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Messages - khadgar

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16
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.704 released!
« on: December 20, 2012, 02:55:10 AM »
Well! I killed the Henchmen for once, and that was some interesting dialogue. I'm guessing you can't actually kill Elder, since SPOILERS he takes over for Demonica once you destroy the main oblivion crystal. I guess someone had to.

Actually I couldn't kill Lilith either. That makes sense given what you learn about her, but there IS an achievement for it, I just haven't figured it out. Fought her around 8 times, kept not being dead. What am I missing...?

17
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.704 released!
« on: December 20, 2012, 12:08:01 AM »
Posted this on mantis, but I'll post it here for anyone who is stuck trying to get past the overlord's keep:

WORKAROUNDS FOR THIS BUG, FOR THOSE WHO ARE STUCK:
*Change your profile name until you get the class that has storm fist (if you are at the appropriate level)
*Use one of the fire espers projectiles or the esper itself to 'bounce' to a higher point.
*Delete the folder for the offending level, it will regenerate and possibly allow you to pass
*Use the bug I listed here to jump very high :P

18
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.704 released!
« on: December 19, 2012, 11:07:37 PM »
Well I don't know about you guys, but I keep getting stuck.

Can't purify any more tiles, game says I need to level up my mage classes.
Can't level up class, since overlord keep requires double jump to get through for some reason (bug probably).
Can't get double jump, because I can't purify any more tiles.

Time to delete my overlord keep world folder to get a new keep, hopefully with less impossible jumps.

19
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.704 released!
« on: December 19, 2012, 10:55:40 PM »
I don't see a .705 thread yet, but I just started a new game under it and is it just me or are some regions a little too long now? Like, having to go through 3 or 4 buildings with overworld stretches between them to reach the end. Or maybe that's intended? Right now since it's just the same handful of enemies over and over it starts to feel like a chore to do the platforming sections. With almost no exploration like in AVWW1 you're really just trying to get from point A to point B through a level that's effectively on rails. It's rather... boring? Anyone else getting that feeling?

AFAIK it isn't anything new, but I agree. I actively avoid purifying zones that have buildings on them because it takes too long... until you get movement abilities which let you jump over buildings! :)

20
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.704 released!
« on: December 19, 2012, 07:54:52 PM »
Mantis? Really and truly? I'm home!

<3 databases

21
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.704 released!
« on: December 19, 2012, 05:17:54 AM »
Even with the big damage bonus numbers of perks, I now feel even MORE compelled to choose HP perks over damage bonuses, given the increased damage of enemies. In a mutual arms race between myself and the monsters, the monsters will win every time because there are more on them. On the most extreme case, a la Journey to Perfection, where everybody kills everybody in one hit, the monsters have a huge advantage. Only 1 of them needs to hit the player, the player needs to hit all of them. We were on turn 40 or so, and it already felt like I was dying in 2 or 3 hits. By turn 60 or 70 I think it might be a case of one-hit kills. All the damage in the world won't help me compensate with one-hit kills.

Not sure what the best compromise between player damage, player hp, and monster damage is, but the current settings still need a smidge of tweaking to feel right.

One of the features carried over from AVWW1 that doesn't seem to fit in is monsters shooting multiple shots as the game goes on. It's cool and all, but having a floating zeppelin that shoots 2 or 3 shots at once every second is ridiculous. It's hard enough to dodge one shot in Valley2, but three or more? Yikes. So you're GOING to get hit, and when you do, you die pretty fast due to the aforementioned scaling. Anyway, just a thought, I'm sure enemies with multi-shots can be worked in beyond just a global "2x shot mode activated" thing going on.

One question I have is, are enemies going to be assigned an attack pattern rather than their current AI? So, instead of [shoot every 1 secondss], will some of them be [shoot three times, wait 5 seconds, shoot three times], or whatnot? As of right now, it's easy to feel "stuck" pinned down behind a wall, with a bunch of land-squids or swamp-demons or hell-zeppelins shooting at you nonstop, with no sense of a "break" coming, never feeling like there is a "good" time to leap out and make your stand. I would really like to see these kinds of pauses put into enemy attack cycles, but I understand if it's too difficult to come with with good patterns that don't make the enemies too easy.

22
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.704 released!
« on: December 18, 2012, 08:37:29 PM »
I am quite excited to mess with the new storage of dispatch missions, it will help quite a bit on the harder difficulties!

Here I go!

23
A Valley Without Wind 1 & 2 / Re: Valley 2 alpha v0.703 released!
« on: December 18, 2012, 02:16:17 PM »
Looking forward to .704! I assume it will be out this evening, I will give it a go, maybe Gemzo will join me and we shall wreak some havoc.

Also, until I read the version changelog, I totally didn't realize that [SPOILER] you could permanently kill the henchmen. It just didn't occur to me to try finding a henchman after I blew up the main oblivion crystal.[/SPOILER] Definately going to try text time I get that far.

24
My main problem with it was that they tended to spawn ON the player, which was extremely irritating..... that, and the fact that those werent the only enemies, you still had to deal once again with everything that you'd already defeated on your way in, since ALL of them respawn after you hack the thing.     The screwball extra spawning plus that could equal a sort of situation where a new spawn perhaps smacks you with knockback, and you fly right into a lumpy guy, more knockback, into another baddie..... and so on.  Death by sheer bad luck, never a good thing.

I agree, worst part was spawning inside of the player, second worst part was not despawning if you fail. I forgot to mention in my email that in a MP game, monsters spawn next to EVERY player present, rather than just the one carrying the data, so that meant that more players was a bad thing. I'll see what ideas they come up with to prevent being locked inside monsters, as it will be a recurring problem on any section here monsters spawn near the player, i.e. SPOILERSdestroying the main oblivion crystal

25
I looked at the upcoming patch log and... While making SRF hacking easier is a thing, I think the nerfs are too large. Shorter run and 1/3rd the spawns? The frantic "gotta get out NOW" feeling only works if it's so overwhelmingly difficult, and yet I was complaining about it being impossible. I think there needs to be a different mechanic besides just how many dudes spawn in.

Also, side suggestion: Have alarm lights go off! Tint the area slightly red and such or something, I dunno. Also would light the area up a little I guess. Just a polish suggestion.

I think the chance meant less overland distance to reach the SRF entrace, not less SRF rooms to escape from. But I really like the lights idea. All the lights on the way in are normal, on the way out they are red, maybe a klaxon is sounding too. I really like Super Metroid's klaxon. Annoying, but not SUPER annoying. As long as it meshed with the BGM change (or was integrated into the BGM) it would be perfect. SRF escape BGM is one of my favorite pieces in the game.

Super Metroid klaxon reference: http://www.youtube.com/watch?v=G8ihqJ15kao

26
Should I still be emailing feedback? I had one more email's worth.

... nuts to this, I'm doing it anyway!

I'll say here I think getting more than just 9 monsters in the game will be a total game-changer (assuming the enemies have different AI), so it's weird trying to balance spells around only the enemy types we currently have.

27
Derp, having trouble with the Alpha, by the time I compose my thoughts about spell and class balance into a coherent statement, they are no longer valid because the game changed. :)

I just finished a written review of all spell types & all classes, but now I view 702 patch notes and it changes half the stuff... doh!

28
Very close to beating the boss for the first time on Lance's server, but I'm tired. I'm going to log on tomorrow to find him all deaded up!

29
A Valley Without Wind 1 & 2 / Re: help, I seem to have lost my License key.
« on: December 14, 2012, 04:50:06 AM »
All you'll need to do is PM one of these fellows (I forget whom, tigersfan maybe?) with the email address you used to buy the game and they can send you your license key. Fear not!

30
I can confirm that Chemical Art did indeed admit he was "enjoying himself" while playing Valley 2. I've got the screencaps to prove it, in case anyone doubted it.

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