Author Topic: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"  (Read 9197 times)

Offline x4000

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #15 on: December 15, 2011, 08:15:38 pm »
Do consciousness shards have any value anymore? If so, does the number that I have of them show up in inventory? I don't see it in any of them.

They should be showing up in your settlement-centric commodity inventory (V key).  If they are not, that's a bug.

In terms of whether or not they have value right at this moment... I think that some of the citybuilding stuff is still accessible, and thus it has value there.  And they will have value in the future, just a different kind of value than now.

So now that the strategic map is gone, are we now stuck with the shard caches either linked or unlinked until a new version? That seems like the only major thing that can't be done without the strategic map.

Yes, for the moment that's true.  We're going to be changing how the consciousness nodes work -- what benefits and penalties they give -- pretty soon.
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Offline tigersfan

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #16 on: December 15, 2011, 08:31:16 pm »
Ok, it's a bug then, I'll add it to mantis.

Offline Bluddy

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #17 on: December 15, 2011, 08:50:36 pm »
Just checked out the new version. Way to go guys -- I've said it before, but it bears repeating. Virtually everything in the game has improved tremendously and the elements come together very nicely.

Here are my other thoughts in no particular order:

- The logo IMO isn't as nice as the previous logo. Sorry. I agree that it seems messy, and really looks like it's part of an animation. I think in this case simple is best. Take off the effects from valley and without wind, and you'll have a perfectly fine logo. It seems like it's trying to do too much. If you want to convey the effect of wind, you can tilt 'without wind' a little maybe.

- The interface color is... well, I really liked the previous color. This is more serious and darker looking, but I don't know how much it fits the theme of the game. The previous color reminded me of an old map, like a lost world vibe. This color scheme is wooden looking, but it doesn't go for a full wooden look... Maybe it'll grow on me but right now I miss the previous color scheme.

- Commodity towers probably have too many boss rooms. I'm projecting into the future when there are more bosses, but you probably don't want to waste too many mini-boss types at a time. Also by having so many boss room layouts, you're exhausting the supply pretty quickly. It's a minor point though.

- One issue that crops up with the missions is that it's almost not worth going anywhere where there's no mission at this point. I know you're going to address this with extra content, but consider the option of having the missions only appear via exploration first. I feel like a map is best when it reminds you of stuff you've found rather than telling you what's present in places you haven't been to. I think it would be cooler if the first thing the player saw was a space to explore rather than missions. As the player explores areas of the appropriate levels, missions spawn and are discovered within the areas. Once a mission is encountered, it would then appear on the map. This would make missions something you explore to find.

- Fog of war was brought up in the other thread, and I think perhaps it's worth considering it while at the same time reconsidering the area numbering system. In fact, one has to consider them both together since the current gating system is the numbering system. I always found it a little strange that areas had visible level numbers. It's not a bad thing, but it's a little artificial feeling -- other games usually do this behind the scenes in some fashion. How about a system where you slowly expand the area that's visible (ie. not in the fog of war?) Areas that are semi-foggy will have higher level monsters (they'd be higher level than you), while explored areas will be your level. Perhaps really bright areas will be lower levels. In a sense, the brightness of a tile would represent how much you've tamed that tile. This gives a more intuitive feel to the area levels, while incorporating a mechanic to keep the world 'unknown' and mysterious.

- Water espers spawn too many attack waves.

- Fire touch should be the first thing to become really cheap mana-wise. Too often you're caught with nothing to attack with at all once you've used it, and that shouldn't be the case.

- Perhaps a portion of your mana bar should remain locked for some spells when you're fighting monsters? It's annoying to run out of mana because you've double jumped too much, so perhaps the usage of movement spells like RtL could be limited to always leave you some mana to fight with when you're around monsters?

Offline BobTheJanitor

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #18 on: December 15, 2011, 09:27:22 pm »
- Fire touch should be the first thing to become really cheap mana-wise. Too often you're caught with nothing to attack with at all once you've used it, and that shouldn't be the case.

I've been out of touch for a few weeks, so when I started up the game today this was the first thing that confused me. What was the thought process that led to fire touch costing anything? I thought it was supposed to be the equivalent of your basic free melee attack for use in harvesting static items and for punching things when you're absolutely tapped out mana wise. Why the change?

Offline Coppermantis

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #19 on: December 15, 2011, 09:41:55 pm »
Regarding Fire touch, I find that energy pulse is more efficient at doing what any of the melee spells do. Of course, I can't use it in multiplayer for some ungodly reason, but the melee spells just consume too much mana for their relative usefulness.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline x4000

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #20 on: December 15, 2011, 10:07:10 pm »
I think this version of the logo should sit better with folks: http://www.arcengames.com/w/images/stories/avwwmainpagelogo.jpg
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Offline Coppermantis

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #21 on: December 15, 2011, 10:08:41 pm »
Yes, I like that a lot better.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Bluddy

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #22 on: December 15, 2011, 11:27:45 pm »
Agreed. Much better.

Offline Toll

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #23 on: December 16, 2011, 12:33:09 am »
In general, a very nice update with lots of good stuff (especially the tierless gems; yay!), but there are two things in there that I felt I needed to comment on...

1) The self-resizing reference guide. Personally I much preferred the old one, since the general buttons were always at the same place, no matter what page you were looking at. That meant that in order to go down three levels, all you had to do was to move the mouse and click-click-click. Now, you have to move-click-move-click-move-click. Yes, I know, very minor, but...

2) The new cooldowns. Before, you could parallell-cast, say, Ball Lightning and Fireball, because the only cooldown they shared was the global cooldown. This meant that in times of need, you could get that extra burst-damage out at the expense of mana reserves. Now, however, you can only parallell-cast a longrange and an AoE spell, or a longrange and a melee-spell, etc which makes it that less usable. I'm not sure if that was part of the plan or just unfortunate collateral damage, but I wanted to bring it up either way.

Offline Hyfrydle

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #24 on: December 16, 2011, 07:25:22 am »
2) The new cooldowns. Before, you could parallell-cast, say, Ball Lightning and Fireball, because the only cooldown they shared was the global cooldown. This meant that in times of need, you could get that extra burst-damage out at the expense of mana reserves. Now, however, you can only parallell-cast a longrange and an AoE spell, or a longrange and a melee-spell, etc which makes it that less usable. I'm not sure if that was part of the plan or just unfortunate collateral damage, but I wanted to bring it up either way.

I'm alss not a great fan of this cooldown it is only for a short while but it seems to have made a big difference.

Offline zebramatt

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #25 on: December 16, 2011, 12:30:35 pm »
I'm still massively averse to my character being grounded just because I fired off a couple of powerful spells; or because I've already jumped twice in the last twenty seconds.

Conversely I don't like being impotent because I jumped a short while ago.

Offline x4000

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #26 on: December 16, 2011, 03:06:29 pm »
Regarding ride the lightning: if you don't like the way it works, you will be in luck.  Remember how I always was saying that it was intended to be the lamest form of double jump?  Yeah, now you're really feeling that more, at any rate. ;)  But there will be enchants and other things of that nature for higher-level unlocks.

For the mixed cooldown thing on the long-range spells I can see why that's not as fun and I'll look at that.
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Offline Dizzard

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #27 on: December 16, 2011, 05:03:46 pm »
Just a point to add on to this thread. (I'm not really worried about this but I'll say it anyway)

I hope in the future difficulty is added more in a enemy/gameplay sense rather than concentrating too much on cooldowns/mana cost.

I want to be able to eventually fly around like a ninja god but still be up against an absolute behemoth. Rather than being clumsy and constantly having things time out or fail on you but be up against weaker & simpler enemies.

The challenge is around the same in both of the above cases, but the first is so much more desirable.



Offline x4000

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #28 on: December 16, 2011, 05:07:45 pm »
That's more or less the goal in general, except that it's not balanced yet.  AND in terms of flying around like a ninja god, that's all very well and fine but you shouldn't be able to do that right from the start of the game now that we're balancing it a different way.  Ride the lighting is now at the bottom of what will become a chain of abilities along those lines.
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Offline Dizzard

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Re: AVWW Beta 0.551, "Power Coding Finale: New Crafting Model, More Missions"
« Reply #29 on: December 16, 2011, 05:15:49 pm »
That's more or less the goal in general, except that it's not balanced yet.  AND in terms of flying around like a ninja god, that's all very well and fine but you shouldn't be able to do that right from the start of the game now that we're balancing it a different way.  Ride the lighting is now at the bottom of what will become a chain of abilities along those lines.

Oh I agree with that. I didn't mean to be like a ninja god right from the start...but to have a progression towards that kind of battling capability if the effort and time is put in.