Omnimaga > Escheron: Twilight over Ragnoth

E:ToR ~ Alpha Test thread

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Escheron:

--- Quote from: pimathbrainiac on November 17, 2015, 09:00:42 am ---1) There are some overworld chests that won't open here:

--- End quote ---

Those are generic chests found in the debug room, which is the map you initially spawn in. They're not supposed to be filled, or they'll be filled at a later time when Iambian or Geekboy1011 decides to put something in them. For the time being, they're just placeholders.


--- Quote ---2) The encounter rate is a little high in general. I'm getting encounters about every 5 to 15 steps, with the distribution closer to 5 than 15.
--- End quote ---

We're working on balancing that. I feel the encounter rate in the Underdeep is especially too high.


--- Quote ---3) The dreadnaught confuses me in the balance of scripted and random encounters. The frequency of scripted encounters, in my opinion, would dictate there be fewer, if any, random encounters. I once went from a scripted encounter, took a single step, and ran in to a random one.
--- End quote ---

The scripted encounters shouldn't seem confusing, since you actually have to walk up to the guards and speak to them to initiate a battle.

Regardless, the Dreadnought is a late-game dungeon, so it's naturally more of a pain in the ass to navigate.


--- Quote ---4) The item limit. I use a few potions, and can only buy up to a certain number back so I can have a total number of items combined. I know it's nitpickey, but it feels arbitrary. I don't know how your item data is stored, though, so it might be necessary.
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Intentional design choice, even though it is rather arbitrary. We're going for the look and feel of retro console RPGs, including some of the limitations they imposed on players.

To be fair though, 32 items max is pretty flexible, given the amount of content in the game.


--- Quote ---5) I get weird encounter text when I step on this skull. Debug thing, maybe?

--- End quote ---

Intentional. It's a forced encounter tile, similar to those you'd find in the original Final Fantasy. There are a few other instances of this found in the game.

pimathbrainiac:

--- Quote from: Escheron on November 17, 2015, 11:24:47 pm ---

--- Quote ---3) The dreadnaught confuses me in the balance of scripted and random encounters. The frequency of scripted encounters, in my opinion, would dictate there be fewer, if any, random encounters. I once went from a scripted encounter, took a single step, and ran in to a random one.
--- End quote ---

The scripted encounters shouldn't seem confusing, since you actually have to walk up to the guards and speak to them to initiate a battle.

Regardless, the Dreadnought is a late-game dungeon, so it's naturally more of a pain in the ass to navigate.

--- End quote ---

It's not the scripted encounters that seem confusing, just the rate of random encounters in relation to the number of scripted encounters. Regardless, if that's a design choice, it is your all's choice.

pimathbrainiac:
A little map design thing: I use the airship to get to the cave entrance and end up in the dwarves area after going through the cave. I then would have to go through the rather expansive cave to get back to the airship. I suggest a warp to the cave entrance from the dwarves town or the shipyard, unless you wish for some extra grinding :P

EDIT: also most of the cave-like dungeons seem a bit cramped with the paths to walk. I kept running into things when I was going through them. Iambian says this was something about getting lost, so might I suggest some sort of map that gets filled out as you discovers stuff similar to the Zelda games?

123outerme:
Has there been a new build released for testing yet? I don't think so based on the distribution website, but I can't really tell.

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