Maybe the developers ♥♥♥♥♥♥ up the implementation, I wont argue about that. They should be applauded for TRYING to make the game better, not to say that this is exceptable, but Jesus, you are yelling at them for making a game design mistake because they, as the developers of the game, believe it's more fun to try multiple characters rather than just one or two of your favourites. They are trying to support that game after launch by adding features they feel enrich the experience. Make it scary not hippity hop hop kill the bunny romper room style. Have them pop randomly not just being placed by the player all the time. This to repensent the rest of the denizens of the dungeon finding out what you are doing and coming like a mob to destroy you. After so long the NPC's start to get more HP's per tile laid or monster fought or gem, gold, silver looted. There needs to be some "surprises" if you stay too long in a dungeon. Only real reason I like to play long dungeons is I learned the pattern of the AI play and once I get to the point I have enough gear I just keep fighiing them turn after turn collecting gold and silver and GEMS and making like 500 glory/gold per dungeon run. You might think about adding to them 1 or 2 more HP's in the later dungeons. From being good to being awful in a single play through.Īlso, on a BALANCE note after playing 100's of battles I've found I usally have several hp's left to the npc's. This is the first one where I have ever seen any silliness like this one. Either make it the kiddie game you already have and are doiing or make it a real roleplaying dungeon romp which all dungeon games usually do. If you don't OPEN the game up to everyone you're going to lose a lot of players you already have an prospective players when we get though telling them what the game is about and makes you do. I don't want to have to play any timed missions over if I do decide to play them. Also open ALL the dungeons up to replay and not just BOSS fight dungeons. You have a very good game here but you really ned to allow it to be "open" play meaning us the players can play any way we want with "option" buttons for all that other cr.ap you are inputting.ĭon't FORCE me to play a character I do not wish to play. I don't mind so much the battle scars as long as they are put on the characters that "die" and not the NEW characters that take their place.īut, this having to wait to play the character I want/like to play takes the cake. It's therefore pretty easy to kill any of the act one bosses - much easier than trying to do those same levels at the start of the game would have been.Battle scars and forcing players to wait to play their favorite character are the two worst things in the game or going to be. Since you'll have completed the game you'll have the best loot, best shrines, and the health upgrades. The easiest way to get it is to finish the game, then get a chump with positive scars and send them to do ten Boss Rematch quests with bosses from the first act. Tempting as it is to think that's the easiest way to get the achievement, it's not. The trick with that one is not to try to do the easy early quests. I thought that the "10 Quests with the Same Chump" achievement would also be hard, but it's not. My attempts at a no-death run ended there quite a few times. Getting the wrong dungeon cards on that level can get you killed no matter how good you are. The worst level is the Dragon boss fight. That certainly helped, but even so I had to re-start quite a few times after dying through sheer bad luck. I got a good strategy going for it, doing lots of grinding (exploring at least 50 rooms per level on any non-timed level) in order to get lots of glory, and then being frugal when spending that glory (I bought the Crone's shrine upgrades, Mime/Shapeshifter/Cartomancer upgrades, and all the loot - but didn't buy any other classes or shrines until I'd got all of those). The No Graveyard one was obviously the toughest. It's taken me over a hundred hours, but I've eventually managed to get every single achievement in the game.
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