Author Topic: Mikko's Epilogue Thread  (Read 18312 times)

Mikko Lehtinen

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Re: Mikko's Epilogue Thread
« Reply #15 on: January 07, 2013, 08:25:10 PM »
Oh no, now I accidentally commited suicide!

I was previously thinking that yikes, Save & Quit and Quit (Kill Character) are much too close to each other in the menu... And now I proved it. The game didn't even ask for confirmation.

On the positive side, I'll probably get some Halls of Mist bugs fixed tonight instead of playing Epilogue. :)

I'll return to Epilogue later this week. I feel that my testing and learning period is over, and I can now start playing "for real", playing every character at the top of my ability. I'll even destroy my savefile to reset the Character Stats "corrupted" by lots of test characters. We'll see how many characters it takes to win the game.  8)

kraflab

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Re: Mikko's Epilogue Thread
« Reply #16 on: January 08, 2013, 08:53:47 AM »
Good luck!  Choosing whether or not to add 'confirmation' messages is a design choice, but consider this: you get used to typing F -> Y to confirm a quit and E -> Y to confirm a save & quit and you end up hitting F -> Y instead of E -> Y, so I think the problem would persist if I kept things symmetric.  Perhaps I just should add a "Would you like to save this game?" prompt when you quit directly.

Mikko Lehtinen

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Re: Mikko's Epilogue Thread
« Reply #17 on: January 08, 2013, 09:25:11 AM »
Save & quit doesn't need a confirm. In fact, having to confirm it would be slightly annoying. If you just add a confirm for suicide, it should stand out more.

Mikko Lehtinen

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Re: Mikko's Epilogue Thread
« Reply #18 on: February 05, 2013, 02:03:00 PM »
I like to play characters that are good at one defensive and two offensive skills. In the previous version when I hovered the mouse pointer on an enemy, I saw that my hit chance with a bow was, say, 42% and with magic 72%. It was easy to choose which weapon to use.

Now that information has been replaced with elemental vulnerabilities... Seems like these characters got a lot worse.

At the moment I'm playing a Defense character, and in each combat I need to choose whether to use melee or ranged. How should I make the decision? I've no clue whether a Blob Assassin is better at Defense or Deftness...
« Last Edit: February 05, 2013, 02:04:39 PM by Mikko Lehtinen »

kraflab

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Re: Mikko's Epilogue Thread
« Reply #19 on: February 05, 2013, 07:30:23 PM »
You're right, so I guess as it stands the only real advantage is that you have access to two sets of weapon types if you get nice drops or if a type has a nice ability on a particular floor.  I absentmindedly forgot that those hit rates were attached to the damage estimate -_-

I'm interested that you prefer defensive proficiencies, since most people seem to go offense or stamina.

Mikko Lehtinen

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Re: Mikko's Epilogue Thread
« Reply #20 on: February 05, 2013, 07:38:59 PM »
I find the Defence proficiency in particular interesting, because it allows you to choose between Melee or Ranged in every fight, depending on circumstances -- not only on the opponent's skills but also on positioning. It's like an extra layer of tactical thinking on top of everything else.

Oh, and wasn't one of them Melee + Magic, that's similar. Magic + Bows is the least interesting of the defensive proficiencies.

Tellingly I forget which was the boosted defensive skill in these cases... The combination of two offense skills is all I think about.
« Last Edit: February 05, 2013, 07:49:21 PM by Mikko Lehtinen »