Tools break too fast, takes a while to get anything done. Went until the land yo can buy and gave up, i won't spend 4hours making a fence around nothing.
You are close to creating a forge where you can make better tools. It is possible that the game's difficulty level is too high. I'm trying to improve the balance of the game
this could have been something, but ... zombies have more speed and detection than the human ! Tactical side of the game is botched, only remains timers and forever grinding... 2/5
I found a way to skip the early grinding phase after a reset: go to Coliseum, use pause when timer is about to expire, reset, press play ! Not sure if pause button was intended for that use...
@dev: Game is running great on firefox, days on a row without any crash or bug. About the play, it feels like Chtonic ugrade cost scales way too fast, and that there are not enough active play elements to use between idle phases... Also, how/when do you get your class beyond lvl30 ?
Hey, yeah I've been trying to think of some active elements to add to the game that fit the vibe and are optional enough for people who prefer the idle experience. Stay tuned on that. You'll be able to do class resets once you reach Olympus.
Got a stair crash, reloading doesn't help this time... from the console i get this: [Cannot create item in table: Hands with level: 6. Defaulting to Main table 5 item-generator.js:112:13]
[No valid Zoo-Side-Vaults. 4 level-generator-base.js:352:12]
Uncaught Failed to generate TheSunlessDesert:4 after 40 attemps.] Seed is 65235100917
After playing 100 times (4 wins), i find some things a little weird. Chest content is less rewarding than stuff found on the ground, it is almost always meat or a potion, making the sealed doors more dangerous than rewarding. Food and hunger also are completely irrelevant, i never encountered a situation where hunger level is low and i have no food (while this happened in RF3 when you retraced your steps too much). Some equipments are really crappy, giving half the bonus a stat point would give (+10% Ability bonus, for example). There are also a little too much "bad luck, you died" situations, specially in the first levels, like "pitfall into a boss room" (seems to happen less since last update, i chained 3 pitfalls at one time), "poisoned over your HP with next mushroom 50 steps away", "opened sealed door to stairs as a mage without AOE, bad luck, 4 fast enemies gang you up to death"... There could be some balancing on these points, but i still love the game. Thanks a lot, Justin !
I managed to get a win on both warrior and ranger, but i have no idea how i'm supposed to survive with other classes... I think a menu where we could see what killed us the most could be a good addition, like an inverse highscore xD i'm sure >50% of my deaths are by poison, crawling on the floor to get to a life mushroom.
I managed to meet Yendor, you have to kill him multiple times, i managed to kill him once, but too many mobs on the second phase... He got me again ! @dls8dls8: game is saved when you are about to take stairs, so reload page and you'll be on the stairs before entering. (learned this from reloading on game freezes). i have no idea how we can speedrun this (45min?) i barely make it to the boss in 90min, with most op class...
Went down to 3/4 Vault, then one wrong step...of a golem! To enter you need runes, so you're forced to go down an "optional" dungeon. Mechanics inside are weird so i rushed some levels. One good thing to know is that the merchant that sells talents give you the first level free. I still feel that archer is stronger, range increase and speed points allow for more survival. How are we supposed to fight ennemies with more life, damage and range ? Or the ones that heal their group more than we do damage ?
Hehe I think you pretty much just described pros and cons of the rangers kit. Very mobile, very survivable, decent at plinking out consistent damage but pretty terrible at actually bursting down high HP or high priority targets.
Archer has a clear advantage compared to other classes. Speed, range, and strafe attack. Can also push bosses in pits from range... My choice for now to get to a first clear.
Heh we did ALOT of work during Alpha trying to dethrone the ranger a bit since he was even more over powered in the final version of RFIII. The rough conclusion reached was that no matter what, in the hands of a skilled player, highly mobile characters are always going to have a huge advantage. I've basically accepted this and even gone so far as to roughly say that the more experience a player gains the more DEX > INT > STR will hold true.
Went as far as the orc garrison (9th level i think). So hard, so good ! Found some bugs though, like attributes fountains and potions never allowing strengh and flame armor not triggering when immune to damage. Diagonal shooting is a nightmare (cannot target at distance 3 with 4 range staff, due to X+Y mode). Why do i love raging so much ? :D
Attribute fountains always offer a random choice of 2 attributes. The diagonal shooting is one of those things I've toyed with for awhile, specifically just making all ranges square since that's how movement works. The only thing holding me back right now is that it would drastically upset the balance since range already tends to feel really strong (both player and monsters) and obviously this would make it even stronger. Not that this can't be balanced around but its likely ALOT of balancing so something I'm waiting for EA to experiment with.
You are close to creating a forge where you can make better tools. It is possible that the game's difficulty level is too high. I'm trying to improve the balance of the game