Author Topic: The latest on the Valley 2 schedule  (Read 27520 times)

Offline LayZboy

  • Full Member Mark II
  • ***
  • Posts: 162
Re: The latest on the Valley 2 schedule
« Reply #75 on: November 21, 2012, 10:08:22 pm »
There is also a Feather Flight spell that is kind of like lightning rocket, but it costs ammo and you have to have the specific mage class (which has a 50% shot of not even be available to you in any given game) that has that.

So some or all classes are subject to the RNG?
Oh great. Fantastic.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: The latest on the Valley 2 schedule
« Reply #76 on: November 21, 2012, 10:10:12 pm »
Every game you get a selection of 5 per tier out of 10 available.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline LayZboy

  • Full Member Mark II
  • ***
  • Posts: 162
Re: The latest on the Valley 2 schedule
« Reply #77 on: November 21, 2012, 10:18:13 pm »
I woulda thought it would have been some tree, which would branch out in different directions for different things, like Raw POWAR, illumination spells, jumping ability and so on, coulda of even got hybrid versions and such.

Oh well, as long as the RNG is kind.





PS: it never is.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: The latest on the Valley 2 schedule
« Reply #78 on: November 21, 2012, 10:20:44 pm »
Bear in mind the Mage classes don't really affect any of what you describe. All it sets is your four spells. All the rest of that sort of thing you're talking about is determined by your chosen character's starting stats, the perks and feats you apply to them, and the equipment you have on at the moment.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: The latest on the Valley 2 schedule
« Reply #79 on: November 22, 2012, 12:31:07 am »

It will have a strategic and combat difficulty level like the first one did, but what is affected by each is really different now.  And there is no longer any platforming difficulty level.  It's less about raw damage being dealt to you in the new one, and more about making the damage more difficult to dodge unless you're skilled.  Though I imagine we'll do some tuning on that to make sure it really fits, but the only reason we're changing that in general is because the balance of the new game is so different from the first one.  Your character is not such a damage sponge as before, for instance, and more emphasis is placed on dodging (and dodging, on average and lower difficulty levels, is also more reasonable to do).

In short, it's closer to other Metroidvania or Megaman tiles, or Zelda, etc.

So basically, less of beating an area or boss simply by being able to take a billion hits and not die, then. 

That's one problem I always have with some of the Metroidvania games, is that you can get waaaaayyyyyyyy too much health, and enemy damage does not scale well (or at all).   Original Metroid game, once you had just one energy tank and the Varia, you were basically invincible;  the only thing that was a threat at that point was maybe Kraid, and the Metroids themselves.   Even more ridiculous once you got the screw attack.   I love this type of game, but that particular balance issue seems frequent with them.

So, about the dodging bit there....  does that mean that the difficulty level will be what determines the enemy patterns this time, instead of world/area/whatever level like the first?   Or maybe a mix of both?

Offline LaughingThesaurus

  • Master Member Mark II
  • *****
  • Posts: 1,723
Re: The latest on the Valley 2 schedule
« Reply #80 on: November 22, 2012, 01:04:53 am »
I'll love it if difficulty makes enemy shot patterns more complex. That's kinda what kept me going in my AVWW world of late. Enemies kept the double and triple shots across continents and that just makes it a lot more fun. I hate games that get hard because of raw damage or near instant hit attacks (ie, most games that have guns). I like games that are hard because I screwed up something I could have seen coming.

Offline Mánagarmr

  • Core Member Mark V
  • *****
  • Posts: 4,272
  • if (isInRange(target)) { kill(target); }
Re: The latest on the Valley 2 schedule
« Reply #81 on: November 22, 2012, 09:52:58 am »
Non-edit: Woo, 400 posts?
Spambot. Ban it!
Click here to get started with Mantis for Suggestions and Bug Reports.

Thank you for contributing to making the game better!

Offline Aklyon

  • Core Member
  • *****
  • Posts: 2,089
Re: The latest on the Valley 2 schedule
« Reply #82 on: November 22, 2012, 09:55:51 am »
Non-edit: Woo, 400 posts?
Spambot. Ban it!
Says the guy with 3 times the posts :P

Offline Mánagarmr

  • Core Member Mark V
  • *****
  • Posts: 4,272
  • if (isInRange(target)) { kill(target); }
Re: The latest on the Valley 2 schedule
« Reply #83 on: November 22, 2012, 09:58:33 am »
Says the guy with 3 times the posts :P
Sssh!

EDIT: It's also actually more like 5 times the posts :S
Click here to get started with Mantis for Suggestions and Bug Reports.

Thank you for contributing to making the game better!

Offline MouldyK

  • Sr. Member Mark II
  • ****
  • Posts: 353
Re: The latest on the Valley 2 schedule
« Reply #84 on: November 22, 2012, 12:40:53 pm »
Says the guy with 3 times the posts :P
Sssh!

EDIT: It's also actually more like 5 times the posts :S

6 times really.

If you are getting technical, as of this writing, it is: 6.268472906403941 times by dividing 2,535 by 406. :P

Offline Scorcher24

  • Jr. Member
  • **
  • Posts: 54
Re: The latest on the Valley 2 schedule
« Reply #85 on: November 22, 2012, 12:41:59 pm »
PI IS EXACTLY 3!!

Sorry that I had to take such drastic measures but let's get back to topic.

Offline Mánagarmr

  • Core Member Mark V
  • *****
  • Posts: 4,272
  • if (isInRange(target)) { kill(target); }
Re: The latest on the Valley 2 schedule
« Reply #86 on: November 22, 2012, 12:53:00 pm »
I knew I should've broken out my calculator :(
Click here to get started with Mantis for Suggestions and Bug Reports.

Thank you for contributing to making the game better!

Offline Martyn van Buren

  • Hero Member
  • *****
  • Posts: 642
Re: The latest on the Valley 2 schedule
« Reply #87 on: November 23, 2012, 03:02:40 am »
What's a stratospheric citadel?  I'm a big fan of sky and tower levels in platforming games and those sound pretty sweet from that perspective.

Offline mrhanman

  • Hero Member Mark II
  • *****
  • Posts: 764
Re: The latest on the Valley 2 schedule
« Reply #88 on: November 23, 2012, 09:31:41 am »
What's a stratospheric citadel?  I'm a big fan of sky and tower levels in platforming games and those sound pretty sweet from that perspective.

It's either a really tall citadel, or a regular sized citadel that floats really high in the sky.  Possibly both.  The first thing I think of is the sky level from Super Mario Bros. 3 and the tower that climbs to the clouds.


Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: The latest on the Valley 2 schedule
« Reply #89 on: November 23, 2012, 09:39:30 am »
You can't actually go into the stratospheric citadels, but you'll see them floating in the background.  And you'll send NPCs to destroy it!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!