|
Post by johndramey on Oct 22, 2013 21:21:33 GMT -5
Just a thought, but as the system is now we don't really know if a target is cursed or not. I'm not sure it would be a huge problem, but it might be worth thinking about adding some kind of prompt or indicator.
Possible ideas
-palate swap an enemy, maybe lighten or darken the enemy depending on status? -have a floating indicator follow the enemy, maybe a simple "!" or something?
Also, it might be a good idea to have their status show when clicking on them. For instance, if I click that Giant Green Spider maybe list the buffs/debuffs that I know about on it?
|
|
|
Post by johndramey on Oct 22, 2013 21:50:06 GMT -5
Along the same lines as above, having simple "success" and "failure" prompts when trying to pick locks/disarm traps would be nice. I've been trying to disarm some caltrop looking thingies (found them in combat, 50 damage and 0 AP ouch!) and have had no luck. Not sure if I should keep trying, am getting bad luck, or they are just totally not disarmable.
|
|
|
Post by fallen on Oct 22, 2013 21:56:07 GMT -5
johndramey - great suggestions - it would help to be able to avoid re-cursing the same target. If the animation plays, you did successfully curse them. I have added both suggestions to the roadmap (show in monster details, try to indicate on the map). Another option is to refuse to target the enemy if they have already been cursed, but a visual might help too.
|
|
|
Post by Cory Trese on Oct 23, 2013 2:12:12 GMT -5
All traps, once sprung, can not hurt you. They will cost extra AP to move over.
This is for pit and spear traps.
If they are disarmed, you can move over them without fear. The same goes for if they have hit a character already.
|
|
|
Post by johndramey on Oct 23, 2013 3:50:21 GMT -5
All traps, once sprung, can not hurt you. They will cost extra AP to move over. This is for pit and spear traps. If they are disarmed, you can move over them without fear. The same goes for if they have hit a character already. I realized that after I got tired of trying to disarm them, haha. Maybe some visual cue would help? Or, I guess this is something that could just be documented in a tutorial/in game manual.
|
|
|
Post by fallen on Oct 23, 2013 9:20:37 GMT -5
johndramey - thanks for the reminder. There is space in the tileset and the design to make the trap look disabled when you have safely disabled it. I have added that item back into the roadmap to make sure we get there!
|
|
|
Post by johndramey on Oct 23, 2013 16:22:43 GMT -5
Thanks to you guys for listening to all of our feedback. Glad I could contribute.
|
|
|
Post by slayernz on Oct 23, 2013 16:25:49 GMT -5
I didn't realise it cost extra AP to move over an already-sprung trap. Having the thief be able to detect traps near by would be useful - a latent ability rather than a talent you have to use periodically. Maybe she does already - I've only just scratched the surface with my testing
|
|
|
Post by fallen on Oct 23, 2013 16:33:46 GMT -5
I didn't realise it cost extra AP to move over an already-sprung trap. Having the thief be able to detect traps near by would be useful - a latent ability rather than a talent you have to use periodically. Maybe she does already - I've only just scratched the surface with my testing There is no passive detect ability yet, but it is on our list! Will be am extra reason to raise Security and one of your attributes.
|
|
|
Post by John Robinson on Oct 23, 2013 18:37:51 GMT -5
Just a thought, but as the system is now we don't really know if a target is cursed or not. I'm not sure it would be a huge problem, but it might be worth thinking about adding some kind of prompt or indicator. Possible ideas -palate swap an enemy, maybe lighten or darken the enemy depending on status? -have a floating indicator follow the enemy, maybe a simple "!" or something? Also, it might be a good idea to have their status show when clicking on them. For instance, if I click that Giant Green Spider maybe list the buffs/debuffs that I know about on it? Along the same lines. How do we know what type of curse has been cast on our party, or party member? Maybe a popup showing something like "Rat mage casts "choking powder". Or maybe we could go to the chracters attributes screen. For example if your Strength is 14. Then if curse reduces Strength by 2. The attribute for Strength 14 (-2) would display the loss caused by the curse. Display the (-2) in a sickly green?
|
|
|
Post by fallen on Oct 23, 2013 18:39:35 GMT -5
John Robinson - you can click Status > Effects for the character and see that "Vermin Rot" is on your character and the effects it has, and how many turns it will last.
|
|
|
Post by hosh on Oct 23, 2013 19:34:35 GMT -5
You know, how are you guys scouting? I had thought that Farsight would reveal indications of traps but that has not happened.
I'm playing on Nightmare, and maybe this is a game balance thing. But at this point, without some indications of "be caution when moving in this general area", the traps becomes more like losing the lottery.
|
|
|
Post by fallen on Oct 23, 2013 19:43:49 GMT -5
hosh - we have it on the road map that Farsight will go green if there are traps! Hope it helps. Also, there are some subtle signs in the tilemap that you can watch.
|
|
|
Post by johndramey on Oct 23, 2013 20:42:06 GMT -5
You know, how are you guys scouting? I had thought that Farsight would reveal indications of traps but that has not happened. I'm playing on Nightmare, and maybe this is a game balance thing. But at this point, without some indications of "be caution when moving in this general area", the traps becomes more like losing the lottery. You're a braver man than I. I started on Normal just to tackle it from (what I think) the perspective of newer players will be. I'll try nightmare later.
|
|
|
Post by hosh on Oct 23, 2013 20:45:37 GMT -5
hosh - we have it on the road map that Farsight will go green if there are traps! Hope it helps. Also, there are some subtle signs in the tilemap that you can watch. Cool, as long as it is on the roadmap. As for the subtle signs, I'm beginning to twig on it. After bumbling my way through several of those areas. Live and learn. (Or maybe, die and learn?)
|
|