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Post by fallen on Mar 14, 2014 22:09:59 GMT -5
rabidbite - no, it has not increased in difficulty.
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Post by rabidbite on Mar 14, 2014 22:59:28 GMT -5
rabidbite - no, it has not increased in difficulty. Ah, I thought it might have. I will play it sometime soon. Almost done with the current project. rabid
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Post by contributor on Mar 15, 2014 1:34:49 GMT -5
A short response to some of algesan's thoughts. 1) I do understand the desire to start a team at various stages in the game. I have the same desire. Sometimes you have a great idea for a team that you want to try somewhere, but you just don't want to do all the slogging to get to Oska or Riven Field. I think this is especially true for certain players who like to try a lot of different combos of skill sets; those who are getting the most out of their purchased characters and really experimenting with them. 2) I actually like the difficulty at the start the way it is. As I've gone back and started new groups, getting out of RH dungeons has been one of the most satisfying moments of the game. On Nightmare it takes everything you have, sometimes, to get out of there alive. I'm actually more on the edge of my seat in that one level than anywhere else in the game. If that were suddenly at Easy, all the time, I would miss it. 3) This is tangentially related to this conversation, I do find myself wondering if E2 isn't actually too large. Don't get me wrong, I'm not complaining, but I'm thinking from an average consumer standpoint (which is always making assumptions I know). Mobile games in general move at a much faster pace than PC games and I think people have limited attention for them. There are so many games on the marketplaces and they are so cheap that people are likely to just "try" something else and before you know it they never get back to the game they were playing. I think this could happen a lot as we see E3 and E4 come out. People might not buy them simply because they're satisfied or feel like they have played most of the potential out of the game in E1 and E2. I haven't finished E2 yet (not even close I think), so I don't know what kind of a cliffhanger you're going to leave for us, but I think it really needs to be something powerful, with powerful promises of how new and different E3 will be.
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Post by fallen on Mar 15, 2014 9:26:29 GMT -5
1) We are focusing on finishing the game's content at this time. When that project is done, we will come back and look at discussions of skipping-ahead, resetting character stats, or swapping in characters mid-story. But only when our commitments to the KickStarter are complete.
3) None of our games are targeted at the average consumer. Thanks for your feedback. We're making games that fill our vision of what they should be, games we love.
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Outsider
Exemplar
It is always better to hit, than to miss harder.
Posts: 301
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Post by Outsider on Mar 15, 2014 9:37:36 GMT -5
1) We are focusing on finishing the game's content at this time. When that project is done, we will come back and look at discussions of skipping-ahead, resetting character stats, or swapping in characters mid-story. But only when our commitments to the KickStarter are complete. 3) None of our games are targeted at the average consumer. Thanks for your feedback. We're making games that fill our vision of what they should be, games we love. Stay true to you. Last thing we need is another Blizzard. We're paying you for your creativity, last thing we should do is ask you to overhaul your game to match other titles in the field. That's what pissed me off so much about that guy's review on the thread that got locked. I've come to love the SP system because it's hard and realistic and true to old school games. We don't need SP regeneration, invest in Kyera's Sacrifice talent or more INT and potions.
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Post by contributor on Mar 15, 2014 9:41:27 GMT -5
Yeah I mentioned 3 not so much as a criticism but as a concern that people will drop out after 2 WHICH MEANS you won't get paid for 3 and 4. It's a balance and just something to think about. You guys have to make enough money at this, which may mean a few concessions to the market, but you also can't lose your way trying to please too many people. With just the two of you, you can't compete with the mega games companies, you have to hit your niche just right.
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Outsider
Exemplar
It is always better to hit, than to miss harder.
Posts: 301
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Post by Outsider on Mar 15, 2014 9:49:21 GMT -5
Yeah I mentioned 3 not so much as a criticism but as a concern that people will drop out after 2 WHICH MEANS you won't get paid for 3 and 4. It's a balance and just something to think about. You guys have to make enough money at this, which may mean a few concessions to the market, but you also can't lose your way trying to please too many people. With just the two of you, you can't compete with the mega games companies, you have to hit your niche just right. I think the size will mean people take breaks but I also believe the size is what will keep them coming back. As much as I love taking a new group through to fine tune my group and experience, I always enjoy the game the most the first time through. To that end, I don't know that I've ever heard someone in WoW (played for nine years) say darn it Blizz, I'm not gonna play anymore. To much content! Edit: I will also say content always feels longest the first play through. The second time will take less time and so on. I thought the content seemed small from the Braeys end so I think the size balances out.
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Post by fallen on Mar 15, 2014 10:00:26 GMT -5
Thanks for the continued feedback team, you've all been critical in helping us drive toward a more perfect version of Heroes. We appreciate your continued feedback.
i think Heroes will be hard to see the full vision as long as there is an Episode cap and a place where you get "stuck." In the final version of the game, when all four Episodes are available to you, going into the Underforge is not required and if you hate that dungeon and don't mind missing that loot (i.e. getting it elsewhere) you can move on. The current scenario with a limited amount of subquests, and a real "this is all you can do for a while, you might as well do it all" puts a strange spin on it all.
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Post by Officer Genious on Mar 15, 2014 12:31:19 GMT -5
1) We are focusing on finishing the game's content at this time. When that project is done, we will come back and look at discussions of skipping-ahead, resetting character stats, or swapping in characters mid-story. But only when our commitments to the KickStarter are complete. 3) None of our games are targeted at the average consumer. Thanks for your feedback. We're making games that fill our vision of what they should be, games we love. Stay true to you. Last thing we need is another Blizzard. We're paying you for your creativity, last thing we should do is ask you to overhaul your game to match other titles in the field. That's what pissed me off so much about that guy's review on the thread that got locked. I've come to love the SP system because it's hard and realistic and true to old school games. We don't need SP regeneration, invest in Kyera's Sacrifice talent or more INT and potions. While there are some things the review did get write (if taken constructively anyway) I disagreed about needing SP to regen too. That's part of the game: do you burn sp killing everything or try to conserve, and I actually feel that Episode 1 gave me plenty of potions on Normal (once I realized that health potions are nice, but having sp potions is typically much more useful). Now I just need an easier way to cross some megamaps and get back to town (like an exit at the bottom/end of dungeons). As fo replayability, I look at thjs more the way I'd look at Diablo 3. I always end up with loads of diff characters because of the different skills I try, which changes how I even approach battles (do I group enemies, try to lure them off one by one, or spread out so that enemies don't gang on any particular character?). I do agree that the inability to actually invest in those skills make the prologue a bit of an unnecessary grind fest for a few hours until you actually get to change your tactics with the team. Nothing worse than getting cool points you want to invest in but not being able to because the camp isn't 'safe enough'.
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Post by algesan on Mar 18, 2014 0:33:53 GMT -5
1) We are focusing on finishing the game's content at this time. When that project is done, we will come back and look at discussions of skipping-ahead, resetting character stats, or swapping in characters mid-story. But only when our commitments to the KickStarter are complete. 3) None of our games are targeted at the average consumer. Thanks for your feedback. We're making games that fill our vision of what they should be, games we love. 1) As long as you have your eye on that goal, it's good. I'd hate to see a repeat of another game company, which said they were going to get to a new feature....but oops, they had coded the entire engine wrong for expediency's sake, so now that feature will never, ever be in their games. 3) Which is fine, but the funny thing is...I'd play some of your games on the PC that I don't play on a mobile device. Why? Because I don't want to keep the notes I'd need to track stuff when I'm out somewhere with a mobile game. This is from someone who still has the maps for some huge dungeons from CRPGs rolled up in a map tube somewhere....including the huge map with all the teleporter bits from that one dungeon...and I cannot even remember the name of the game.
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Post by algesan on Mar 18, 2014 0:40:33 GMT -5
rabidbite - no, it has not increased in difficulty. <Selen, pulling multiple Ratkin arrows out of her butt from RH quest after surviving the Baron and all his Orcin buddies of the same level is skeptical, but since she hasn't gotten past Riven Fields yet, thinks she might be mistaken> Of course, that might not just me a NM issues, from Cory's post on difficulty levels, an increase anywhere will naturally hammer every difficulty.
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Post by contributor on Apr 2, 2014 3:21:54 GMT -5
Swami, how is your quest going? I just had a group get through E1 with only 1 death, which was my best yet. It was totally my fault too. I was playing too aggressively in the Ratkin Warren and moved Vincent up, before being sure the side tunnels were clear. He got jumped by 2 ratkin warriors and that was it. Really kicking myself over that because otherwise I would have had a perfect completion. So it is possible for non-devs.
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Swami
Templar
[ Heroes of Steel Supporter ]
Lost
Posts: 1,002
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Post by Swami on Apr 2, 2014 14:41:34 GMT -5
contributor: Unfortunately, life has caused me to be unable to play for about 2-3 weeks. This means I have not progressed very far with my most recent attempt. If I recall correctly, I have just gotten to Oskahold. (I have yet to get past the Great Shaman w/o a death on NM. . )
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Post by Cory Trese on Apr 2, 2014 14:51:50 GMT -5
I haven't been able to beat Episode 1 without dying on NM yet ...
(counting only games using Paladin)
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Post by rabidbite on Apr 3, 2014 7:23:08 GMT -5
I haven't been able to beat Episode 1 without dying on NM yet ... (counting only games using Paladin) My only advantage on Nightmare is that I began playing the game on Brutal in Alpha. Then I met the unstoppable (at the time) Deathkin and spent .. a month? Trying to find a way to murder the SOB without dying. After I developed so many strategies against unbeatable odds, the best providing me 4 survival rounds with Mega Deathkin, well ... everything else became very doable. The best advice I have to give for Nightmare mode is: 1. Scout ... PATIENTLY. 2. Check the corners. 3. Keep your team far enough to avoid the initial rush, but close enough to support your scout. that's very tricky. 4. Count the spaces. Managing mob movement distance is KEY to survival. 5. When you think you have a fight won, look for the 1 mob that attacks from behind. 6. Line of Sight saves you or kills you. Do not ignore it. 7. Bottlenecks are your lifeline. Set up ambushes where mobs have to come at you 1 by 1. 8. When in combat, and somehow mobs aren't attacking, your scout should, at most, END the turn 1 spot ahead of where she started. 9. Do "scout dashes" where you run your scout forward 4 spaces, and back 3 spaces. That reveals the map, and puts your scout in a good defensible position (IE away from damage). 10. Do not waste time and mana/spirit/mp on unnecessary buffs. If you're in a bottle neck, you don't need to move your team around to buff EVERy member, just the ones holding the line. 11. ALTERNATE abilities. Example: if a mob takes 2 shots to kill with a special ability, perhaps -3- NORMAL attacks (that consume no mana) can get the job done. Alternately, you might only need to use 1 special ability and 1 normal ability. Learn, conserve, and manage. 12. DO NOT conserve when you're being rushed. If somehow you're in the crap hole, with 2-3 mobs on your butt and no way out? Go full nova. Blast a way out of the trap. Use that way out to reposition for the rest of the fight. 13. Never ... ever ... underestimate the power of ranged damage. My archer/thief has destroyed entire enemy squads by herself with NORMAL arrows by simply positioning properly on the map. She even soloed a Deathkin on NIGHTMARE. That took some serious doing and pathing control. rabid
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