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View Full Version : Some feedback on 0.901 (Windows)


Valgor
02-08-2010, 03:02 PM
I've preordered Din's Curse as soon as it became avaiable and played the beta for a good number of hours since.
Let me say, this is the most enjoyable dungeon romp I've ever come across!
I'm having lots of fun with the game, so it's only fair to give some feedback and maybe suggest a thing or two.

Most of the little things I noticed have already been posted elsewhere on this forum, and some are already fixed with the 0.901 patch, so here's my list of what else I could come up with :

- Sometimes (more often than I'd like), the game hangs upon startup, as soon as the main menu is displayed. I can still move the cursor, there's no sounds or music and I can't do anything else besides accessing the task manager to shut the game down manually. Fiddling with the compatibility options helps, but it's not reliable. This is also a problem I have with DoP and Kivi's...

- In the game options menu, the option "Show Score Numbers" and its tooltip should refer to "XP Numbers" and "experience points" respectively.

- On the speciality selection screen (and ingame skill screen as well), the Paladin's Shield Mastery skill doesn't use the Shield Mastery skill icon, it uses the icon for the Defender's Blocking skill instead.

- The tooltips for the champion, elite and legendary difficulty buttons on the create new world screen still refer to beating the storyline on a previous difficulty.

- The drop-down list for selecting a keyboard type lists all avaiable keyboard types twice.

- When the mousewheel is set to scroll through the skills assigned to right-clicking, the zoom in/out keys will also scroll through the right-click skills instead of zooming in and out.

- On the Bestiary screen, the Naga Priest has a sword stuck in his right arm.

- The vine details on the Evil Pools lack transparency, they look like opaque black rectangles.

- Weapons, shields and helmets don't scale according to the player character's size when he/she is shrunken or giant-sized.

- Shoulderpieces and pauldrons are not shown on the player character, although this might be intentional.

- The decription for "WeaponRecipe" items reads "WeaponRecipeDesc" instead of whatever it's supposed to be. Also, "WeaponRecipe" should probably be "Weapon Recipe".

- "GoldVein" should be "Gold Vein".


And here's some suggestions :

- Important town NPCs like vendors or questgivers should have their titles ("Steward", "Potion Vendor" etc.) displayed above their heads so you don't have to walk over and talk to them to find out if they're the Blunt Weaponsmith or the Armorsmith. This could be "Show NPC Titles" in the game options.

- You shouldn't be able to pick up any items on the ground without holding down the show items key. This would prevent the player from accidentally picking up any unwanted items during combat or when navigating the dungeon in a hurry. I hate sorting through my inventory after a lengthy fight just to throw out all those grey items I picked up while clicking monsters to death.

- There should be a separate key to target enemies and objects from afar.


Well, that's all for now. Back to playing the game! :D

Valgor
02-08-2010, 06:04 PM
Just now, something really weird happened :

Steeltormentor, a unique purple scree (though the game called him a 'Purple Screen'), had gathered a group of monsters which I promptly set out to kill.
Eventually, I got rid of them all, but the last of them succumbed to the poison damage of my Nature's Revenge skill while I was fleeing for a nearby Healthstone.
Though the game apparently registered the kill (as in, I gained experience and the monster was listed as dead in my quest log), the quest was still incomplete,
even though all of the monsters were slain.

Even worse, soon after, the now non-existent group sent a scout to town who went on to kill the last remaining questgiver. :eek:

ShaggyMoose
02-08-2010, 07:29 PM
Rather than start a new thread with the same topic, I will just add to this one.

Just played and lost my first 901 game. :(

I have a level 9 Ranger. Only has 8 DPS which is poor, but can't seem to find anything better.

The Good

- Dark Elves are not poisoning me all the time.
- The difference in Ranger traps is like night and day. The AoE damage seems greater and they are more likely to go off.
- The cool down timer that flashes on the screen when a skill is ready to use again is a fantastic idea. I know it was there in 900 as well, but I forgot to mention it. Much better than trying to watch the skill bar and your health at the same time.

The Bad

- Started a new world, 6 quests for escort or rescue off the bat. I can confidently say that every single one of them was impossible...
- The spawning is still muderous. I got a dungeon that had an almost grid layout. This meant that enemies were continuously coming from all sides. Worse, they would block the corridor giving no hope of retreat and more just kept coming till I died. This happened three or four times. Just to rub salt in the wound, gates kept spawning as well. It was really kicking me when I was down. I never even finished exploring the first level dungeon before I lost the world. :mad:

Hope the next world is better, but honestly the one I just had was way over the top.

ShaggyMoose
02-08-2010, 07:56 PM
Played another world and it wasn't nearly as bad with the spawning. Was a lot more fun. Is there some trigger that cause additional monsters to spawn? eg. Going back to town? If this is the case, it can become a vicious cycle. You get stomped, so you go back to town and the more enemies spawn and you get stomped even quicker the next time until soon you can't even get out of the first room. Not sure if this is the case, but sometimes feels this way.

Desticato
02-08-2010, 08:05 PM
The cool down timer that flashes on the screen when a skill is ready to use again is a fantastic idea. I know it was there in 900 as well, but I forgot to mention it. Much better than trying to watch the skill bar and your health at the same time.

I am one of the few people who do not like this feature. I find it distracting, and was grateful for having an option to disable it in Depths of Peril. Show Use Hints was the checkbox, I believe, and I would be incredibly pleased to see that return in Din's Curse.

Also, and this was a problem in Depths as well: the sound notifying you that the town is being attacked could probably be played only once and still get the job done. Along with the accompanying text notifications and the flashing icon in the top right, anyone who doesn't realize that they need to head topside probably deserves to have everyone slaughtered.

If the sound looping could be retroactively stripped from DoP as well, you'll make an already loyal fan even more ardent in his support.

Iane
02-08-2010, 08:09 PM
Also, and this was a problem in Depths as well: the sound notifying you that the town is being attacked could probably be played only once and still get the job done. Along with the accompanying text notifications and the flashing icon in the top right, anyone who doesn't realize that they need to head topside probably deserves to have everyone slaughtered.

If the sound looping could be retroactively stripped from DoP as well, you'll make an already loyal fan even more ardent in his support.

I second this and also the NO mana sound effect is annoying (that I mistook for a bug lol )

Shadow
02-08-2010, 08:31 PM
I am one of the few people who do not like this feature. I find it distracting, and was grateful for having an option to disable it in Depths of Peril. Show Use Hints was the checkbox, I believe, and I would be incredibly pleased to see that return in Din's Curse.

It's still there actually just not on the options screen. Drop down the console and type ui_showUseHints 0 and hit enter. The next build it will be an official option again though.

ShaggyMoose
02-08-2010, 11:30 PM
Now made it to level 15, fifth town (4 wins and 1 loss). Apart from one town where the RNG absolutely wanted me dead, I am finding it much more balanced since 901. Dungeons do not get overrun as easily before and are usually possible to "keep clean" for some time. Still finding it very difficult to descend below about level 7 though. Its really starting to take on the same addictive edge as DoP. Man I spent so much time in that game...

Aganazer
02-09-2010, 09:50 AM
A little feedback on last night's play session...

We started some new characters so we didn't get to the difficult parts yet. I like all the changes very much. I was able to complete a delivery for the first time.

I was not, however, able to complete any rescue missions. We failed all three rescue missions we tried. Each one seemed close and they always died right as we were cleaning up. Its an improvement since previously we rarely even saw them before they died. We were attempting this in multiplayer and have always had one character with a heal spell ready to save them, but to no avail.