Author Topic: Some thoughts on the current state of the game (and why I've stopped playing)  (Read 3630 times)

Offline zespri

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To be honest, I've also shelved Valley 2 for the time being until monsters and spells are all balanced out. Arcen is working on 3 projects at once or something, so I figure it's best not to put any pressure on  them by submitting yet-another-wererat bug report.

Yes. I've had quite a bit of fun with the game, but for the similar reasons I decided to put the game off for some time. I'm looking forward for me getting back to it when it's released and saying, "wow! that's nice!" ;)

Offline danterules

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i just registered here to support this topic.
valley 2 is awesome but the controls are just killing the game for me :( , i wish they let us choose the control scheme

i keep dying due to these deep death pits where i cant land angled attacks,  on each death it just becomes more hard :\ shouldn't the game have a cooldown timer for the monster or stick to whatever difficulty you chose.
the current implemented angle attacks patch barely angles fast before you get hit

I feel although the game will be awesome it will just not be friendly to casual players ........

oh how much i miss the mouse aim in valley 1....... 

there you go within 4 screens the game has become a nightmare , seriously there should be a option for that death penalty

i am not pro at this but i love such games and like to play it at a casual rate
« Last Edit: January 09, 2013, 12:23:19 am by danterules »

Offline LaughingThesaurus

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The game used to be far, far harder, danterules. It was honestly to the point that I was on the main "normal mode" difficulty and could not make headway any time anything strenuous was involved because I would die in 3 or 4 hits. I dropped the difficulty by one setting for action and strategy and that made a decent 'normal mode' a few updates back when angled shots still existed, and I would say dropping the difficulty one more time would make somebody of somewhat mild gaming skill able to actually succeed. Have you looked into those? I mean, I know the controls have some teething issues so to speak, but surely the difficulty settings will ease the pain.

Offline madcow

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As I mentioned elsewhere, I think the death penalty needs adjustment.

Basically you have a situation where losing moves you to a stalemale where you throw up your hands and say "screw it, I give up." What it should be doing instead is moving you towards a lose condition (my opinion is morale or mana loss), but not making the enemies tougher.

If you do badly enough, the game should be over. It shouldn't be dragging on because you're too stubborn and are basically in an unwinnable situation and just won't admit it.

Edit: I also think a turn loss on death would be even worse than what we have by the way.

Offline TechSY730

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As I mentioned elsewhere, I think the death penalty needs adjustment.

Basically you have a situation where losing moves you to a stalemale where you throw up your hands and say "screw it, I give up." What it should be doing instead is moving you towards a lose condition (my opinion is morale or mana loss), but not making the enemies tougher.

If you do badly enough, the game should be over. It shouldn't be dragging on because you're too stubborn and are basically in an unwinnable situation and just won't admit it.

Edit: I also think a turn loss on death would be even worse than what we have by the way.

Ugh, sounds like the "treadmill effect" I warned that could happen if the balance of this system of death penalties was off. I mean, I kind of expected it, being a first iteration of a new mechanic and all, but some of those others ideas you have for death penalties sound like they would be easier to balance and less likely to lead to "unfun" drawn out losses/stalemates.


Again, haven't really played this game, so I can't give any alternative ideas.

Offline madcow

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I should clarify that I don't have much experience with the current death penalty. But I can see that sort of situation becoming an issue. And I don't really like the idea of death making the game harder in general.

In most games they lower a limited resource (lives) or otherwise move towards a loss condition, but they don't make it more difficult to make a come back (except in that you have less tries in the future).

Offline LaughingThesaurus

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That's what I always thought to begin with. Losing morale just makes sense, and it pushes you closer to defeat, which stronger enemies doesn't do (I guess unless you're to the point of losing mana every death).

Offline MouldyK

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That's what I always thought to begin with. Losing morale just makes sense, and it pushes you closer to defeat, which stronger enemies doesn't do (I guess unless you're to the point of losing mana every death).

That or letting the Overlord move ONE step every 1-5 deaths. This would allow it to it affect you, but not all that much to be too deadly. I say 1-5 as 1 might be a bit too brutal, especially in multiplayer and with a reduced map now, and 5 might be too lenient to deaths.

Plus, you could fit it into the story by saying the Overlord has been slowly moving while you have been dying and respawning. That works as the Overlord won't let you just wander around back all the time without making progress himself. :P


...Or maybe only make it so dying in a stormy tile raises the difficulty as it means that level-up towers and caves won't be too risky to go down, what with their bosses and such.

Offline Misery

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I like the idea of it causing morale loss each time.  Which makes sense, these guys are relying on their freaking *immortal* magic-wielding wizard of doom, and he keeps getting wrecked ANYWAY.... yeah, that might be a bit of a downer for them, hah.


Though, having it cause Demonaica to move a bit is also a good idea.


The current one really could lead to a stalemate, though it depends.   I havent messed with it enough just yet to really give a full opinion on it.