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Messages - virtua

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16
yea kinda interesting, like weak spells combo up to 'ultimate' or stronger spells. i kinda like this but would be hard to balance and would need to revamp lots of stuff.

17
[Archived] Siralim 3 - Development Discussion / my thoughts on s3
« on: November 29, 2017, 05:34:00 PM »
my thoughts. moved from the announcement post.

"Post-story content is absolutely insane. There’s so much to do and so many things to unlock"

I think there needs to be a bit more end game variation. gods or end game bosses should go up higher. after beating gods in s2 and doing daily lvl 10 i was kinda lost of what to do. need slightly more structure or options for getting really end game, and testing us there too.

" the content is both rich and diverse. I’m particularly excited about the new Sigils system – it’s definitely the best thing that has ever happened to this game series."

i think a fully custom sigil/portal/daily realm system should be required at end game, however you get to that point ( maybe not right away but at the end it has to be like this) i think making it like PoE's portal system with the existing siralim flair.

for daily realm: log in, look at daily realm stats/debuffs/buffs. each daily realm will have a full assortment of all mobs inside having effects like sigils do, and you have to plan for a longer set of fights. ie you have to have MULTIPLE sets of monsters to be ready to tackle certain daily immunities and properties/buffs in daily realms. lets not just make it harder, but make it smarter, since at the end of siralim2 I was just using 1 party. this will encourage more multi-party setups.  oh i need to have a physical team a magic team and this and that ready to be used for the entire realm ect
one attempt, you fight as long as you can ( this part is optional but could be fun to use on sigils or some challenge portals), portals keep getting harder ( in both streak bonus and on that individual day)

sigil: take a page from Path of exile. maybe make every specific stat custom, ( i did hate how it was super expensive to reroll and you couldnt choose what you wanted to remove, sometimes you rerolled the same thing too) and you can really tailor it to get extreme difficulty at the benefit of extreme loot. make a certain # or quality of sigil buffs/debuffs award a certain tier of item. ( also items are too linear, im happy you are removing the blandness of items and their levels, need more uniques not just any standard item you can level, more like the negative or diablo 2 uniques/poe stuff)

new portal: make a single use sigil, but instead of getting rewards+cores, make this more for the extreme challenge person, who wants to fight until they drop, so make this one an endless sigil that gets harder every floor/fight.

new stuff that i love:

shiny Pokemon
“runeword”
Auto-cast properties on Spell Gems are gone
New perks for each class

"Lots of battle changes. Traits and spells that modify stats now do so based on the creature’s original stats at the start of battle, so your creatures won’t gain stats exponentially anymore. I’ve also tried to reduce the number of times your creatures can attack or cast spells in one turn by rebalancing spells and traits accordingly."

it would be great with the new combat stats display to really see how much a different each stat/spell item or trait is really doing ( maybe show it in the spell its self, so we can make more informed decision, sometimes healing or drain spells would fizzle or do nothing and you couldnt really tell) , as before you could only really 'guess' in battle.

need more secrets i think too.

:)

18
[Archived] Siralim 3 - Development Discussion / Re: Other uses for Cores
« on: November 29, 2017, 05:30:33 PM »
i love all the suggestions in this thread.

ways to use cores to buy creatures, materials ect
more gambling, more upgrading, more everything!

19
[Archived] Siralim 3 - Development Discussion / Re: Difficulty Settings
« on: November 29, 2017, 05:28:38 PM »
Actually, I will love enemy teams wielding runes and actually level-appropriate artifacts (with synergies), as well as pre-constructed spellgem sets, though it could be much too hardcore for average player.

i agree sometimes things were too easy , when enemy teams had off stat ( or bad traits/artifacts) or off creature stat rolls on their artifact. would be cool to 'tag' certain artifact setups for 'physical dps' creatures, ect that way certain creatures actually get their strengths buffed properly.
because sometimes you would grind a whole level with no issue, until a crazy trait+artifact+creature setup appeared and rolled you. i think things should be consistently hard.

20
i like rng on breeding. just like i was excited for 'the negatives' random trait ( passive and active) spells and abilities getting passed down to the spawn.
would be cool to really see how breeding works stats wise. like if you are able to increase stat gain per level or base stats with certain breeding tactics

21
 they also ignore Invisible, they also remove shell. ect, yes thats important part about AOE.

i think jamosup is right, the way AI is, aoe spells are just way more effective since ai doesnt know how to handle things. but if you ever fight wonder twins on god lvl 10 you will have some extreme difficulty surviving their steel wind aoe and killing both twins at the same time without cheesing them. its all based around AI.

22
Erebyss
Lister
Regalis, maybe a cooler tribal feel, maybe have it effect creatures tags specifically " for instance all spider or all 'dark' creatures"
Surathli
Vertraag
Vulcanar
Zonte

IMHO

23
[Archived] Siralim 3 - Development Discussion / Re: Devlog: Breeding!
« on: November 29, 2017, 05:15:58 PM »
would be great to have spells that have certain effects vs certain creature tags. think of advanced interactions like nethack or divinity series. ( rain extinguishes burn ect)

24
Breeding does not cost any resources

Simply pay some resources and you’ll be able to hatch an egg instantly.

oh. okay. :(

25
[Archived] Siralim 3 - Development Discussion / Re: My suggestions for S3
« on: November 21, 2017, 11:41:17 AM »

If doublecasting (or quadruplecasting, heh) is still in the game, please make sure some effects are ignored. I'm talking about casting a spell that poisons all 6 enemies while having an Arachnalisk that gives enemies Snare when they're poisoned and having to see both status effects applied many times. (Not to mention having Regalis in the party and having Snare be applied 5 times for each of the Poisons).

Good idea. Shouldn't be too hard to fix this and it'll drastically cut down on the number of messages you see in battle. In other news, the behavior of turbo mode is now the default battle behavior, and ultra turbo mode is much faster than before.


26
[Archived] Siralim 3 - Development Discussion / Re: My suggestions for S3
« on: November 21, 2017, 11:39:44 AM »
I agree, I want resources to be equally used, not having to go out of my way to enchant everything with +granite and being limited on granite so much.


what do you think about leveling gems? if your thinking of having creatures be more replaceable, make the gems hold some levels or power, so we can swap them to new creatures once you change/breed ect.

27
[Archived] Siralim 3 - Development Discussion / Re: My suggestions for S3
« on: November 21, 2017, 11:37:56 AM »

If doublecasting (or quadruplecasting, heh) is still in the game, please make sure some effects are ignored. I'm talking about casting a spell that poisons all 6 enemies while having an Arachnalisk that gives enemies Snare when they're poisoned and having to see both status effects applied many times. (Not to mention having Regalis in the party and having Snare be applied 5 times for each of the Poisons).

agreed on this, sometimes having multiple things triggered/cast on one action would create a huge redundancy, should create some system to reduce clutter/delay in battle

28
[Archived] Siralim 3 - Development Discussion / Re: My suggestions for S3
« on: November 21, 2017, 11:30:16 AM »
Make hybrid artifacts worth it. In S2 there's absolutely no reason to use them since each creature only cares about one stat. This could be accomplished by increasing their stats so that they give a higher total than a pure artifact (say, a Sword gives 100 attack, but a Bow gives 75 attack and 75 speed) while  also changing some of the stats to affect some other things in a small way (like Speed adding physical damage). Please make sure Speed from traits affects turn order this time :P

I agree, people never really used the artifacts that werent pure mainstat. i think we need more item options. here. more randomness, less leveling of items and more 'finding' them and tweaking the really good ones.

29
[Archived] Siralim 3 - Development Discussion / Re: My suggestions for S3
« on: November 21, 2017, 11:24:43 AM »
I forgot: make Class weaknesses and strengths more noticeable than they currently are.

i think the same thing, and in battle stats/display will help

I HATE when stuff fizzled due to level difference or class weakness ect, most of the time it was a crapshoot/guess

30
this survive to 'perm' your items/xp/resources has been a feature recently in a lot of games I have been playing. i have mixed thoughts on it, but I think losing a % or a fixed amount per death is way worse late game... so I do like this better.  it does add tension. but stuff in the realm its self has to be worth 'it' (the 'equivalent' of 20% resources or other death penalty)

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