On paper, it seems that they should be a good fit for that second goal. It's in terms of the second goal - encouraging the player to play different classes rather than repeatedly playing the same class - that the systems don't quite work so well. Obviously the difference isn't huge, but you wouldn't expect it to. Although all characters of a class start the same, they rapidly differentiate. In terms of the first goal, the battle scars system is working quite well. So with the assumption that the abovementioned goals are what the devs want, the question is how the new systems match them. So this post is about HOW those goals can be best achieved, rather than WHETHER they should be achieved. There's nothing wrong with that preference, but I'm not one of those people, and I'm assuming that the devs aren't either. Some people might have a favourite class (or be convinced that one class is mechanically superior) and WANT to be able to always play that class. Now some people might not like those goals - especially the second. It seems to me that the twin systems of battle scars and recruitment delay are designed to do two things:ġ) Differentiate characters so that the characters of one class are not always identical.Ģ) Encourage people to play a wider variety of characters during a game rather than just repeatedly running the same class over and over again. But I certainly don't think it should be removed. That doesn't mean I think it's perfect, of course. Having played for quite a few hours using the new patch I'm going to go against the trend a bit here and actually say that I like the the battle scars system. (Second update with specifics of scars v2 is here) (First update on how we're looking at changing scars is here) I'd love to hear your feedback on it here! We've just released the battle scars feature in v1.05. This means you always get a scar when you have none, and the chance to gain one goes down as they accumulate. If that generates one they already have then nothing happens. Tricksy (start quest with level 1 loot choice)Įvery time you complete a quest your dungeoneer gains a battle scar at random. Fountain addict (fountain pathing bonus, first tile card each turn always has a fountain) Hubris (same pathing change as Barbarian's deathwish, without the bonus hp in battle, description: 'Convinced they cannot lose. Gullible (One loot choice is of a lower level than normal) Scrounger (One loot choice is of a higher level than normal) But as they complete quests they gain battle scars that can be good or bad. New dungeoneers are always 'blank' and exactly alike. Hopefully this leads to a little more attachment & unique story for each dungeoneer.ĭungeoneers now gain Battle Scar traits over time, as they survive dungeon runs. Even adding features like naming your dungeoneers, or giving them a unique hairstyle didn't quite fix this. However this does mean you are never attached to any particular dungeoneer. You can never 'lose' the game (even if your graveyard becomes increasingly crowded) and you have unlimited dungeoneers available to throw at dungeons. (would probably be even better).Battle ScarsWe specifically designed Guild of Dungeoneering to not overly punish failure. Have to agree with phuk nope it would be nice to be able to replay a scenario again for farming purposes, or randomly generated side dungeons. Took some getting used to but is actually alot of fun though very luck based and random as well, when I bought this I said to myself, well, I have 2 hours to get a refund, but I couldn't do that once I started playing and afterwards wished I could have and put it down for 3 - 4 days and then picked it up again and it has been something I have tinkered with every day since then. am now stuck on this, ratng up another star, deserves it really for merging "rougelike" and "stressfree" now that I know not to worry about my "chumps" dying. The more I tinker with this the more I seem to enjoy it really, this one has kind of grown on me a little. You really have to be careful about what rewards you take, they will make or break you. For such a simple game it can get really difficult quickly. If you don't grasp it quick your doomed, had to start over 8 times in less than 2 hours. Tons of silliness, which is good, but it actually gets kid of difficult too quick.
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