Tabletop Simulator

Tabletop Simulator

Dragon Tamers
 This topic has been pinned, so it's probably important
TormentumOG  [developer] 12 Feb, 2016 @ 10:56am
Feedback and Suggestions
Hey guys,

I made this so you can post any feedback or suggestions you have for the game. It can be anything... I read them all and consider each on an individual basis. If I like it I will put it in the game.

* Mostly people put their feedback in the comments, but I made this to keep it all together. So you can write them here now...

Thanks,

Cable Guy...
Last edited by TormentumOG; 12 Feb, 2016 @ 10:57am
< >
Showing 1-12 of 12 comments
(FLIC) Tuusol☭ 24 Feb, 2016 @ 4:40pm 
It Would be AWESOME if that character we made as a joke while playing this together, was added as a small cameo. like one of the barrel cards being called, the chosen one "You meet Bob Dergan Boris and get amazed by his mightiness, gain 5 HP" or something like that :D
TormentumOG  [developer] 24 Feb, 2016 @ 5:23pm 
Thank you for the feedback. I will consider making this card!
BerriesNCream 24 Feb, 2016 @ 9:58pm 
Hi! I really enjoyed the game today (math guy). I have a few comments/suggestions regarding balance and pacing.

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.
Last edited by BerriesNCream; 24 Feb, 2016 @ 11:24pm
LiZ 17 Apr, 2016 @ 1:45pm 
In the notebook chapter 6: battles, it sais:

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
TormentumOG  [developer] 17 Apr, 2016 @ 2:18pm 
Thanks for pointing this out. Will fix soon! Overwhelmed with too many games and mods right now!
JAGIELSKI 30 Jul, 2016 @ 5:26pm 
Just so there is no hard feelings or confusion: The game after you started to explain and I got stuff from my bag started lagging and my HDD started swapping very badly and then the game crashed. I'd suggest using lower-res images and save high dpi ones for physical release (if it happens).

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.
Last edited by JAGIELSKI; 30 Jul, 2016 @ 5:28pm
TormentumOG  [developer] 30 Jul, 2016 @ 7:33pm 
Thank you Dark for mentioning this to me. I will try to take out the bump maps and see if it halves the textures of it. It may look worse, as in flat, but it will make it more accesible to more people.
JAGIELSKI 30 Jul, 2016 @ 7:35pm 
I'd rather leave it as it, but lower (halve) resolution/size of the textures. It would help more than taking off bumpmaps and would look better as well.
TormentumOG  [developer] 30 Jul, 2016 @ 7:36pm 
Thanks. I will get in touch with the guy that made the model for me. He told me the resolution right now is only 1k. So I will see what he suggests.
Abi 30 Jul, 2016 @ 7:37pm 
Originally posted by Darkhog:
I'd rather leave it as it, but lower (halve) resolution/size of the textures. It would help more than taking off bumpmaps and would look better as well.
Hey darkhog.. I made most of these textures around 1k res so they are pretty low as it is but I'll look into it :) thanks
JAGIELSKI 30 Jul, 2016 @ 7:43pm 
I see. Though I think the main issue is with cards as when these started to appear from bags the problems started.
Natolikin+ 21 Nov, 2016 @ 7:18pm 
I already said this in the comments, but the Cloak of Invisibility image is missing.
< >
Showing 1-12 of 12 comments
Per page: 1530 50