Ok, thank you.
DeadStack
Recent community posts
When I try to run a simple basic program, I can't even get Vice to launch. I get the following output...
Determined D:\Projects - C64Studio\SetupTests\Loader.bas as active document Running build on D:\Projects - C64Studio\SetupTests\Loader.bas Build successful, 0 warnings, 0 errors encountered Start address $0801 to $0811, size 17 bytes Memory Map: Compiled to file D:\Projects - C64Studio\SetupTests\Loader.prg, 19 bytes Running D:\Projects - C64Studio\SetupTests\Loader.bas Calling E:\Emulators\GTK3VICE-3.6.1-win64\bin\x64sc.exe with -drive8truedrive +virtualdev "D:\Projects - C64Studio\SetupTests\Loader.prg" Hotkeys: Initializing. Hotkeys: Parsing C64 hotkeys file: Hotkeys: OK. ffmpeg avformat lib has version 3a4c64, VICE expects 3a4c64: full match ffmpeg avcodec lib has version 3a8664, VICE expects 3a8664: full match ffmpeg avutil lib has version 384664, VICE expects 384664: full match ffmpeg swscale lib has version 050964, VICE expects 050964: full match ffmpeg swresample lib has version 030964, VICE expects 030964: full match Detecting DLL based HardSID boards. Initializing chip model "MOS8565" (63 cycles per line, 312 raster lines). VSP Bug: safe channels are: 27. Emulation of memory corruption is disabled. Option '+virtualdev' is ambiguous. Error parsing command-line options, bailing out. For help use '-help' Run exited with result code -1
The output regarding command-line options...
Calling E:\Emulators\GTK3VICE-3.6.1-win64\bin\x64sc.exe with -drive8truedrive +virtualdev "D:\Projects - C64Studio\SetupTests\Loader.prg"
These are the default command line options generated by the wizard.
During battle when a weapon breaks, another weapon/tool is auto-equipped. I don't like this, often an axe or even a knife is equipped automatically, which i don't notice - thus automatically reducing my damage dealing - and then using up a tool which I would never use in combat anyway. Especially since I have swords and short sword in my inventory.
Not sure what you might do about it ..
* visual cue that my weapon is damaged, while removing auto-equip.
* smarter auto-equip
Can we please have a map legend. I watched that video you linked to regarding early play difficulties. And he commented on the exlamation mark (!) thinking it's a quest marker. Is that true? I thought it might be a danger marker. And was amuzed with the thought that he'd be dead long before he got there if he was thinking it's a quest marker he could visit.
That made me realize that a map legend is probably an important addition.
I'm currently on my best run with a Dark Elf Inquisitor (L4). My only other good run was with a Dark Elf Nomad (L2 / 3824 pts). My other 6 games were 755 pts and less.
I'm being much more cautious this game and have avoided being ganged up on. I listened to your advice and kind of read between the lines of what you said to realize that I have to deal with enemies when i see them without moving far or else i have to flee before they detect me. I can't run around too much to flee once detected - that will lead to death. But fleeing is a grand tradition of adventurers everywhere. I think it's a problem if fleeing is a death sentence. I note that the changes you've made might help in the early game in this regard.
I think there may be some balance issues with some of the classes, but not sure. I'll be interested to revisit what i percieve as the weaker classes with my stricter play style. The inquisitors 1st level immolate is powerful and necessary, and icebolt isn't too bad on their approach. I'm not that impressed with fireball but it does have a huge AOE (maybe even a little too big) so we'll see.
I guess I can reflect and say, well now I'm playing more cautiously, with more of a view that this is a short range roguelike, particular at that boundary of NPC detection, and not an adventure game or RPG (even though it looks and feels like it a lot). I do wish there more places to hide though, more cover and opportunities to lose pursuers.
Here's another gang up situation where the game just spirals out of control.
t= 0s
t=23s
t=42s
And the play area .. not very large ..
They just keep spawning in or wandering into the start area. I can't get a break. It's just way too brutal. I killed 1 but it hardly matters, in 42 seconds of play the enemy count when from 6 to 7 to 9.
On the start screen, I find myself often naming my character last, but then I see the green section saying 'press space bar to start the game'. Pressing space at that point does not start the game, it inserts a space into the name edit box. So then i have to click outside the name edit box, before pressing space.
That feels a bit janky and it could probably be streamlined. My suggestion is get rid of the green boxed suggestion and have a button to begin game. I would also suggest having the button grayed out until everything is complete, because currently a game can be started with an empty name field, so the character is called Player, which doesn't seem very neat to me. Even if you insert a randomized name to start with, guaranteeing something valid for the lore of the game instead of 'Player'.
Here's the map for that screenshotted game above (game 6). As you can see, it's not very big, and I didn't have to travel far to have a solder, 2 travellers and a fishman on me. Regarding my fleeing, it seems to be a legitimate strat to survive, particularly when all i want to do is chop down my first tree and chop some wood. And I only have a dagger. I will pay closer attention to the circumstances that lead to these frustrating situations. I'm trying not to be just a complainer, I want to be helpful, appologies if it comes across as just complaining, hopefully I can edge my feedback towards something of value to you.
Something i thought of as a statistical tool to measure games is the ratio of agro time to peaceful time, that might be a handy metric to talk about early game experiences, since heavy agro early on is a difficult/impossible situation. Just a thought for the game stats screen, might be useful for giving feedback.
So I'm on to my 4th game now, game 3 was the best run. In game 3 I died running away. Not because I did anything out of the ordinary, but because it's impossible to shake pursuers. Same thing in game 4 now. I'm being pursued by a train of hate. All im doing is running, running running around, in straight lines, in curves, trying to hide behind trees. When i rest to recoup stamina because it's constantly running out, I take a hit. I can't engage because the bow does minimal damage and I have 5 arrows. All I can do is keep running and running and running .. In game 3 I was running for maybe 500-1000 turns before I finally circumbed. How many turns will I have to run and run and run this time before dying?
They never give up. But I'll keep running and count the turns I have to run for to shake them or until I die .. 379 turns more running .. lost 3 pursuers when i crossed a bridge, but one guy never game up. Crossed back over the river, he kept following me, eventually we ran into a spell caster and then an archer who quickly finished me off.
Please tone down their drive to pursue, I can't actually believe some farmer or trader would be so determined to hunt down a dark elf defending themselves.
And I thought I saw NPC's fighting each other once. Do they do that? Because it's odd when I've got both villagers and fishmen chasing me together. Are they living in harmony? With a pact to attack all foreigners?
Edit : Game 5 - Dark Elf / Necromancer - died running again. Running and running and running. I had a score of 612, does that mean I was running for about 600 turns, since i had about a dozen turns of peace at the start. My dagger expired in no time at all. Left me with rocks to throw. lol. Didn't even have time to gather enough rocks at the start to craft an axe. First it was a trader then there were just elves everywhere. I can't get a lead on them so when i rest i take a hit. They whittle me down eventually.
The problem with this pattern is that I have to wade through very uninteresting and frustrating games to get a game where I can survive and get into it a bit.
Game 6 - Dark Elf / Necromancer - I've chopped down a tree, havent managed to cut it into wood yet. But no worries - look, here's another hate train, 355 hp worth of enemies on my tail. I'm not even going to bother playing this one out. I can see the future.
Gotcha. I now agree with not having autopick, this is quite different from other games that do use that. This game has an RPG feel and it would probably be out of place. Does pickup use some time/ticks? I haven't noticed that yet.
Maybe something could be added is ..
- allow pickup of items by clicking directly on them in the world view (in addition to selecting the item from the items popup)
Yep, so I have managed to survive a bit longer now. Hitting 'r' at the right times obviously helps which maybe i wasn't using right early on. Or I didn't realize how long it took to shake pursuers. It just felt brutally difficult for the first few games, it was a bit offputting. But I'm definitely surviving longer now.
OK, I see the motivation.
*You could occasionally have a branch (or wood) on the ground near trees. I guess branch would need to be the same as wood in that case.
* If daggers and swords could be cutting instruments, they could be used to make wood. But that doesn't make sense for chopping down trees. And then if you added a crafting tier for cutting - that doesn't allow chopping trees down - nah, i think that would be just confusing.
* maybe any weapon usage on a tree has a chance to spawn a branch/wood. That would alleviate the need to have to fuss about with cutting property.
But resting means death in this game. I can't think of a single game where you're completely not allowed to fight or move when you run out of stamina. Take Outward, a pretty tough game, too tough for many, where the player suffers from losing stamina, but even in that game I can eek out some attacking and defending or hobble away from a fight. My first fight in Soulash involved both of us doing comparable damage for a few hits, then my stamina ran out, and I was told I couldn't move, couldn't attack. I had to rest - no choice - and so I did and died. I tried running away but they didn't stop following me. Maybe because it's open world, no opportunity to lose line of sight. And this was a human trader - which implies they might be friendly, but they aren't.
I'll give it some time, but having to mod a game to make it playable is a recipe for disaster. I won't be doing that, I'll have decided to play it or not long before I bother installing a mod.
PS. I'm trying to be helpful, not just having a go at your game.
I just ran out of stamina in my first fight! Now I have to rest before I can even move or attack? That's just crazy and I'm not going to be playing this for long if that's how it's going to be. There needs to be pretty strict balance early in the game or even get rid of stamina completely, it's unnecessary.
Don't punish the player for choosing to play your game. I'm here to have fun ultimately, I don't want a real life simulation of what it would be like if I personally got into a life and death battle. And I play roguelikes such as Brogue, so I know where the difficulty should be at. Putting the difficulty in managing stamina is not going to be fun.
I had no choice but to rest and die … zzzzzz … so not fun.