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Messages - Hyfrydle

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31
Regarding enchants they improve the more of the same one's you have is this actually in the enchant inventory or does it include enchants that have been dissolved to gain more enchant points?

32
Quote
I also miss things like how mobs of enemies used to threaten my settlement.

That sounds like a lot of fun.

I'm not sure I would call it fun it also applied to the vengeful ghosts left behind when you died. At one point in early beta I had a settlement wiped out by five of my own vengeful ghosts not good.

33
A Valley Without Wind 1 & 2 / Re: Does Permadeath Belong Here?
« on: May 10, 2012, 09:25:53 AM »
This I feel is a fantastic idea and makes more sense than the current permadeath system. It would open up all sorts of interesting gameplay possibilities.

Good one!!!

34
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.

35
A Valley Without Wind 1 & 2 / Re: Rescuing Survivor Missions
« on: May 07, 2012, 01:49:09 PM »
The towers in the ice age regions for me always seem to have a high chance of spawning one.

36
A Valley Without Wind 1 & 2 / Re: Overlords...... HOW?!?
« on: May 04, 2012, 06:58:11 AM »
Myself and Wanderer dealt with a very similair situation and managed to complete it using a tier 5 fire shield.

37
I don't think they necessarily need more damage, because the player already has a huge number of ways  to deal damage to a foe. I would like to see them root an enemy who steps on them in place for a few seconds, or at least slow them. Maybe bear traps should hit for 33 damage, root them in place, and keep dealing 33 damage a second for 2-6 seconds. Why not? It would be a nice way to deal with being cornered ahead of time. Drop a bear trap right in front of your escape door. If you ever fall back to the door, you may be able to kill the enemy with a well placed trap instead of retreating.

I like this idea but a random chance of escape would be needed otherwise people would just start spamming bear traps. Maybe make them so you can also get caught in them if your not careful.

38
This is fine as long you know you've taken down a non-anachronistic enemy. Otherwise it would just cause confusion.

Could they die in a giant spinning vortex?

Yes the death animation been different would be cool and work well. Maybe a spinning vortex and two more enemies emerge.

39
This is fine as long you know you've taken down a non-anachronistic enemy. Otherwise it would just cause confusion.

40
A Valley Without Wind 1 & 2 / Re: Massive continent
« on: May 02, 2012, 07:54:29 AM »
Larger continents would need more content but this goes without saying I thought. Multiple Overlords and Lieutenants with other abilities and powers as yet un-thought of.

Just some ideas for discussion.

41
A Valley Without Wind 1 & 2 / Re: Massive continent
« on: May 02, 2012, 07:39:10 AM »
Doesn't every new continent now get progressively larger, with more lieutenants? If not, they should.

Great idea this would really make the later continents tougher.

42
A Valley Without Wind 1 & 2 / Re: Massive continent
« on: May 02, 2012, 03:13:12 AM »
I guess theres nothing to stop a new connected land mass been unlocked on the Overlords death instead of a small island it could just be cordoned off with pylons or something until the Overlord meets his end.

43
A Valley Without Wind 1 & 2 / Re: THAT'S A FREAKIN' WHALE!!
« on: May 02, 2012, 03:03:42 AM »
Need to keep people on their toes with some surprises!!!!

44
Typical the first ice age tower I explore and I find one. It might be an idea to change the colour on the mini map it looks very similair to a stash or secret mission so maybe it should stand out a little more.

45
The thing is, NPCs are never required to progress.  Sure it can be great if that's something you want to focus on, but it's not required.  Just going into a couple of cave systems nets you some NPCs pretty darn fast, so that's where I don't see a huge issue with the actual mechanics.  The two potential problem spots, to me, are:

1. Is the seeding frequency for NPC rescue missions still too low (we adjusted this once already), or are people just looking right past them?

2. Are we not properly communicating that people ought to be going into the caves to find people more easily?

I think it may be the seeding but also maybe I've just been missing them. I'll have a go now and report back how it goes.

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