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Messages - Noetherian

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Gameplay and Balance / Re: Broken Combo
« on: May 02, 2015, 01:17:16 PM »
Interesting find. It seems like the real issue here is with AI targeting ...

Perhaps there should be an exception in the AI targeting logic to make the AI less likely to attack creatures with resurrection abilities.

In general, I like the fact the AI prioritizes finishing off low-health creatures, but with "Cradle to the Grave" the AI can't actually finish off the creature by attacking it and so the creature shouldn't be a priority target (even at low health).

That said, it would be a little different if you had a full party of nethers, 6 bobs or 6 tims, as the xp would scale with bob or tim respectively rather than your normal monster's levels. It seems to me that the best source of higher xp is including a normal monster in the party.

This is probably a silly question (I just started when the game launched on Steam, so I don't have 6 Nether creatures yet), but is it common for players to run teams of 6 Nether creatures late-game?

Kejal: That was an excellent experiment, thank you so much for sharing that data.

Based on your data, it appears that Diamond Enchantments would need to grant more experience per gem in order to be competitive with stat-increasing enchantments?

In your experiment, TIM gained 3.52 times as much experience as BOB. Do you know what experience multiplier TIM would need from his 3x7 Diamonds in order to be competitive with BOB? (I don't know how much XP is required for each creature level, and I think that information is required to answer the question.)

Gameplay and Balance / Re: New Player Feedback
« on: May 01, 2015, 03:16:28 PM »
Very excited to hear that there is likely a patch tomorrow with some ability adjustments! I greatly appreciate the developer engagement with the community and the frequent game updates.

Help and Guides / Re: Monster Positioning : Front Line / Back Line
« on: May 01, 2015, 01:46:19 PM »
You are correct. I thought about adding some kind of bonuses for creatures that are in the back or front, but in the end I think that just adds unneeded complexity to the game. I plan to add more position-based abilities and even spells in the future, though.

Thanks for the quick response.

I think that your approach of putting position-dependent modifiers/effects/whatever directly into abilities (and spells and status effects) makes the combat feel more clean/transparent than having static hidden modifiers based on position.

I look forward to seeing more position-related abilities in the future!

On my first day playing the game, I remember putting a Sand Giant into my team and venturing into Realm level 4 for the first time. I had a really difficult fight, where it was my Sand Giant's turn and I had a choice between finishing off a dangerous Brim Smith (who was the lone creature in his back row) or attacking the (much less dangerous) Gimp Mummy in the center of the middle row for a chance to stun two other creatures. Those kind of decisions feel really cool.

(Note: I went with the Stun option, and ended up winning the fight -- though I immediately lost my Provoking Springtime Aspect to the Brim Smith when his dodge failed -- however, the next fight was a disaster that taught me that I wasn't actually ready to do Realm level 4 <grin>)

Help and Guides / Re: Endgame Looting for Fun and Profit
« on: May 01, 2015, 01:35:00 PM »
I don't see it as bad. In the end, you don't have to go with his build if you don't want to.

Just to be clear, when I play I grab all of the loot enhancing royalty talents that Vagrant recommends in his guide. Personally, I quite enjoy the playstyle of investing early for better drops over time.

The issue I have is specifically with the Royalty Potion drops. The frequency of Royalty Potion drops feels quite high to me (at least with high Power Balance and things like Loot Hoarding). This makes the cost of the "invest early for payoff later" strategy feel -- at least to me -- quite minimal, because it doesn't feel like it takes all that long to get enough Royalty potions to recoup my investment.

I personally like the "invest early for payoff later" strategy and I want it to be viable. However, ideally there should be other viable strategies as well. (I am not saying that every possible way to spend Royalty points should be good, but there ideally there should be trade-offs between competing strategies.)

If Royalty Potions were less common (for players with the royalty point talents in question) then competing strategies such as "strengthen your creatures to go deeper, sooner" would be more attractive in comparison.

Help and Guides / Monster Positioning : Front Line / Back Line
« on: May 01, 2015, 01:26:29 PM »
I have read some posts about Siralim that talk about team compositions with certain "front line" and "back line" monsters. I am not sure if these comments are literal descriptions of where to put certain monsters, or if they are just figurative descriptions of the role a monster plays in the team.

My understanding (which may be flawed) is that monster positioning only matters when specific abilities make it matter. That is, effects like Thrust and Splash care about positioning, but otherwise it doesn't matter if my Tank is in the "front" of my team or the "back".

Is this correct? Or is there a hidden defensive (or offensive) benefit to having creatures near the front of my team?

P.S. Effects and abilities that care about positioning are a lot of fun. I am very pleased that a significant number of creatures/effects/abilities/spells care about adjacency and other positioning factors!

Help and Guides / Re: Endgame Looting for Fun and Profit
« on: May 01, 2015, 10:37:43 AM »
First of all, excellent guide! Thanks a lot for putting that together. (Also, you should consider putting it in the "Guides" section on steam so that it remains easy to find even when it falls off the front page.)

Second, reading your guide makes we wonder if perhaps the Loot increase (e.g., Loot Hoarding) talents are too good. In particular, spending these points seems to have virtually zero cost because they cause you to find more Royalty potions -- which means they essentially pay for themselves.  I like the idea of being able to spend Royalty Points to get more pills, or more imbued orbs, or more high-end crafting materials ... but spending Royalty Points to get more Royalty Points (plus some other benefits!) seems like a non-choice.

I would love it if there was some conceivable reason not to invest points as you suggest in your guide, but I can't come up with any such reason, which seems bad.

Help and Guides / Re: Stat scaling
« on: April 30, 2015, 08:01:29 PM »
I read somewhere that creatures gain 20% of each base stat every level. No idea whether or not that's still the case.

This is correct. So the higher a statistic is at level 1, the more growth you get per level in that statistic.

Help and Guides / Re: Best way to farm Power?
« on: April 30, 2015, 02:18:45 PM »
Nightwing Gargoyles show up in the wild once you summon them, but cannot be extracted - you have to buy all their cores from Bynine still.

Oh that is very interesting. I hadn't realized that they couldn't be extracted. (I saw that they started showing up in the wild once I had summoned one, but I wasn't sure if -- had I not bought from Bynine -- if they might have shown up anyway by the time I had unlocked tier 30.)

I guess, if you could extract them, then the right answer would just be to buy a signle core from Bynine, sacrifice it to make the next realm have lots of Nightwings and extract three cores to save Emblems. At least your answer means I won't regret having purchased three copies of a Core from Bynine. :->

This is a very nice gesture - thank you very much!

No, thank you for making such a great game.

I have been playing games for a long time (i am old) and I have paid $50 (or more) for games for plenty of triple-A games that I have enjoyed less that Siralim. Quality gameplay is valuable (and entirely too rare), and so I am happy to do my small part to get the word out. Also, in this day and age, when does produce a game with quality gameplay, there is a good chance that they will decide to mess it up with a poorly-conceived business model.

(Speaking of which, have you considered changing Siralim so that every power spell requires a microtransaction to complete? Then you could remove the Rituals that add creatures in tiers 15-30 and make all of those creatures exclusively available from power spells! <grin>)

General Discussion / Know Anyone who needs a copy of Siralim on Steam?
« on: April 30, 2015, 12:35:01 PM »
Currently, Siralim reviews are 100% positive, which is awesome! Unfortunately, there are only 42 reviews so far (and only one curator recommending the game).

If you are reading this forum you probably already own Siralim. (I mean, I don't have the time to read forums devoted to games I don't play ... but maybe you do?)

However, maybe you know someone who would enjoy Siralim. Someone who might be willing to try out the game and -- if they like it -- post a review and help get the word out about this great game.

I purchased some copies of the game for friends during the introductory release sale on Steam, and I have a couple left over. If you know someone who might like the game and be willing to review it and help spread the word, send me a private message on these forums.

Help and Guides / Re: Best way to farm Power?
« on: April 30, 2015, 11:58:09 AM »
Two questions that are mostly related to resource farming:

1) What do you folks think about the spending Royalty points on improved Spoils of War? Is that a good way to boost resources, or is it a waste of precious Royalty points?

2) Do Nightwing Gargoyle (and other Emblem creature) eventually show up in the wild (if I unlock enough tiers of creature) or are they exclusive to the Emblem vender?

General Discussion / Re: Steam - 39 of 39 reviews positive
« on: April 30, 2015, 09:59:24 AM »
Siralim is up to 40 out of 40 now ...

... and it has even been recommended by a Steam curator now. (I have never heard of the "Original Curators Group", but they are the first curator to recommend Siralim, so apparently they are awesome!)

With regards to Steam reviews, one key advantage that Siralim has is that it is pretty obvious what you are getting when you buy it. Obviously, Siralim executes very well on the premise: retro-style, turn-based, monster-hunter game. And if you don't like that kind of game, the video makes it obvious that the game isn't for you.

Gameplay and Balance / Re: Major Sigil Commentary
« on: April 30, 2015, 09:51:55 AM »
VagrantSun: Thank you so much for doing this work. I look forward to seeing adjusted Greater Sigil fights (hopefully in the next major update).

Also, I know that Zack has a ton of stuff to do, but it would be awesome if, at some point, in the future the Siralim engine provided the capability for certain fights to have scripted spells and/or artifacts for the enemies. I love the randomness in the game, but it also cool to have some hand-scripted encounters as a special challenge.

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