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Topics - Hyfrydle

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1
A Valley Without Wind 1 & 2 / Feedback from the version 1.2
« on: July 14, 2012, 03:15:53 AM »
I started a brand new game for the release of 1.2 and on the whole it's a real improvement to the earlier releases. I love the procedural spells although the not working in the day is pretty annoying I wasted an epic orb and got that negative and it's hard to know when I can and can't use this spell.

The biggest bottleneck I found was getting hold of wind shelter scrolls and these are a really important part of the game especially if the RNG is been unkind with the layout of the continent. I found myself grinding for conciousness shards so I could get them from the store.

The overland missions giving spells is great for the first level or two but then I can craft better spells so I no longer need to do the missions. I think from level 3 onwards I didn't do any overland missions. Although I did do lots of secret missions hoping for wind shelters and early on farms.

The changes to enchants I feel have taken things the wrong way I now find myself throwing most of the enchants I receive as they never seem to improve on what I'm using and my current enchants are from quite early on in the continent. Please bring back the old system.

Finally I have now reached the point where I need to reduce the overlords level using despatch missions he is now level 10 and I have 3 of my 4 npc's I lost one to reduce him from 11 to 10!!! This stage of the game is a real grind and revolves around buying gifts for the NPC's as they don't seem to spawn in any stash rooms I visit. This is on district level I would hate to have to do this on any higher level.

Despite all these issues I really feel the game is heading in the right direction and it certainly has a more enjoyable flow. I hope some of my comments help and now I'll go and continue trying to take down the overlord.

Thanks for reading.

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A Valley Without Wind 1 & 2 / Traps!!!!
« on: June 04, 2012, 08:47:14 AM »
Is it possible to destroy traps? They just seem to fill Lieutenant towers now and make them a real chore. Not sure I like procedural traps they just seem too random.

3
A Valley Without Wind 1 & 2 / Cedar Logs
« on: May 13, 2012, 04:10:03 AM »
Finally got my Aquaurgists Tower scroll on my second continent so I can start to take care of the windstorms and I need 10 cedar logs. Easy I thought and went out to find some after over an hours searching I end up with 7 although I did get 20 walnuts. I'm limited in regions to search due to the windstorms and found no cedar logs in any ice age areas or grasslands the seven I managed to find where all in the same abandoned town region.

Is there any reason we can't just get wood from all trees to help with construction?

4
A Valley Without Wind 1 & 2 / Safety From Windstorms
« on: May 08, 2012, 08:22:58 AM »
Hi Guys

I would be interested in your opinions on the following Mantis idea I had:

http://www.arcengames.com/mantisbt/view.php?id=7639

Look forward to your views.

5
A Valley Without Wind 1 & 2 / Lot's of servers
« on: April 25, 2012, 01:31:55 PM »
Wow just fired the game up and clicked on MP got greeted by 16 servers only expected the 1 or 2 we had through beta it was a pleasant surprise.

6
A Valley Without Wind 1 & 2 / Death respawn
« on: April 14, 2012, 04:13:23 PM »
I didn't want to put this in Mantis until I could check what should actually happen.

On death should the new character respawn in the current continents settlement?

7
Hi Guys

Part 1 of my latest let's play is now live:

http://www.youtube.com/watch?v=rjaCFxJw-aQ&feature=youtu.be

I will be recording part 2 shortly.

Hope it helps some of the newer players.

8
A Valley Without Wind 1 & 2 / Where is clay and what do vases look like?
« on: January 29, 2012, 11:16:14 AM »
I've unlocked clay and searched everywhere for vases both in my SP game and Tolls MP game and so far not seen any. Can anyone help I need tier 2 spells.

9
A Valley Without Wind 1 & 2 / Some thoughts about my current world
« on: December 27, 2011, 02:15:13 PM »
I have had a world that I created fairly early in the beta and I have been keeping it updated below are some stats and questions:

Current World Level is: 91
Range of Levels on First Continent: 1 - 105 (The 105 regions are on an Lava Flat Island with a Lieutenant)
Lieutenants Defeated: 9
Lieutenants Active: 3
Overlords Defeated: 4
Overlords Active: 1

I guess I need to reach level 106 before a new continent is created and also I need to take out all the active lieutenants or they will join the Overlord battle even if they are above the Overlords level?

Will future continents be smaller and should it just be one Overlord per continent.

Well thats all for now really enjoying how the game is changing and  becoming more challenging. Would be cool if others could post their world stats so we can compare.

10
A Valley Without Wind 1 & 2 / Thoughts On Reaching Level 70
« on: October 29, 2011, 05:37:57 PM »
I have just reached level 70 in the game and thought I would jot down some of my thoughts and maybe offer some tips for any newer players trying to get their heads around the game.

Firstly I have to say that I have played the game everyday since the start of the beta and this is my second world not sure why I restarted but I now feel very much at home in this world. Since the beta began updates have been almost every weekday and the game is in a constant state of change and each addition makes it feel more and more complete and adds more interest and complexity.

When I first started playing I had two main aims to maximise the number of health and mana potions and level up the civilisation. At the start of the beta potions where quite hard to collect as the number of drops was one per room so this was really time consuming but once the stashes were in place things got easier and I thought at the time maybe potions were now too plentiful but after more play I think the balance is about right.

Leveling up was the next aim and I found myself sticking with two attack spells. Ball lightening and energy pulse which worked fine in all situations and early on nearly all my leveling was done in caverns by taking on the shadow bat bosses at 2 to 3 levels above me.

As I creeped towards level 10 my world grew and I didn't spend much time exploring via npc's which meant I spotted Lieutenants and Overlords a little late so missed out on the max exp gains. So one tip is to try and explore as you level this keeps it from becoming a bit of a chore when you have a massive areas of unexplored map. It is definately key to know what is in your immediate vicinity and this helps guide the goals for each play session.

I have to say I really like the spell tier system as it creates interesting decisions and will become much deeper as more spells are added to the game. Let me give an example my number one spell of choice is ball lightening which requires Citrine gems and Walnuts. Now Walnuts are easy to find but the Citrine gems are found in the underground caves in desert regions. I reached a point where I was struggling to find a desert region in my world that was at a higher enough level to allow me to craft the next tier gem. So my choice was go to higher region areas or deeper caves in lower region areas both of which increased the risks involved. As the game has continued more and more choices like this have become apparent ans this as I stated above will only get more and more interesting.

Not sure what level I was when the Fairies were added but they caused me to rethink my strategy for gaining levels, it was no longer nice jaunt to take out a couple of Shadow bats but a potentially life threatening bounce around while avoiding Fairies with heat seeking missiles. My first Fairy experience took out a character I was quite fond of and I just went  right back to take my revenge and they took me out again and before I knew it a Vengeful ghost army was on the map.

So due to this seemingly small change I had to look for other ways to level up and commodity towers became useful again I also had to look at other spells to use against the deadly fairies and with advice on the forums I started using the launch meteor spell which replaced the energy pulse.

On reaching level 50 I was finding the game to be great fun to play but also fairly easy and I thought maybe the difficulty balance was a little off. So I started aiming 3 to 4 levels above my level and the challenge returned. This ability to tailor each individuals difficulty is something I don't think I've come across in many games and taking risks really does increase the rewards. This became especially clear when the EXP containers went live.  Sometimes when I'm feeling brave or suicidal I head to a region 8 to 10 levels higher and enter the first building I spot and try and clear it of EXP containers and this really gives a push towards the next level.

So at level 70 the game is still challenging which I know was one of the aims and I still enjoy playing and my next milestone is level 100. I'm sure the game will have changed even more by then and I for one am really looking forward to where this game is heading and hope others give it a go and realise the potential.

Well thats all for now sorry for the long post but I just wanted to put across some of my thoughts and feelings. If you take the time to read it I hope it gives a good overview of one player experiences.


11
A Valley Without Wind 1 & 2 / No Rush For Multiplayer
« on: October 09, 2011, 12:11:00 PM »
I really miss the days when games were single player only without griefing and other people's involvement and part of me wishes AVWW was only going to be single player. This post has been triggered by the 0.522 beta notes stating that a world backup may be required due to possible problems caused by setting up multiplayer support.

Would it not be best for the game to get a polished fully functioning single player experience before trying to achieve the same in multiplayer. It's early days in the beta and I'm really enjoying watching the game grow and develop and feel single player is the way to go with multiplayer added later.

Maybe if multiplayer does need to be implemented sooner perhaps the Minecraft idea is the way to go with one version for singleplayer and another for multiplayer. Or maybe this would take too much development time.

I know this post is a little negative but I've really enjoyed playing AVWW since the first day of beta on my own and each patch has added some really nice changes making it a pleasure to come home from work and install the latest update. I'm just worried if time is spent on the multiplayer issues then the single player will suffer.

Well that's all for now look forward to the communities views on this.

12
A Valley Without Wind 1 & 2 / Commodity Towers In The Ice Age Areas
« on: October 07, 2011, 02:52:09 PM »
Does anyone else have difficulty spotting these in ice age areas? Also some creatures are the same maybe some kind of different colour animation may help.

13
A Valley Without Wind 1 & 2 / Is This correct?
« on: October 05, 2011, 03:20:22 PM »
My current 17th civ level character has the following stats:

Health: 8532
Magic Points: 950
Magical Attack: 968
Magical Casting Speed: 2

I have the following spells Ball Lightening 1 & 2 and they both have exactly the same stats:

Magic Point Cost: 1
Global Cooldown: 0.5
Yellow Offensive Cooldown: 1.5
Magical Power: 969

Shouldn't the version 2 spell differ in some way if not why do the two spells exist?

Sure I'm missing something here but all my offensive spells seem to have a magical power of 969 except for Energy Pulse 3 which has 1368. The only difference seems to be the cooldowns.

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A Valley Without Wind 1 & 2 / My Valley Without Wind Let's Play
« on: October 03, 2011, 12:59:02 AM »
Hi Guys here is a link to part 1 of my AVWW let's play covering the basic for any newbies. Please check it out.

http://www.youtube.com/watch?v=YXbWDeGwhc4&list=UUwP5_ovZZaaCW-8C9xyCXIg&feature=plcp

Thanks.

15
A Valley Without Wind 1 & 2 / Lack of loot in large rooms
« on: October 02, 2011, 04:43:48 AM »
Does anyone else find it annoying that in buildings all the rooms only have on piece of loot? Even the maze rooms that are large and intricate only seem to spawn one potion etc. Maybe the drops should be based on the room size. This would give more incentive to explore each room.

Any thoughts.

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