Author Topic: AVWW Post-Release 1.030 "And Then There Were Nine" Released!  (Read 6215 times)

Offline LayZboy

  • Full Member Mark II
  • ***
  • Posts: 162
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #15 on: May 24, 2012, 06:37:59 pm »
Why am I no longer invincible when I first enter a room now? Are we putting in cheap deaths by door-mobs?

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #16 on: May 24, 2012, 07:47:06 pm »
Why am I no longer invincible when I first enter a room now? Are we putting in cheap deaths by door-mobs?

If it's reproducible, it sounds like it is a new bug in MP only.  I can't duplicate it in solo.
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 x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #17 on: May 24, 2012, 08:30:39 pm »
New one!  http://www.arcengames.com/forums/index.php/topic,10801.0.html

And that invincibility thing is fixed, thanks. :)
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 Zozma

  • Newbie Mark III
  • *
  • Posts: 38
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #18 on: May 25, 2012, 12:15:33 am »
Happy with the update(s) :)

Offline omegajasam

  • Jr. Member
  • **
  • Posts: 56
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #19 on: May 25, 2012, 07:20:15 am »
Thank goodness on the invun fix. I thought it was odd my charater was on fire the moment i entered a room.

Since I started a new character I have to say while I like the ideas, the games feeling /very/ grindy right now.

Grind shards for update, then grind shards for suit. That's the play session over and no actually playing with friends was done.

Also the system seems rather arbitrary. You could do the same with + and - buttons on the character menu with a lot less swapping and buying and grinding. If your going to do something else with the solts then it will eventualy be a non-issue, but as it stands it's grindy and needlessly complex.

And while the highlighting of enchants is cool, it doesn't solve the issue, just makes it slightly more tolerable. Unless you want to just be buying them over and over, thats 30 new enchants + 2-3 of each type +2-3 of each new type added... It's just unwieldy.

Perhaps some kind of storage bank, or tabbed solution should be added?

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #20 on: May 25, 2012, 07:56:21 am »
Grinding shards for stuff wouldn't be part of the normal flow; by the time you need the stuff it's already there. And you only need them once, versus every time you die. If you really need many builds, you can simply drop your excess enchants of that sort in a bag in your settlement.
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 x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #21 on: May 25, 2012, 08:21:04 am »
In for 1.032, on reflection:

* Previously, the shard costs of the upgrade enchants ranged from 300 to 2700.  Now they range from 10 to 90 instead.
** This way people don't feel like they need to grind shards to get these enchants upon updating, AND they also don't need to carry around all the enchants all the time; it's incredibly cheap to re-buy the enchants if ever need be.
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 MouldyK

  • Sr. Member Mark II
  • ****
  • Posts: 353
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #22 on: May 25, 2012, 08:28:32 am »
Meh, I planned on keeping all 27 on me at all times anyway, so thanks for the boost of getting them all! :D

Mainly because I hate leaving them all on the floor, like the spells, and really use some of the mission entrances as garbage dumps a lot of the time lol.

Offline zebramatt

  • Master Member Mark II
  • *****
  • Posts: 1,574
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #23 on: May 25, 2012, 09:56:54 am »
I still reckon a way to sell things (for next-to-no gain) would be really beneficial.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #24 on: May 25, 2012, 10:01:02 am »
I still reckon a way to sell things (for next-to-no gain) would be really beneficial.

For enchants that you can't easily farm, you can already do this actually.
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 MouldyK

  • Sr. Member Mark II
  • ****
  • Posts: 353
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #25 on: May 25, 2012, 10:09:00 am »
I'm still waiting for a spell-bin or something to dispose of unwanted spells.

The simple reason is that spells that are dumped on the floor are usually dumped for a reason and it is usually in the settlement anyway, so if they realy wanted them again, they can just use the Crafting Station.

I mean me and LayZboy have only played a new game for a couple of hours last night and already he has littered the floor with his garbage spells he decides not to use after a while. :P

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #26 on: May 25, 2012, 10:18:35 am »
How about if we made craftable spells just disappear when you discard them?  After all, as you say you can just re-craft them.
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 TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #27 on: May 25, 2012, 10:20:36 am »
How about if we made craftable spells just disappear when you discard them?  After all, as you say you can just re-craft them.

That would work, so long as it only "poofs" away spells that are currently craft-able given the current unlock state of the continent and whether there are enough resources in the settlement to craft one (wait, does it take resources to craft spells, or only to unlock one? I can't remember.)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #28 on: May 25, 2012, 10:23:51 am »
How about if we made craftable spells just disappear when you discard them?  After all, as you say you can just re-craft them.

That would work, so long as it only "poofs" away spells that are currently craft-able given the current unlock state of the continent and whether there are enough resources in the settlement to craft one (wait, does it take resources to craft spells, or only to unlock one? I can't remember.)

It only takes resources to unlock them, not to equip them; and if it's not currently craftable then it's not a usable spell anyway (it's redded out in your bar, and does nothing).
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 MouldyK

  • Sr. Member Mark II
  • ****
  • Posts: 353
Re: AVWW Post-Release 1.030 "And Then There Were Nine" Released!
« Reply #29 on: May 25, 2012, 10:29:28 am »
How about if we made craftable spells just disappear when you discard them?  After all, as you say you can just re-craft them.

Yes. This is what I have been thinking of since the start of playing the game since, no offense, but it has always seemed like a very useless feature to have them drop. If you would do that, I think that it would basically completely remove the idea of people wanting any sort of bin since most items would poof now (except Moderate Inner Lights and the Upgrade Enchants, but those are usually kept by players).