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#1
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Feedback for next leg!
Feel free to offer any ideas you want here, though try to keep it from insulting me ![]() "hvg3, your monsters suck!" would be better worded as "i think monsters xyz could do with some re-tweaking, here's some ideas..." I'll start us off with my biggest issue: those darn "brick" icons from the last maps! They may have looked nice (did they?), but they were a right pain to move, resize, and shift every round. I will not be using them again, it's a single colour backdrop from here on in! I'll post up some more ideas later, for now - what do you think? What worked, what didn't? What should we change, and how should we change it? |
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#2
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better healing options!
__________________ |
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#3
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would it be possible to have defenses/hp shown of monsters just so we know if it dies or gets hit from our attack? The reason I ask is because of teleporting, and also other interrupts that I have to use.
__________________it also helps me plan out the rest of my turn so I don't have to guess on what happens. a defense stat block would be enough, because I know for bosses it would not be a benefit to know their HP at the start. |
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#4
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Yep, I'm definitely thinking about revealing more about the monsters. Maybe not the first time they are shown, but after that they might go into a common thread or something?
__________________How about the pacing in general? I know that PbP takes a long time, but should I drop the number of monsters? Add more minions in to make battles quicker? Something else? One big think I am thinking about (and the reason I have suggested not levelling yet) is to re-do how the gestalt thing works. Ultimately, it's difficult for me, as the houserules we use are not doable in the character builder, and thus i cannot look at the sheets online / access rules in the compendium etc as I do in other games. I'm wondering if people would be ok to rebuild the characters slightly, so as to use a different houserule that was transferable to the CB? My other big thought was about group interaction. The last fight was a lot easier for me again - because I only had to make one map Now that there are only three teams again, what do people think about opening the threads up a bit? Either just not having them secret, so everyone can see / react to each other, or maybe even combining them in one thread (or only combining them at certain big fights?) It would allow for more interaction with each other, which i think could be more fun, but we'd have to work on how to keep other aspects of the race out there, to not fall into a single large party (so separate XP, treasure, etc)
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#5
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I think the pace is pretty good for a PbP. There are plenty of minions in the form of devilkin around (and others) so that we can chew through some groups quite quickly.
__________________Happy to re-jig characters so that they work in the CB. Makes it easier all round I think, as I would like to use the CB to maintain Varesh. I think a big group thread for main fights (like the Smithy) would be good, but otherwise I think separate is better for general exploring and fighting. Also think simplifying the Scouts even more would be good. I find that a simple at-will/basic attack is fine, like Fading Strike and maybe a 1/enc damage enhancement like some Essentials classes have. |
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#6
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Simpler (possibly tougher?) helpers was indeed on my list of possible ideas!
__________________ The essentialised bonus damage is also a nice idea.For rests (and this kinda goes back to DrTeeth's request), I was toying with an idea of simply paying for all rests. If you want to rest, you return to camp, hand over some cash, and rest. That way, I won't have to keep track of rests, and they won't effect the final order of getting home. If you rest a lot, you will simply burn through more money. Now, how *much* a rest should cost... with a basis of 50gp = healing potion, it clearly needs to be around an order of magnitude higher (or maybe half that?). An idea is to go for: short rest = 20% of an item of your level long rest = an item of your level (note - you shouldn't need more than one long rest a leg, and they are already given out; this long rest price is for *extra* long rests on top of that!) Thoughts? Quote:
Last edited by hvg3akaek; 05-02-2012 at 12:13 AM. |
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#7
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I pick option 1 since you don't have to change anything except add a feat to everyone.
__________________I LOVE the pacing at this game 1 post/3 days is slow for me personally, but great for overall. this gives me time to post for my partner if needed, and think of strategies for a half day or so. I don't mind having 1 thread. that way we can actually see if someone attacked a monster first and if it died and such. so many of my actions depend on the map. idk how I feel about spending to rest. In this whole game I may have come upon 2-300 gold?(excluding items) I guess I would have to change my play style since I don't hardly ever loot dead things. when are you going to roll out the bonuses for being on time and such? those white/blue/red chips you spoke of before |
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#8
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Quote:
![]() Quote:
how about the in-game posting? That is, how much stuff happens in the game (as opposed to how often we post). I look back and think "wow, we've been on this leg for a while...". Too long, or is that ok too?Quote:
Similarly, you could collect minion packages and combine them to become a larger standard package. (minion parcels have a 25% chance of rolling as a standard parcel, meaning that only one in eight actually has treasure). Quote:
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#9
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Quote:
![]() Thumbs up from me on this one too
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#10
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the leg was pretty long. I don't have a problem with that, but keep in mind, 1.5 years just to do 1 leg. Ideally my preference would be 6 months a leg. either that or a faster post rate so we can get through the same stuff in a shorter time. but I don't think the dungeon was that big at all. I think it just took a while because you had 10 teams. now that you have 3, it should be faster.
__________________also, are you going to take new teams for this new leg? choosing to save my loot rolls could help me because I don't like to loot dead stuff. my partner does on the other hand. if its option I guess we can pick for ourselves and I don't have an issue with that. I could go with the chips, I liked that idea because in the 1.5 years I've been playing this one game, I might have missed 5 posts max while being in town? |
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#11
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Quote:
On maps, here is the complete map of the Barracks (you can try to work out where you all went, now!). Of course, that was the second half of the leg - the first half was outside. The next leg (which I initially drew when I started the game) covers three of those map sizes (so ~50% more than the last leg). It covers three levels of the jail, the inner cloister, cathedral, and four levels of the catacombs. I think that probably dropping the number of encounters would be the best way to limit the time, but I can also jump over levels of the jail / catacombs, if people prefer. (I could see how long it takes, and if a section is going too long, cut the next few out?) A third option is to just add in more linking passages, so that there are less dead ends? It might make some ways particularly quick and easy, though. Quote:
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Another option is for me to roll the loot whenever a monster is killed, and then either put a marker down (if there is something), or remove the enemy (if there is nothing). That way, there would be less looting of empty bodies? Last edited by hvg3akaek; 05-01-2012 at 12:16 AM. |
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#12
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i expect the next leg to be longer because like you said its multiple parts.
__________________jail, cloister, catacombs and andarial. Maybe you could offer a map of places we already explored? I did it proactively by saving each map update you gave us for a reference. I had to use it about twice. I will say that we did get pretty lost on the outside before these barracks, with no way of knowing where to go and how to get there. I don't know how to go about this without making it too easy. I don't know if you do this now or not, but is it possible to scale the monsters to the number of players engaged with them? i am pretty sure you scaled the smithy to 4 teams but we ended up doing it in 3 instead. obviously thats a bad example since the last team just kind of stopped posting right when the encounter happened. but I did have that curiosity on if you had thought of scaling encounters. not sure if this would make fights longer or more interesting, because doubling the HP of a monster just because another team engages it might be overkill. looking over the map, I see most of us took the longest way to the smithy(haha) without realizing it. |
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#13
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Quote:
You could have gone directly east, and wound up at the smithy way before everyone. Probably good you didn't ![]() Quote:
There were a few cases where there were more than the normal amount of monsters, due to the "train" effect, that is someone triggers one group, runs away from it, and triggers a second group, whilst drawing the initial group after them. |
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#14
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What do you mean by CB?
__________________I like the characters as is. My concerns are this... Gonna go all meta and Order of the Stick here: Characters are built for one or two encounters a day. That huge gigantic map was a running string of encounters. I saved all my big gun attacks for the final battle. And even with rests we don't get some of them back. I like the idea of getting encounter and possibly even daily powers back without having to burn potions or rests. I think you said that the next level is several maps, maybe when we go to a new map we could get powers back? I think that things would go a ton faster if we could drop a 3d10 blast on the herd of devilkin every now and then rather than being surrounded and plinking off one 1d10 attack. And yes healing is a must. With a level up I think Taraganath will be nearing 80hp's. The potions we have heal 10hp. Surges not much more and they cant be taken at will. One good (bad) round of your attacks and the best some of us can do is grab back 10. I love the idea of a map, because as someone who hasn't played Diablo I think I'm at a definite disadvantage here. I don't think we should recruit more. Originally you had intended to eliminate teams, well they are gone. The three teams are left. Just scale it for three teams. A mass thread would be neat but would make going separate ways hard. How hard would it be for you to split and merge, split and merge the groups? I think boss fights should definitely go into one mass thread. Also I think at this point some of all of the "unknown" magic items should be identified. |
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#15
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Quote:
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As for potions - there are better ones out there, they just haven't come up in treasure much. But with more rests, you should have more healing from your cleric, and thus the main form of healing remains. We could always change how potions work, allowing them to be used without surges, but that moves us back to the 3e "wand of cure light wounds" problem. Maybe if you could use one potion each encounter without it costing a surge? (so bigger potions would be better). Quote:
Absolutely not - Diablo maps are random (as were mine when I created them), so you know as much as the others!Quote:
. If someone comes asking, then I might entertain it, but I won't put out any more recruitment announcements. Of course, that means one of you three will have to be eliminated next leg... ![]() Quote:
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