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Messages - Guevara-chan

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Suggestions / Re: Art&facts
« on: June 28, 2014, 02:39:32 AM »
...Just a 2 random thoughts in my head after crafting follow-up set of artifacts today:

1)   It could as well be my pure arrogance and squander inclination, yet +resource materials simply does not seems to make any worth for rare tier (especially since they are so common) . As for now, I only misuse their rank for chance of transmuting into some actually useful and rare alternatives. +granite vs +burn is just really 2 distant weight categories.

2)   While legendary materials being… well, legendary seems quite legit, current inability to obtain them with full confidence from major sigil encounters kinda discouraged me. Why not just break former reward tables into full set of materials to mimic corresponding uniques ?

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Suggestions / Re: Bunch of suggestions.
« on: June 23, 2014, 09:05:06 AM »
Oh, mine… It’s me here again, and whole Siralim already crept up to release ? Nice lapse for me or prominent pace for Zack – whatever, things unfortunately seems yet to change vastly enough.

Say, recently I tempted myself with team of rather defense-oriented representatives of minon spectrum. My following conclusions could approximately be broken into 3 hypothetical ways for those ground of tactics:
1)   Siralim would eventually receive some rather available methodic of provoking enemy forces into attacking particular teammate. It would not be Taunt spells, it’s gonna never be Taunt spells. Some kind of ‘Intercept’ standard order to sacrifice turn together with, say, quarter of all defences in return of tangible chances (50%) to catch some blows meant for other teammates gonna work.
2)   Siralim would eventually receive some rather available methodic of distracting enemy blows form particular units. Honestly, I’m rather unsure about that one myself, yet imagine dual rows-style full front of Storms, Amaranths, Necropolises – you know, sounds like a chance to actually see them in adequate (as in, not relying on opponent's whims to strike particular minion, useful only on hit) player’s team.
3)   Siralim would eventually receive plain nothing to stop being assault-feast with prevalent weapn accessories and occasional healers\vivifies and, may be, Stronghold. So be it, well, Stronghold.

…Your bet ?

3
Suggestions / Re: Bunch of suggestions.
« on: June 03, 2014, 12:25:53 PM »
I was talking about hints from targeting window to be (optionally) always visible, not full-fledged HP bar.

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Suggestions / Re: Bunch of suggestions.
« on: June 03, 2014, 12:09:12 AM »
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Clarify? This already exists in the library if i understand correctly what you are asking for. Your reply is unclear.
Well, it was suggested for in-battle interface: one of least informative places of Siralim. You cast Identify Creature, press E for few excess times.

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I feel like the item a player is working on needs to stay selected both between actions and shop visits myself.
What’s even more: I feel like the whole item list needs to be auto-refreshed after fighting Sigil or PT encounter right from it. Not that it much troublesome to do by hand, but...

5
Support / Wildfire Efreet - not fiery enough ?
« on: June 02, 2014, 01:00:41 PM »
1)   
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Is your issue a BUG (such as a glitch, or something that probably shouldn't happen in the game or a CRASH (causes the game to throw an error and does not allow you to continue playing the game)?
Bug, possibly. Or misunderstanding.

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2) If your issue is a CRASH, please copy and paste the full error message below. Otherwise, leave this field blank.
N/A

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3) Please describe in as much detail as possible how to reproduce the bug or crash.
Try afflicting all enemies with Burn by WE's passive trigger. Wonder. Repeat.

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4) What operating system are you playing the game on? Windows, Mac OS, Android, or iOS?
Windows.

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5) Any other details to help us solve the problem.
It still affect direct target, but not whole team as suggested by desc.

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Suggestions / Re: Bunch of suggestions.
« on: June 02, 2014, 12:54:50 PM »
On quite a side note, yet since it is "concise proposals" type thread:
1) Could it be made possible to review desc of already identified creature in battle ?
2) Could Enchantress highlight resulting artifact, instead of making player to search it ?
3) Could at least typing of targeted enemy be shown to quickly estimate reasonability to attack it ?
4) Could it be possible to toggle bars on top of opposing team’s sprites, for showing health and status descs (may be as icons ?)
5) Could there be added some kind of “pillage mode” to send your team into AI’s control for finished nearly won encounter ?

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Also a Combat log as well as the ability to dump the combat log into a txt file.
Seconded and already requested it right on Greenlight page, btw.

7
Suggestions / Re: Art&facts
« on: June 02, 2014, 12:45:57 PM »
Well, what’s insterest me most is ability to mix any and every ability in game, at least in pair. Other types of minion customization follows closely, though.

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I know it's a bit weird to be crafting whips out of brimstone and things like that, but at the end of the day, the base name of the artifact is just flavor text.
That being said, why not link eventually all those base namings to more-or-less defined bonuses ? It would sort things out a little.

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Suggestions / Re: Art&facts
« on: June 02, 2014, 08:27:43 AM »
Hm, missed your yesterday post – quite interesting. 1 day of lapse…
That being said, I delighted with uniques being gone (how would it be reflected for existing saves, though ?). Just thought about smelting minions into crafting components (for passives and/or fraction of stats), btw. Is such system planned at any point ?

On a side note: shoudn't forging consume some crafting materials too ? At very least, making whips out of raw brimstone sounds rather... extravagant for me.

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Suggestions / Art&facts
« on: June 02, 2014, 05:50:52 AM »
...After finally managing  to pre-order Siralim for no more grinding Sorcery/Chaos, I, ironically, found myself exploring frantically other aspects of game other than long-awaited catching them by catching them all. Namely, artifacts. That being said, out of all three project’s main selling points, equipment systems is leanest so far. Sure, it accumulated plenora of rather nice ideas, but as whole it still fail to deliver enjoyable experience outside of forworn number hunting:

1)   Shields. Quite a fair idea, which bumped into Siralim’ current inertness right from start. What shielding supposed to be used for, might I ask ? Covering weakpoints or protecting from specific monster. Unforunately, former is rarely a wise decision in world with +HP/Luck artifact, while later is once again met with omnipresent randomization. Since there is no regional prevalence of damage types (which is somewhat a problem by itself), wasting single available slot on focused protection seems inadequate decision. +HP. +Luck.

…On other hand, there are closely to no love for speed stat, which currently is only one to lack any boosting equipment. So what if… say, we change amulets into granting it ? Speed and Luck, while all shields gonna take pride of being HP bossters. Aside from looking much more logical, such a change would finally make all of artifact type more or less equally desirable. assault, frtification and utilitarity – sounds like a good equipment differentiation.

What’s even more: shields may even grant some resistance against negative statuses. Why exactly not ?

2) Weapons. Especially usefully and frighteningly bland. While bumping attack is prevalent option in Siralim, whole armament process is reduced to looking at highest +atk. Whip, sword, katar, et cettera – just look for highest bonus and that’s all. And this is for weapons, mind you: arguably most versatility item kind of RPGs. So what if atk modifier amount wasn’t only stat of weapon artifacts ?

Say, how about weapon, that mititgate % of defences ? Ones with low chances of ailment causing ? May be even arm with different type of attack ? All in all, that gonna make prowling through domains of Life a little more varied, if nothing else.

3)   Stat slots. Disenchant them first, ask questions later. Rarest sure, in rarest of occasions they may grant bonus to desired stat, yet why bother ? It’s nearly universal decision to roll all slots manually for best results. If only it was possible to meet anything actually unique here…

So how about some non-augmentable secondary stats ? Like ones, that grant low chances of spontaneous spell casting on amulets ? Or, may be, one, that block minon’s own exp gain for sake of granting it to player instead ? How about percentile bonuses to enchantments of other slots ? Questions, questions... At any rate, I prefer looking for specials while powering thing up myself. Instead, very instead, of dolour for missing "disenchant it all" button.

...to be continued...

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