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Post by fallen on Oct 30, 2013 17:46:40 GMT -5
Yep ... and after phase 2 all your characters will get deleted as well! Then, phase 3 is the real game so you shouldn't have to delete groups.
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Post by johndramey on Oct 30, 2013 17:55:46 GMT -5
No worries, gives me lots of opportunities to try out new builds and ideas.
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Post by John Robinson on Oct 30, 2013 22:26:56 GMT -5
Party Movement Phase 1. Just playing around last night, and found out something I think is useful.
Zoom out the Map. To move the character currently displayed on left hand portrait, tap a square to
begin moving him or her. Now tap the bottom ==> to move to the next portrait tap same location, do this for
for each party member. One by one they will move to the same general location. In other words you don't have to wait for one character to stop moving, before tapping the next one and moving it. Just shift to next portrait, tap traget location, and they will do it for you.
This has been easier for me, and I've made allot fewer mistakes moving the wrong character.
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Post by johndramey on Oct 31, 2013 0:14:53 GMT -5
Party Movement Phase 1. Just playing around last night, and found out something I think is useful. Zoom out the Map. To move the character currently displayed on left hand portrait, tap a square to begin moving him or her. Now tap the bottom ==> to move to the next portrait tap same location, do this for for each party member. One by one they will move to the same general location. In other words you don't have to wait for one character to stop moving, before tapping the next one and moving it. Just shift to next portrait, tap traget location, and they will do it for you. This has been easier for me, and I've made allot fewer mistakes moving the wrong character. Wow, really? So I can queue move orders? That's pretty nice, I'll try it out. Good find.
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Post by beuns on Oct 31, 2013 0:20:29 GMT -5
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Post by absimiliard on Oct 31, 2013 14:32:20 GMT -5
Great tip John Robinson, much appreciated.
-abs
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Post by slayernz on Oct 31, 2013 16:22:59 GMT -5
Just note that with party member auto-centering on select,if you have your characters off-screen, you still need to scroll around the map every time you select a new member. That reminds me - to the wish list, I'd like an option to turn off auto-centering, along with the option to have the party auto-follow the leader at a suitable distance (eg 4 squares back).
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Post by beuns on Nov 1, 2013 7:58:43 GMT -5
Just note that with party member auto-centering on select,if you have your characters off-screen, you still need to scroll around the map every time you select a new member. That reminds me - to the wish list, I'd like an option to turn off auto-centering, along with the option to have the party auto-follow the leader at a suitable distance (eg 4 squares back). +1 for the auto-follow !
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Post by John Robinson on Nov 1, 2013 12:53:03 GMT -5
Just note that with party member auto-centering on select,if you have your characters off-screen, you still need to scroll around the map every time you select a new member. That reminds me - to the wish list, I'd like an option to turn off auto-centering, along with the option to have the party auto-follow the leader at a suitable distance (eg 4 squares back). I would like Auto-Centering turned off by default. When I have a screen location to move the party too, Using the bottom screen left side, Character Portrait ==> next Character, would be my preference. Being pulled back to a character location makes it difficult to remember where I am in tactical placement. However there is one "Gottcha" problem if Auto-Centering gets turned off. Have you ever noticed? Sometimes when a character is a little to far from the group, it will Auto-Navigate down a different path. For example I've had the Wizard choose to travel the long way around to reach the map point, passing threw unexplored hall ways to reach the main party. OOPS! Can you say caught in front of three ratkins with only a wand, and a wish? Was that a trap I just stepped in, or are you just glad to see me?
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Post by absimiliard on Nov 1, 2013 12:59:50 GMT -5
Just going to chime in with a +1 to auto-scrolling off by default. I do not like the auto-scroll in this application at all.
It's incredibly useful in ST and CK (non-combat), where you are a single individual navigating a large map. However in this it means constantly needing to re-adjust my view as re-centering via auto-scroll almost always makes my destination square off-screen. In combat this matters less, almost not at all, much like it doesn't matter in CK combat or in TA. However the number of times I'm moving individual party members instead of a grouped party outside of combat remains fairly high.
Thus my feeling that auto-scrolling is not helpful and should be off by default.
-abs
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Post by johndramey on Nov 1, 2013 18:51:42 GMT -5
Changing the subject to the new move rules;
So, am I correct in assuming that the main character's stat is just straight used for detection rolls now? I don't really think that's a good idea, I would say that there should be some negative modifier for running in a group. Now, especially with the changes in the "glomming," there really is no reason to not just run around grouped up all the time with the thief as your main. You'll suffer no really downsides, and you can always use your surprise turn to move everyone into good defensive positions.
I vote we add a small-but-not-inconsiderable negative to glommed movement stealth.
*edit*
Also, since you have them deploy into a line now, would it be possible to arrange our line? I'd love to have the Cleric and Wizard switched.
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Post by fallen on Nov 1, 2013 19:03:05 GMT -5
johndramey - we wanted to hear the team's feedback on the new rules. We will make adjustments to it as we go. Currently the enemies are not scaling their stat to detect you, so you have a distinct advantage, but that will go away very soon. Disadvantages? If they catch you flat footed, then the thief is going to take a lot of damage.
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Post by Cory Trese on Nov 1, 2013 19:32:13 GMT -5
Sorry I probably should have told you about the movement queuing features.
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Post by johndramey on Nov 1, 2013 22:10:36 GMT -5
fallen/ Cory Trese - No worries, I figured this was a "first-cut" kind of system. It's actually really good and I like how it works. It makes group movement a little more doable at the lower and middle difficulty levels. I still think single movement will be the name of the game for Nightmare/Brutal, though. If I could suggest an idea; I think the glommed stealth stat should be maybe the average of the team. I'm not sure if the Wizard/Outlander/Cleric have a hidden stealth stat, but if they do that would be the logical choice (in my opinion). If they don't have a hidden stealth stat (or that state is simply 0/1) then maybe have the glommed stealth stat be a simple (Thief's stat) - 3. -1 for each party member. What do you think?
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Post by John Robinson on Nov 10, 2013 20:26:00 GMT -5
P2
During combat, I set up an ambush, and used my thief to lure out a couple of bad guys without attracting the others on screen. Killed them off. Now the nearest monster is 25 squares away from the Party.
I would be really nice to allow group move (glom) across long distances to get back into attack range, instead of getting the "Monsters to close". I'm good with the moving 7 squares at a time. But when the first monster, displayed on screen, is 25 squares away it would be great to move as a group instead of one at a time.
There is one small frustration. Sometimes I kill everything in a room, but the combat does not end. This is because there are monsters in a separate part of the dungeon, and the walls are too close together. So I have to slog one at a time, 7 squares at a time, to navigate through a series of halls in different directions, to finally reach them.
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