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Messages - khadgar

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31
I took a break from gaming for a while, but now here I am again. I didn't read through this entire thread to see if there was a specific place in which I should express my preference to be considered for an alpha tester, so I'll throw it here.

Draw me from the professional QA experience pool if you need more from this camp. Also, I haven't followed the development of AVWW2 even a single iota (other than the fact that it is happening), so there's that as well.

32
I read most of the first post, but skipped the rest of the thread after reading the bit about a unified control scheme.

A great choice, in my opinion. Platforming and mice have never gotten along well for me, the loss of a second hand's worth of controls on a keyboard or gamepad severely limits the amount of controls available to a player. I can't wait to try it out.

33
I saw this pop up on facebook and am ready to bug test the shit out of AVWW2.

34
A Valley Without Wind 1 & 2 / Re: only ice age
« on: September 04, 2012, 11:22:54 PM »
(so you're only one tile deep into it when you place them, it wont let you place them any other way)

Small nitpick, that is not true. It was tweaked a while ago to allow you to place a windshelter mission on the non-windy edge also (it becomes windy for the purpose of the mission), to help alleviate getting stuck due to awkward world map terrain.

35
A Valley Without Wind 1 & 2 / Re: enemy glossary
« on: September 02, 2012, 05:02:31 PM »
For the 'should stock mean Tier 1 adept difficulty?' question, you could perhaps add a note to the template mentioning that.

What I ended up doing was gathering the level 1 adept data, then converting that into a range. So, I gathered all the HP values for the default monsters, then put them on a graph to see what was low, normal, and high. Then I assigned each monster a Low, Medium, or High for their HP, Melee, and Ranged attack scores, since these scale with difficulty and level.

I'm not sure how to convey what I did in a simple manner to other people, or if there is an easier way.

36
A Valley Without Wind 1 & 2 / Re: enemy glossary
« on: September 01, 2012, 01:37:44 PM »
I guess we could just put in the stock values? Or would that be too much work? All of this would be somewhat easier if the wiki was open, but that also, naturally, opens to spammers and vandals. :/

By stock values, what do you mean? The base value at level 1 on adept difficulty? Because I started to gather that data, I did it for all the base monsters that are unlocked by default in 4 or 5 terrain types. Then I realized how useless those numbers are to anyone, since how long would anyone be playing on tier 1, continent 1, adept difficulty? Also, boss statistics vary slightly, so there isn't even a "base" that I am able to discern.

You can get wiki access. Send a PM to tigersfan, he should be able to set you up an account if you like.

37
A Valley Without Wind 1 & 2 / Re: enemy glossary
« on: September 01, 2012, 01:14:44 PM »
I added actual data for a few monsters. I'd like some feedback on how this should be done before I add any more. Since monster statistics scale with continent tier and difficulty, exact values for HP and damage aren't very useful. I've been adding in broad descriptions instead, such as "Very Low / Low / Medium / High / Very High / Extreme".

How does this sound?

38
A Valley Without Wind 1 & 2 / Re: A Valley Without Wind giveaway!
« on: September 01, 2012, 11:18:05 AM »
The AVWW forums are probably the worst place to offer a free copy of AVWW. :)

39
A Valley Without Wind 1 & 2 / Re: enemy glossary
« on: August 31, 2012, 10:36:40 PM »
BESTIARY PROGRESS
I'm working on collecting and entering data for the various monsters in the game to the bestiary I made on the Wiki.

Here is the current List of Monsters which I've put onto the Wiki.
Here is the Spreadsheet of Data which I am extracting from the monsters in-game. Feel free to add to it! (Adept difficulty : if not at level 1, please note which level the statistics gathered are from)

40
A Valley Without Wind 1 & 2 / Re: redeem on steam? [SOLVED!]
« on: August 31, 2012, 10:31:45 PM »
74/99 Achievements in the space of a minute? Cause i'm that awesome! ;D

Woohoo, I just registered my copy with steam and got 96!

41
Sounds like I'm going to be playing a ton of a valley without wind once this comes out! :D

Me too, maybe. I haven't played in a month or two. I hope that by the time the art gets put in, enough will have changed about the game (and I will have forgotten a significant amount) that I will come back and it will be like an entirely new game.

42
Making the ability temporary would be pretty neat, in some regards. It would alleviate a lot of the concerns about balance, because whatever you ended up doing would eventually revert to normal. It would give you time to go just grab that ONE THING you wanted out of a certain windy region, before the wind returned and the thing was now virtually inaccessible to you once again. However, at this point in time, there isn't usually any one thing you would really need from a region that you couldn't get more easily somewhere else. But, if there ever were...

43
I've never wiki'd before, but I might wind up fantastically bored one evening and feel like updating out-of-date information.

44
Instead of (or perhaps in addition to) tweaking how wind shelters are dropped to fix them being a bottleneck to progression, why not add another method for removing wind? Hear me out for a second.

Why not allow the player to remove wind from a single tile on the border of the wind by completing some small task? I would suggest something simple, like reaching the last chunk within a world map region, or perhaps killing a one of the surface bosses in the windstorm chunk. To avoid allowing the player to simply make a corridor of clear skies, this ability could be capped out at only a 1 or 2 tile radius boost to an existing windshelter, or throw in the caveat that to clear the wind in this manner, the tile in question must already be surrounded on at least 2 other sides by clear skies (or both options).

To show how this would impact wind shelter balance, take a look at these two images.

Two Additional Tile Radius - The purple border is the current windshelter radius. The orange border is the absolute maximum distance that the player could extend the clear skies to, tile by tile, if they wished to do so.
Minesweeper Method - The purple border is the current windshelter radius. The green circles are acceptable tiles to be cleared, due to having adjacent clear skies. The Red X are unacceptable tiles to be cleared, due to not having enough clear sky adjacency.

What do you all think? Would this help to reduce the bottleneck on obtaining windshelters? Is it a good solution?

45
I have a quick theory on how to make barrels explode in a different fashion (Caveat- I haven't exploded a barrel since the change listed above went through).

Blasting out 6-12 shrapnel shards makes for a pretty explosion that increases in radius, but it means that, by necessity, to be at the epicenter upon detonation is very deadly. This makes some degree of sense on a thing like an urban crawler, which gives you time to react, but not so much on a barrel. I suggest that the barrels only fire one shrapnel shard out, in a random direction out of a 180 degree northward arc. Functionally similar to a whip spell (like the light-whip) or a roman candle. This way, the damage could be adjusted more easily, as opposed to having to deal with both single-hit cases and multi-hit cases.

Or, if this method proves to be too trivial to mitigate, give the barrels a chance to explode in this manner at a high percentage, but still allow them to explode in the the normal manner at a much lower frequency.

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