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Post by Deleted on Oct 23, 2013 23:05:00 GMT -5
I'm currently in a game where I've hard seemingly endless combat mode as I've progressed through the dungeon - it could be a bug, but I expect it's because I left a monster behind much earlier. If this is the case, perhaps you could tweak the mode so that you leave combat mode once you are far enough away from the monsters (a kind of 'run away' feature) because I really don't want to go back through the whole dungeon with 7AP each turn to fix the problem. It means I never leave combat and always have to travel slowly.
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Post by evmaker on Oct 23, 2013 23:48:39 GMT -5
I'm currently in a game where I've hard seemingly endless combat mode as I've progressed through the dungeon - it could be a bug, but I expect it's because I left a monster behind much earlier. If this is the case, perhaps you could tweak the mode so that you leave combat mode once you are far enough away from the monsters (a kind of 'run away' feature) because I really don't want to go back through the whole dungeon with 7AP each turn to fix the problem. It means I never leave combat and always have to travel slowly. I had the same problem in the post I made on the bug board about stuck in combat mode, restore point is currently not functioning as intended and if you use it then the monsters that you were in combat with when it was used will remain in combat even if your not near until you hunt them down (and so be stuck in combat mode until they are killed).
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Post by fallen on Oct 23, 2013 23:49:38 GMT -5
Thanks for the feedback! We will work on this one!
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Post by hosh on Oct 23, 2013 23:50:16 GMT -5
I had the same problem.
I went back and fixed it.
The loot wasn't worth it though the experience points were. And it was still fun :-)
But yes, it would be good to have it leave combat mode eventually.
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Post by fallen on Oct 24, 2013 0:16:09 GMT -5
Agreed ... it might be very, very hard to find those monsters!
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Post by johndramey on Oct 24, 2013 0:32:05 GMT -5
If I may make a quick suggestion (that may not even be possible)
If you've ever played the recent XCOM: Enemy Unknown they have a good system to counteract the "hunt for the enemy" that most tactical, fog of war games suffer from. Basically, when you trigger an enemy, they are considered "found" in the game. Every couple turns "found" enemies will emit some sound (in the game there are different sounds for each enemy) and a visual indicator will pop in the enemies general direction. The indicator also shows general distance to the enemy. For example, if the enemy is north west of your position but relatively near, the indicator will be very wide and not focused (spanning from North to East). If the enemy is far away, the indicator will be much narrower (maybe only spanning from N-NE to E-NE).
I don't know if it's possible in HoS, but it would be very helpful to have some kind of general hints as to where enemies that we've triggered are located. I've had more than a couple situations where I've needed to hunt around to find that one spider, or some kobolds aggroed and then spread out.
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Post by Cory Trese on Oct 24, 2013 1:13:15 GMT -5
I really enjoyed XCOM: Enemy Unknown, was a fun game on the higher difficulty settings.
I think we've got some good solutions in the works.
In Heroes, however, we're going to avoid is giving the players 'monster radar' or any of those high tech toys.
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Post by absimiliard on Oct 24, 2013 11:22:43 GMT -5
Maybe implement a CK-like escape feature if the monsters are far enough away that neither the PCs nor the monsters can move to engage each other in one turn?
-abs
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Post by beuns on Oct 24, 2013 11:24:22 GMT -5
Maybe implement a CK-like escape feature if the monsters are far enough away that neither the PCs nor the monsters can move to engage each other in one turn? -abs +1 that would surely help.
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Post by hosh on Oct 24, 2013 12:53:20 GMT -5
I really enjoyed XCOM: Enemy Unknown, was a fun game on the higher difficulty settings. I think we've got some good solutions in the works. In Heroes, however, we're going to avoid is giving the players 'monster radar' or any of those high tech toys. I've noticed that the giant rat had triggered a warning, and a small, transient indicator of where you heard that from. That itself was pretty useful. I'd like to see more stuff like that, including things like when monsters or PCs trigger a trap, it increases the chance of being perceived.
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Post by slayernz on Oct 24, 2013 16:44:52 GMT -5
I've had an encounter where the enemy was on the northern side of the broken bridge and my party was on the south-side. There was no way to easily engage the enemy without walking right around (very painfully slow in combat-mode). I agree with Abs, when there is at least an x range distance between enemy and your party, you should stop being in combat mode.
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Post by Deleted on Oct 24, 2013 22:26:12 GMT -5
Maybe implement a CK-like escape feature if the monsters are far enough away that neither the PCs nor the monsters can move to engage each other in one turn? I like this idea, but I think the monsters should be slightly further away - you can still close down on each other pretty quickly in only one turn in HoS.
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Post by Cory Trese on Oct 25, 2013 2:07:27 GMT -5
I think a big part of this was just bad level design on my part in the alpha dungeon.
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Post by slayernz on Oct 25, 2013 21:47:08 GMT -5
Yes, it's all your fault. Shame on you for creating such a terrible design! <grin> ... maybe it's terribly addictive, but not terrible in a negative way No matter what the level design is like, you're still going to have encounters where you feel the need to try and escape from.
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