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Comments & Critique
Written by Tobias on Sep 14, 2010
Oh wow, thanks for the detailed review. *-* You're doing fine! I just barely posted a new build to test and you reply within a few hours - really, if you hadn't told me you were caught up with work and everything, I wouldn't even have noticed. ;P We have a really nice bowling alley in our local movie theatre, but I haven't been there in like .. forever *-* I should really grab a few friends and just go there again, buuut I'm really not that good to start with. ^^;

Yup yup, I didn't really pay too much attention to the levels this time - by now there are enough quests and dungeons that the level cap will probably be risen to 15 anyway. ;P Glad you like the warrior class (despite behind a healer!). Those warriors might well be the guys that you'd be healing - scared yet? X3

Thank you. ^^ There is actually a server time, so everyone actually observes the same time in-game. The idea was that some monsters could be night-active, such as ghosts, but I've heard other games had troubles as players returning to a place during night didn't understand why an area was suddenly a lot harder. So .. I'm not sure anymore whether to pursue that.

Oh yes, that's true - the farmer only giving bottles for that quest was on purpose, because bottles are sold in the village café. When playing, did you expect him to keep giving bottles? It would be no problem to add that in, to reward players from remembering that. The game would lose a slight money sink though, since bottles would usually cost 3 silver. What do you think?

And wow - I think you've really tested just about every facet about that class. *-* I honestly didn't think anyone would grasp all that in such great detail that quickly, so .. well done. ^^ You're right about team play - but it wouldn't be hard to add an ability they could use every so often that would give them a small boost of initial fury. And you got your combo attacks down really well too, I see! The plan for the natural fighter ability is to reward players who realize how and when to use it with higher damage - so kudos for figuring it out ;3 It'd actually be interesting to see how high of a damage you can sustain as a warrior, but none of the monsters in the west forest would last long against you if you use your abilities like that. ;P

The server is actually the same - your other characters are east of the village, and you're west of it. If the maps were connected, they could go to each other's place. Yup, you're right - the enchanted wing really is useless for warriors, but I'm sure it would be pretty attractive to your healer, no? ;P And it'd look good on him, too. ^-^ Zandra drops half-warrior and half-caster stuff, so if a group of both classes went down there, at least one of them would get something useful.

And .. thank you. ^-^ If you would like to write a story, you're totally welcome. If you want and have an idea for a story that others could play through, you could even write a quest chain yourself - I'd have no problems with adding it in! You could think of your own places, NPCs, what they need, and so on. Remember, during the test, flower spirits started at level 5 - they have no quests from 1-5 yet, and having something similar (yet different) to what warriors have would be quite nice. ;P
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Shamus
[Homepage]
Sep 16, 2010 
That's the nice thing about bowling, though. You don't necessarily have to be good at it to enjoy it. Same thing with golf. Although I would argue that golf carries way more frustrations than bowling does. Inclement weather patterns, hazards, and lost golf balls...all you have to worry about with bowling is getting your ball stuck in the ball return.

It certainly would make things a lot easier on the warrior class if they can count on someone to heal them constantly while they deal out damage at a rapid pace. I noticed while in combat, it doesn't take too long to charge up fury with repeated blows. That's where a lot of the synergy takes place; the fighter protects the healer, and the healer protects the fighter. It increases fighting capability four times, by my estimation.

About the nighttime influencing monster strength; it's a good idea, really. The best way I can think of to counterbalance that is have some monsters that are weaker at night as well. The shifting of time works both ways, so while it might be a benefit to wait until a certain amount of time for best effectiveness, you can use the time waiting to get other things accomplished a little easier as well. You could balance it with traits like alignments as well, if you wanted, but since that system isn't in-game, it might be overstated.

Well, you could put a cap on the farmer...he only has a limited supply of bottles for each character, or he only has a certain number per day or week, until he goes to town to restock his supplies. That would prevent abuse to a degree. Or he could charge, as you said. There's always ways to work around a problem.

An ability that might fit for a warrior class would be Adrenaline Rush; the warrior self-inflicts a minor amount of damage to themselves in order to gain a fury boost. The ability couldn't be used if the warrior has half or less than half of their health remaining (adrenaline already in the system). It would solve the no initial fury problem, at a slight cost of having to sacrifice being at full strength at the beginning of a combat.

I'll have to take on Zandra again, see what I can get. In any case, I like the idea of writing a quest chain, I might have to get involved in that as soon as I have time. :)
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Tobias
[Homepage]
Sep 22, 2010 
Oh yes, that's true - but missing three times in a row can still be kiiind of discouraging. ;P And yup, I agree - plus, with our bowling alley, they serve snacks and drinks while you wait for others to make their turn. It just seems a lot more sociable than golf. X3

Warriors would still get a few defensive skills to reduce incoming damage and to keep monsters away from the healers (which would also distinguish them from warriors that only picked offensive skills). Once those are in place, it'd be interesting to see how a healer-warrior combination would do in, let's say, the hollow tree (which you saw already, right? The place with the spiders!).

The biggest challenge will really be making sure that warriors and healers are actually playing at the same time - putting a dungeon for two people in is kind of pointless if people just expect to solo everything. Likewise, being able to count on a healer-warrior team allows me to put more interesting stuff in than "damage boss X faster than it can drain your health bar" - as is the case with Zandra. ;P

Yup yup, I agree - it'd be a good idea, but it'd be hard to make sure that everyone understands why map X is suddenly hard and that it'll be easier in six minutes. ;P And elemental alignments do exist - were you never surprised that your heals that ought to heal for 63-78 hit the zombies for over 120 damage instead? ;3 Unless you mean different alignments than I do, then they don't exist. X3

Here you go: "Adrenaline Rush - Adrenaline rushes through your body, instantly generating 35 fury but reducing your physical defence by 15% for six seconds." - 1 minute cool down. I thought it'd be less stressy on healers than seeing your warrior's HP drop 10% right before they engage the enemy. ;P It's already in-game, and works probably just like you expect. X3

Sure! I have plenty of other things in the game to work on, so take your time. ^-^ If you want, you can also try your hand at the existing (but not-yet-published) quest chains in-game (such as those in the village), since you're probably a better writer than I am. X3
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