STRATEGY GUIDES, the DEMO & the GAME
Posted: Wed Jun 08, 2005 10:25 pm
I have posted this before but couldn't remember where and I would
like to know what you think of:
' STRATEGY GUIDES '
The first part of this is basically where I am and what i have picked up
on this forum, other forums and what I have gotten from other gamers
I know who 'started' playing Dungeon Lords and shelved it. The gamers
are all "Everquest" players and have been gaming longer than I have so
I request your patience and hope this thread will be helpful to all who
see the potential that I see in Dungeon Lords.
I am still playing around with the Demo but I have to agree with both
ManoColla and Sable and Sable's comments on Arcanum are right on
the money. Loved the game! Dungeon Lords needs some revamping
from what my Demo character a Human Fighter as it seems like every-
thing is AdvPnts expensive. I find it especially true when packs of 12
wolves are constantly spawning along with groups of three greater(?)
scorpions and you only start with 5 cures for poison and don't find any.
I will say that this is probably the best Demo I have ever played as long
as you stay away from Scorch and don't go inside. I feel it gives you a
far better chance to get a feel for your first character and what he will
need as far as Stats and Skills and makes it more replayable. I don't
know if I have to progress up to a higher character than fighter or not.
I always take into consideration the fact that my character has to be able
to defend himself, have the ability to heal himself beyond what potions do,
pick locks, identify and disable trapped chests and have at least one magic
skill that is very offensive for when you are facing a boss or a bad ass pack
of wolves or scorps. I am playing the Demo after I reached level 8 in the
hard monster and generate more mode and it is still hard to advance my
basic fighting skills. It does you no good to have a lot of life if you haven't
built in the skills for keeping it first. I then slowly increase my life as any
potion that heals you completely is better in the early stages until you can
afford stronger ones. I have used this formula with all my characters I have
developed along with the philosophy that it is far better to run than use up
all of your healing ability and then pick off the monsters around the edge of
the group before you go in for the final kill.
The mapping from what I have not seen in the Demo or read on forums needs
to be improved like in a major way. I hate running from a pack of 12 wolves
and not really knowing where I might be able to make a stand because there
is no map or even a compass. The two best games as far as mapping that
I have played are "Diablo II/LOD" and "Divine Divinity" and "DD" has by far the
best transport system ever.
This game definitely needs a Strategy Guide to help understand synergies
between skills and stats. Strength increases after a certain point give a
plus to damage in melee but does it apply to archery skills and I haven't
found that it does. I would like to know what the possible progressions are
for a given character before I find out too late that he can't do something
I would like him to be able to do. The camera needs fixing also because if
you are fighting a group of monsters and get knocked back into some tall
grass 'they can see you' but you can't see them until you do some quick
adjusting on the fly of the camera which puts your life in danger or you run
for an open space but in which direction was that opening(?). The game
also needs a Pause button that doesn't obscure the screen as Mother Nature,
doorbells and phonecalls as they tend to happen at the worst of times during
the middle of big or life threatening battle.
I am enjoying the Demo for the most part and feel that this game can rate
right up there with my all time favorites but it needs some fast fixes or people
will not buy it after the Demo in frustration. The list of some of my all time
favorites are as follows: Diablo II/LOD, Divine Divinty, Arcanum, Icewind Dale
and Homeworld. I did not include Neverwinter Nights as the mapping and
pathfinding are simply terrible as I hate dropping cookie crumbs to find my way
back though it usually involves unwanted item and potions that I might need.
I covered alot more than I thought but I wanted you to get a feel as to
where I am coming from and why I think those guides are so important to
us as gamers. I think that every one of my favorite games has come with
a Strategy Guide and they often have some mistakes in them as they are
usually done before even the first patch. Let me now what you think but
also let the game developers/marketers know how you feel on this issue. The
game and guide could come out as one package and it might cost less. I
know that a bunch of friends wouldn't have shelved or dumped Dungeon Lords
if it had included a guide.
.....Kel
*
like to know what you think of:
' STRATEGY GUIDES '
The first part of this is basically where I am and what i have picked up
on this forum, other forums and what I have gotten from other gamers
I know who 'started' playing Dungeon Lords and shelved it. The gamers
are all "Everquest" players and have been gaming longer than I have so
I request your patience and hope this thread will be helpful to all who
see the potential that I see in Dungeon Lords.
I am still playing around with the Demo but I have to agree with both
ManoColla and Sable and Sable's comments on Arcanum are right on
the money. Loved the game! Dungeon Lords needs some revamping
from what my Demo character a Human Fighter as it seems like every-
thing is AdvPnts expensive. I find it especially true when packs of 12
wolves are constantly spawning along with groups of three greater(?)
scorpions and you only start with 5 cures for poison and don't find any.
I will say that this is probably the best Demo I have ever played as long
as you stay away from Scorch and don't go inside. I feel it gives you a
far better chance to get a feel for your first character and what he will
need as far as Stats and Skills and makes it more replayable. I don't
know if I have to progress up to a higher character than fighter or not.
I always take into consideration the fact that my character has to be able
to defend himself, have the ability to heal himself beyond what potions do,
pick locks, identify and disable trapped chests and have at least one magic
skill that is very offensive for when you are facing a boss or a bad ass pack
of wolves or scorps. I am playing the Demo after I reached level 8 in the
hard monster and generate more mode and it is still hard to advance my
basic fighting skills. It does you no good to have a lot of life if you haven't
built in the skills for keeping it first. I then slowly increase my life as any
potion that heals you completely is better in the early stages until you can
afford stronger ones. I have used this formula with all my characters I have
developed along with the philosophy that it is far better to run than use up
all of your healing ability and then pick off the monsters around the edge of
the group before you go in for the final kill.
The mapping from what I have not seen in the Demo or read on forums needs
to be improved like in a major way. I hate running from a pack of 12 wolves
and not really knowing where I might be able to make a stand because there
is no map or even a compass. The two best games as far as mapping that
I have played are "Diablo II/LOD" and "Divine Divinity" and "DD" has by far the
best transport system ever.
This game definitely needs a Strategy Guide to help understand synergies
between skills and stats. Strength increases after a certain point give a
plus to damage in melee but does it apply to archery skills and I haven't
found that it does. I would like to know what the possible progressions are
for a given character before I find out too late that he can't do something
I would like him to be able to do. The camera needs fixing also because if
you are fighting a group of monsters and get knocked back into some tall
grass 'they can see you' but you can't see them until you do some quick
adjusting on the fly of the camera which puts your life in danger or you run
for an open space but in which direction was that opening(?). The game
also needs a Pause button that doesn't obscure the screen as Mother Nature,
doorbells and phonecalls as they tend to happen at the worst of times during
the middle of big or life threatening battle.
I am enjoying the Demo for the most part and feel that this game can rate
right up there with my all time favorites but it needs some fast fixes or people
will not buy it after the Demo in frustration. The list of some of my all time
favorites are as follows: Diablo II/LOD, Divine Divinty, Arcanum, Icewind Dale
and Homeworld. I did not include Neverwinter Nights as the mapping and
pathfinding are simply terrible as I hate dropping cookie crumbs to find my way
back though it usually involves unwanted item and potions that I might need.
I covered alot more than I thought but I wanted you to get a feel as to
where I am coming from and why I think those guides are so important to
us as gamers. I think that every one of my favorite games has come with
a Strategy Guide and they often have some mistakes in them as they are
usually done before even the first patch. Let me now what you think but
also let the game developers/marketers know how you feel on this issue. The
game and guide could come out as one package and it might cost less. I
know that a bunch of friends wouldn't have shelved or dumped Dungeon Lords
if it had included a guide.
.....Kel
*