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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 16, 2013, 04:12:36 PM »
Hi again, Watabou. This game just keeps getting better! 
I would like to second that suggestion, and extend it also to armour and - perhaps - weapons. The reason for this is that swapping between "travel" armour and "battle" armour is a very basic strategy that I (and I assume most other players) often use in the early stages, and it gets a little tedious having to open the inventory and click-click before and after every fight. Being able to simply toggle between 2 different pieces of armour would speed up gameplay considerably. Having a quickslot to toggle between weapons is not really necessary, but I can imagine some players using that option (e.g., to swap to knuckleduster if disarmed by Dwarf Monk).
As for how to do it, perhaps have layered quickslots? Only one slot is visible in the interface, but long-pressing that slot swaps it out for the next slot. When we short-press a quickslot, we get a little pop-up indicating which wand is currently equipped. Finally, when we long-press on a wand, a piece of armour, or a weapon in our inventory, we equip it to the currently displayed slot of the relevant type. This would work best when only 2 slots are available per equipment type, but it probably wouldn't be that clunky for 3 slots as well.
A second solution would be to have multiple quickslots. 2 for armour and 2 (or 3) for wands would do it. This introduces more screen clutter, of course, but this method allows us to see at a glance how many charges remain in our main wands. (I think you've already said there's no room for these though.)
A third solution combines the benefits of the previous 2: layered quickslots with hidden slots peeking out slightly to indicate how many charges remain in the hidden wands.
Yes please, to either suggestion!
Perhaps 2 slots per character type so that we can play as each of the sub-classes without losing our progress?

Playing a mage with several wands is awesome, there are so many tactics. But the interface is clunky when you're constantly firing different wands from the inventory. I'd love a better quiver in which you could set a few items in it and swap through them by swipping vertically the fire button.
I understand it, but I can't imagine an interface that could solve this problem (without adding one more quickslot). How would you set those items in a single quickslot (quiver)? How would you know which items have been set there already?
I would like to second that suggestion, and extend it also to armour and - perhaps - weapons. The reason for this is that swapping between "travel" armour and "battle" armour is a very basic strategy that I (and I assume most other players) often use in the early stages, and it gets a little tedious having to open the inventory and click-click before and after every fight. Being able to simply toggle between 2 different pieces of armour would speed up gameplay considerably. Having a quickslot to toggle between weapons is not really necessary, but I can imagine some players using that option (e.g., to swap to knuckleduster if disarmed by Dwarf Monk).
As for how to do it, perhaps have layered quickslots? Only one slot is visible in the interface, but long-pressing that slot swaps it out for the next slot. When we short-press a quickslot, we get a little pop-up indicating which wand is currently equipped. Finally, when we long-press on a wand, a piece of armour, or a weapon in our inventory, we equip it to the currently displayed slot of the relevant type. This would work best when only 2 slots are available per equipment type, but it probably wouldn't be that clunky for 3 slots as well.
A second solution would be to have multiple quickslots. 2 for armour and 2 (or 3) for wands would do it. This introduces more screen clutter, of course, but this method allows us to see at a glance how many charges remain in our main wands. (I think you've already said there's no room for these though.)
A third solution combines the benefits of the previous 2: layered quickslots with hidden slots peeking out slightly to indicate how many charges remain in the hidden wands.
-Dwarven monks, eh. I don't mind difficult enemies, but man those are annoying. I had a +7 or +8 plate mail and sword of slowness, and was overlevelled at least 2-3 levels.... but still each dwarven monk took about a minute to kill. In a world where boss battles take 15 secs that is LONGA bit less dodge chance on them, or slightly less chance of their... negative effect on player?
Yes please, to either suggestion!
Any chance for more character slots? I've beaten the game now with all 3 classes and 4 sub-classes.
Perhaps 2 slots per character type so that we can play as each of the sub-classes without losing our progress?