameplay, and saw a message (may be slightly off on the filename) stating that it couldn't find disarmtrap.ogg. Seemed silly to make a new thread for that, so I tossed here.
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#6
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![]() Most excellent game, it is really fun, and I can't wait for the finished version. I have played 4 characters up to level 16 so far, one of them being a Conjurer.
However, I am posting here to express how disappointed I am in my Conjurer's pets. I love pet classes, but in this game they move too slow, won't attack anything unless it's right in my face, are way too fragile, don't do enough damage, and badly in need of an option to change stances between aggressive / passive / defensive. I really hope these issues will be fixed in the finished version of the game. Other than that, I have no other serious gripes. At least not yet anyway, but I will let you know if something else urks me. ![]() |
#7
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![]() I agree with this sentiment, having tried a Necromancer/Fire Mage combo today. Pets are somewhat useless right now. They're good as a distraction for the enemy to chew up, and that's about it. Since I'm playing a Fire Mage, items like doors and barrels tend to eagerly burst into flames. Problem is, while I know that it's bad to walk into these fires, my pets don't. They just wander right into the fires and burn themselves to death, even though I've tried running away in hopes that they'll follow me. Rarely have luck on this.
IMHO a good solution to rectify this is to be able to command them on where you want them to go. It's difficult to get them to attack, especially due to line-of-sight issues (they don't seem to want to attack enemies they can't see due to a wall or pillar); more significantly, it's difficult to get them to run away from a trap or a pile of burning goo on the floor. |
#8
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![]() Aesthetic issue: If you're playing a hybrid, could the third skill tree button be hidden, and the other two centered? It's somewhat odd looking to have the blank button on the right, and still clickable, I believe.
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