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Messages - Veldrin

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16
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v0.5.3)
« on: October 14, 2013, 09:16:14 PM »
I mean, I like greater challenges, but not weakening the character, instead give greater challenges, and tools to overcome them, not to depend only on luck.
More monsters per level, or more traps ... but not weakening the character ...! The feeling is very strange! I've beaten the game several times with each character, three the warrior, I think two with the mage and at least one with the rogue, but with the Huntress I've only beaten the first boss once! And not because they know how to play, but because it only depends on luck, and frustrated.

PD: A Canteen in the shops for save up to 10, 15 or 20HP in dewdrops will be cool too. If you are full of health, the dewdrop hit point goes to the canteen instead lose it.

17
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v0.5.3)
« on: October 14, 2013, 08:51:18 AM »
Hello Watabou do not know if you remember me , I proposed to help translate the Spanish game a while ago.
I kept playing the game and I'm enjoying it a lot, but one thing that will be quite frustrating to new players : the Slayer.

Making unlockable class is WORSE than the basics I think is a mistake. It should be much stronger than the other characters, but also the challenges stronger . For example up to 50 % of the monsters life , and / or do they have small bonuses , like a short poison for rats , for gnolls a little stun , shamans can teleport 20% of the attacks ...

It is strange to see a character progressed worse , I know you've done with ' hardcode ' and perhaps ask too much , but you should at least consider .

I would also suggest a couple of specialties for Huntress, who does not have book yet.
-Pathfinder: 6 squares of a monster can detect, 4 if there is a door between, 2 if there is a wall, floor or watch the trail of a flying monster when it happened a few turns and the direction in which he walked.
-Sharpshooter: It is VERY effective with ranged weapons and projectiles can recover 50% of the time even having hurt the enemy.

And for the love of God, make him wear a bow or crossbow or something! hahahaha

Great job, anyway. Contratulations. :)

A salute!

18
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 15, 2013, 09:17:30 AM »
Suggestions and a little... bug?

Sometimes, in a depth with 2 closed doors, one of the keys is inside one of them. If you find the free key and open the wrong door, you will never open the second closed door.

Suggestions...
First, congratulate you for the long life of your game, is extremely re-playable, i've played the game hours and hours and i'm not bored of it yet. Congratulations!

But i think... another class, or races, or little powers after each boss (stats, or things like the existing ones) will improve the game lenght.
Warrior? Human or Dwarf (Dwarf search auto hidden doors better, but moves a little slow, or uses maces, hammers and axes easily...
Mage? Human or elf (Elf starts with -5 hp an -1 str, but recharge wands faster and increases damage with wands, shots faster or more accurate...)
Rogue? Human of Halfling (Halfling moves slow but hides like a natural +3 shadow ring and find more gold, or better buy/sell ratio...)
Another class? Bard (With a item, "mandoline", works like a wand and can play "lullaby" or "Terror", but sometimes fails and cast "Challenge" if casts Terror)
Maybe Paladin, Monk... more possibilities, more lenght... ;) "The better, if longer, twice better"

After kill goo, you can choose between little bonuses like more max HP, +1 Str..., after kill Tengu, the book, after kill DM300, another bonuses like the goo, and after dwarf king... ¡Another book!.
You know, different progressions, variations, etc, not only the 'map luck', more and more different replays...

19
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 12, 2013, 07:15:07 AM »
aaah ooook!! Thank you so much, galehar!  ;D

20
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 11, 2013, 11:22:01 AM »
i don't understand... both Pasty and ration feeds you from starving to 'good'... ?¿??¿?¿

21
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 10, 2013, 02:31:46 PM »
But in my LG L5 fit two or three between the question mark and the backpack, is blank space, look the galehar's screenshot, you can't place it there?

22
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 10, 2013, 08:30:16 AM »
Quote
Quote
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

Well.. add more quickslots between the existing one and the backpack icon... :S

23
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 09, 2013, 10:05:12 AM »
I found a bug very painful ...
I was 2 Upgrade scrolls and a battle axe +1 wild, I dropped two scrolls of Upgrade into a well of transmutation (testing whether it transforms  two or one), and my surprise was that I returned ONE of Upgrade Weapon.
Well ... At least win a +1 and maybe change the weapon's power, or add another!
But no, I was left with a poor Battleaxe +2 Wild and whitout Upgrade scrolls.

ARGHHHHH!

24
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 05, 2013, 08:21:30 AM »
I'm playing a Battlemage with a Disintegration wand equipped (MWAHAHAHA) but doesn't work very well. Sometimes misses the shot even in a very short range, specially in angles, and have a maximum range too short (or it misses more at long range?)

Another point... In earlies versions, we have enough space in inventory, but now, specially with the new potions, scrolls and mainly the seeds, turns to very very small.
Perhaps when you pick up the first seed appears to "seed bag" with all the seeds that you collect, and the same with a scroll tube, you can remove and put in the tube (or have scattered in the inventory the scrolls you use quickly, and saved you will not use, because it spends a turn them out to read them)

And another detail: How about a chance that a character pick up an object identified? For example:
Everyone has a 2% base on all the objects,
The warrior has a +3% identifying weapons and armor
The rogue +3% identifyng armor and rings
The Wizard +3% to identify potions, wands, rings and scrolls.
So you might get lucky and pick up a weapon knowing it is cursed, but is difficult and lucky.

Or that these skills have a special kind of magician, "master of knowledge", and that is your strong point, do not know ... well you do not know what they pick, but one of 50 identified would come out pleasantly surprised occasionally.

25
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 02, 2013, 02:42:22 PM »
Would be nice if you could switch from one to another. On the street, under the Mediterranean sun, the model on the left is a nuisance and I can only play indoors, but it's certainly prettier.

26
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 10, 2013, 03:04:17 PM »
Quote
I will try to avoid level resetting

I celebrate it. Thanks for help us against our temptations XDDDDDDDD

27
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 04, 2013, 03:40:34 PM »
Another bug.

Explanation: 5x7 room, with grass in the top left corner (3 squares) and the door in the top left corner (left wall).
one sleeping enemy (red dot) in near the bottom right corner, and my character (warrior, blue dot)



I shot firebolt wand against enemy and and the enemy set fire... AND all the grass and door set fire too!! fortunately, in my next turn step to the grass free square and save my scrolls from fire, but i think this was a bug

28
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 31, 2013, 05:11:23 PM »
Almost. You can't gain much more xp because in upper levels all enemies give 0XP, but more equipment, scrolls, potions, rations... you can save everything in the skull door of the Goo room, and do it again and again.

I don't recommend, makes the game boring, i'm sure. I've do it 1 time and last.

Depth 11 with 22 healing potions, plate armor +4, detection ring +4, strenght 16, Wild longsword +2, tons of other potions and scrolls... and exp level 16.
Too easy= Simply boring :S

29
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 31, 2013, 02:21:43 PM »
Yes, you can.

I've never used this trick until i readed in this tread. Makes the game much more easier... Too much easier. :(

30
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 27, 2013, 09:35:56 AM »
Watabou, what about bows and crossbows? Shields? Maybe new classes in the next update?

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