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1. Currently, each ability activates by rolling doubles. There is a 2.8% chance to roll a specific double, so on average a person will have to roll 36 times before he gets to use his ability. I think this is too rare; most people won't use their abilities for the entire game. I'd recommend increasing this to around 10%.
One implementation would be to change the activation to be 3 or 4 specific doubles. This would give 8.3% and 11.1% chances respectively. Another idea would be to have the dice sum to a specific number. There is a 13.9% chance of summing to 8, 11.1% of summing to 9, and an 8.3% chance of summing to 10.
2. The dragon threat progresses oddly. The dragon's expected damage is 13.3 at stage one, 15 at stage 2, 13.3 at stage 3, and 8.3 at stage 4. This along with the variance increasing quadratically makes the threat progression feel ambiguous. I suggest increasing the perceived threat level by progressively increasing the activation ranges for the dragon's attack while keeping the damage constant. This helps pacing as well as balance. One solution is setting the dragon to 35 damage activated by rolling 1-2 at stage one, 1-3 at stage two, 1-4 at stage three, and 1-5 at stage four. This gives expected damages of 5.6, 8.75, 11.7, and 14.6 respectively.
3. I would also consider making the dragon completely immune until it is leashed. This would make combat more about escaping initially, causing the dragon to feel more dangerous in the beginning, thus amplifying the feeling of accomplishment after its defeat. This would also take care of the "gamey" feeling of the dragon's health just being reset to 100 if reduced to 0 before leasing. This would also allow you to reduce its health to 50 and take away the double damage feature, simplifying combat.
3. I suggest changing the giant's and troll's damage to be a multiple of five. If you get hit by either one, then the damage counter is off multiples of five for the rest of the game since every other monster and item deals/heals in multiples of five. This makes it more tedious to do arithmetic.
Dragon Dice:
Dragon = the rolls for the dragon progress as you slay monsters.
Breakdown Below:
4 monsters alive = dragon does 10 damage to you if you roll 1, 2, 3, 4, 9, 10, 11, 12. Anything else you do the damage to Dragon. (Dragon L1 Die)
3 monsters alive = dragon does 20 damage to you if you roll 1, 2, 3, 10, 11, 12. Anything else you do the damage to Dragon. (Dragon L2 Die)
2 monsters alive = dragon does 30 damage to you if you roll a 1, 2, 11, 12. Anything else you do the damage to Dragon. (Dragon L3 Die)
1 monster alive = dragon does 40 damage to you if you roll a 1 or 12. Anything else you do the damage to Dragon. (Dragon L4 Die).
On the dragon reference board it sais that 4 monster = 20 dmg, 3 monster = 30, 2 monsters = 40 and 1 monster = 50.
It's proberly just a typo ;P Valve plz fix
Sorry about that, that wasn't a troll just it happened. I probably won't join it in future, probably would like it (since I like dragons and all as my avatar and some of the games in my library can attest to), but since my computer apparently can't handle it, I will have to refrain.
//edit: Everything was fully loaded at this point, so it's most likely of some memory thing. As a game developer myself I suspect too high-res images, those affect performance the most, especially the way loading textures from files work in Unity which is engine I use as well.