Horologium RPG
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Forum for all things Horologium Super Cluster RPG, project I been working on since February 2012.


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Suggestions and Feedback

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1Suggestions and Feedback Empty Suggestions and Feedback Mon Dec 16, 2013 10:24 am

Skadoodle



You should make the game find-able under arcade as nobody looks for RPGs in custom games.
Awesome start, still think it could use some tweaking to make the beginning a bit less harsh.  Could be done in numerous ways here's some ideas:

  • lowering/removing the death penalty for low levels
  • increasing drop rate---at least of slightly better melee weapons than the starting ones
  • tweaking starting survive-ability--Bob in particular is hard to keep alive...between his low movement speed and limited dps (maybe let him use a few limited ranged weapons?)
  • allow low levels (0-3?) to revive where they died
  • maybe make some basic equipment purchasable in shop
  • be less harsh with difficulty ramp up for multiple players---had 6 people quit within 5 minutes because of how fast everyone died---or perhaps edit the difficulty increase when full of low ranked players--or just less damage/health increase of regular creatures in first part of area 1  (or make an area zero that only gives experience at low ranks and very limited basic drops) (and increasing drop rate for multiple players or at least adding a roll system might help too)
  • or adding quest(s) doable at rank 0 for equipment/exp

Making it more team friendly and something to make the start easier/more bearable and i think more people will give it a chance to be able to appreciate it.



Last edited by Skadoodle on Wed Dec 18, 2013 8:53 am; edited 1 time in total (Reason for editing : changing viewpoint as i keep playing)

2Suggestions and Feedback Empty Re: Suggestions and Feedback Tue Dec 17, 2013 7:42 pm

Skadoodle



Then again Bob starts becoming much better by rank 3....so probably just some other changes (like low level zone; or reduced exp penalty on death [for low ranks]) to help ease players into it so then they can get the ball rolling and enjoy it more



Last edited by Skadoodle on Wed Dec 18, 2013 6:07 am; edited 1 time in total (Reason for editing : after further play removed an idea that sounded dumb to me)

3Suggestions and Feedback Empty Re: Suggestions and Feedback Fri Dec 20, 2013 7:43 pm

DeadZergling


Admin

Hi again Skadoodle, looks like you been busy on that game!  Just finished responding to your Knight post.  I'll try to address this point by point:

You should make the game find-able under arcade as nobody looks for RPGs in custom games.
Awesome start, still think it could use some tweaking to make the beginning a bit less harsh.  Could be done in numerous ways here's some ideas:


This is where it is so only people looking for it will be able to play it typically, I'm not happy enough with it for me to post it on the Arcade just yet.  It is supposed to be hidden at this time Smile Beginning is a bit harsh in the current uploaded version, but will be less so in the next one.

lowering/removing the death penalty for low levels

This is probably doable without much effort, what level do you think this is more appropiate?  10, 40, Never?  10 I'm probably agreeable to, the idea is to give players a reason not to die, not just zerg in.

increasing drop rate---at least of slightly better melee weapons than the starting ones

You'll be happy to know I changed the entire loot dropping system in the version I haven't uploaded yet.  Weapons are still on the rare side, but about 200 % less rare than they were.  How it drops favors multiple drops more as well, with tonics on different drop tables entirely for example.

tweaking starting survive-ability--Bob in particular is hard to keep alive...between his low movement speed and limited dps (maybe let him use a few limited ranged weapons?)

Going to leave Bob alone for the time being, his frailty is basically payment for the ridiculous amount of abilities he has.  He is quite possibly the most versatile class in the game.

allow low levels (0-3?) to revive where they died

A nice thought, but what if you die in a spot you just can't win in.  I'd rather make them walk a bit more than they'd like than get caught in a death loop.  The way you revive is going to change a lot next update I might add, and if a higher level cleric is on your team, he can revive you on the spot.

maybe make some basic equipment purchasable in shop

I don't disagree, it just hasn't been on my list of priorities lately, I have strongly been considering making diablo like shops where they randomly have weapons/armor based on your level/progression.  It is going to happen, it just not yet, Jack and Area 3 boss are my priorities right now.

be less harsh with difficulty ramp up for multiple players---had 6 people quit within 5 minutes because of how fast everyone died---or perhaps edit the difficulty increase when full of low ranked players--or just less damage/health increase of regular creatures in first part of area 1  (or make an area zero that only gives experience at low ranks and very limited basic drops)

You will be happy to know I have designed 4 new noob noob monsters for just this reason.  I'm designating them as Area 0 level monsters, good for experience up to level 10.  I realized how unreasonable my game as a month or so ago, so I'm gifting any potential players with a true noob area to start in.

As far as the monster scaling goes, I do not feel my current setup is bad, with 8 players you will get monsters with 4 times the life, 40 % faster movement speed, and 140 % more damage, who are worth 450 % more EXP.  I think what happens is, people get their little level 0 hero, who is meant to suck, and try to take it all on like John Rambo.  These monsters should be easier with 4 rather than more difficult,  honestly.

I might tweak monster dps/movement numbers if I see trends I don't like, and may just go ahead and make them worth 800 % Exp to encourage bigger teams.  


or adding quest(s) doable at rank 0 for equipment/exp

Again, this is planned (for all different levels), it just isn't my highest priority right now.  You'd be surprised how long some of this takes!

Thanks for the posts, the feedback is much appreciated.

https://horologiumrpg.rpg-board.net

4Suggestions and Feedback Empty Wow Fri Dec 20, 2013 9:57 pm

Skadoodle



Didn't expect such detailed response to each suggestion. And I was just mainly too hard before rank 3 for sure and maybe through rank 5...(been too long since i started new without passing on gear). Still easy to find un-survivable groups/combos/minibosses (but that's kinda unavoidable with roaming enemies)

well with full house and rank 0s (particularly with mostly casters) everyone is dieing in like 2 hits or maybe 5 secs...then having to wait 20 secs to revive when they hadn't even gotten started yet--not many will give it a second chance. Not to mention enemies being harder to kill--at least compared to what little each can contribute.---it's probably fine for higher ranks or when 1 person is strong enough to handle it. (only got a full house that one time when i had a level 10 imp and i died after underestimating how much more health they had--by the time i revived only 3 of us were left and one hadn't figured out how to select a character yet and left when he died "from having some oatmeal thrown at him" (baby hydralisk))--my experience could have been atypical/too disorganized

Your planned future update sounds awesome:) 

And completely understand things not being a priority  I love you 
and I've already been surprised how long it takes to do anything in the Starcraft II editor--i've given up all my attempts before getting anywhere--i miss the original Starcraft editors and even the Warcraft III editor was much easier to navigate.

5Suggestions and Feedback Empty Re: Suggestions and Feedback Fri Dec 20, 2013 10:02 pm

DeadZergling


Admin

People leaving due to not wanting to wait 20 seconds huh, well definitely don't want that....  I'll go ahead and change it to 10 seconds.

https://horologiumrpg.rpg-board.net

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