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CptWedgie
Jul 19, 2015
It feels nice to be in on this from the start. I remember I used to love this sort of game when I was a kid, though the only ones I can remember playing are Dungeon Hack (a possibly-obscure D&D single-character game for DOS. Yes, it was as unforgiving as it sounds) and, yes, the Wizardry series.

Anyway, on the topic of this game: Are parties a common thing for enemy humanoids? I doubt you could fit multiple monstrous enemies in the same tile, but those spearmen were NASTY, especially since you have trouble with them individually. I'd hate to run into multiple parties at once, but somehow I expect you'll end up doing that at some point.

Also: I think your punchy guy (how do you spell your characters' names? It's hard to read the text in your videos) might've had damage problems because he only had one point in Unarmed, which isn't actually a relevant quantity. As in, like, "estimated half a point of attack, and possible attack penalty for using an untrained weapon" levels. True, he's got the Unarmed trait, but that probably doesn't make up for the fact that, at this point, you'll be wanting to use weapons most of the time. Of course, I have no idea how much attack power you've got right now, so he might actually be statistically on-par with the other front-liner, but I have no idea about the damage algorithms either so maybe they were just resistant to blunt damage or something. That said, I think your projectile guys were doing so much damage partly due to having so much strength, and partly because those're some pretty drat big rocks they're slingin' around.

Oh, and minor nitpick: I think you left a few rocks lying around on switches on the first couple floors. Personally, I would've swapped them for those otherwise-useless scrolls you've picked up along the way. Never know when you'll need more ammo, right? And while I'm on the subject of nitpicking, I'd switch your torchbearer's weapon slots around, just because I'd always try to click on the left weapon to attack (like you did), and having a non-reach weapon there kinda complicates things.

...Gotta say though, that "staring contest" trap was EVIL (in the good way- keeps you on your toes). It was a nice touch how you found a helmet and a skull in the same spot, too- it was like the skull was actually WEARING the helmet!

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CptWedgie
Jul 19, 2015
Well, good to know that enemy parties are a minority, at least. Small mercies are better than none. Still doesn't get rid of my suspicion regarding multiple simultaneous enemy parties, though.

Would going back to pick up the rocks you've left behind be worthwhile, or is it just a sort of "oh yeah, I should really stop doing that" thing? I'm assuming the latter, unless you're planning a second stack for Chuk to use.

More game mechanics-related questions I just thought of: Is there a level cap? If so, what is it? Is there a point where it becomes impractical to gain more levels ("soft cap," I think it's called)?

And a gameplay-related question: Would you consider teaching Chuk and Ponzy a bit of Unarmed as a backup? Obviously you wouldn't get it nearly as high as their respective specialties, but it might be worth considering just in case they run out of ammo at some point. I know, that'd spread their points a little thin, since you're already putting a dozen points into Ambushing, but... well, benefits vs. drawbacks. How much would it set them back in their specialties if you put, say, one point per level in Unarmed?

CptWedgie
Jul 19, 2015
Ah. If you're expected to finish with levels in the early teens, then yeah, spreading your points around is probably a bad idea.

If you do decide to backtrack for collecting stuff you left lying around, I think you should put the "collect-a-thon" in its own video so people can skip it if they want (or just do it entirely off-screen, possibly with a list of inventory changes somewhere). It seems to be the norm for such things.

Anyway, I haven't really kept track of most releases for about a decade or so now, so I didn't know this game existed until I saw it in the "New LPs" thread. Now that I've seen it, though, I'm tempted to grab a copy of my own so I can try it for myself (a reaction which is arguably the whole point of an LP).

CptWedgie
Jul 19, 2015
Somehow, those dreams're making me paranoid. Maybe it's just the "I know you can hear me" bit. If I were in there, I'd wanna find out just who's talking to me before I do their bidding in any capacity other than "I was planning to do that anyway." Is that just me?

Anyway, you may have realized by now, but the rock you couldn't find in that room with the four spearmen? You threw it at one of them just before it got dropped down by its buddy. You got it back when you jumped down after them. Speaking of which, did you get experience for killing one by landing on it?

And I'd recommend NOT taking Alavaria's suggestion (which may or may not be joking- hard to tell in text). True, spears can hit from the back row, but that's probably all they're good for- there's no weapon skill associated with them, from what I've seen, so you'll do more damage with pretty much anything else (including your bare hands). The shields... definitely useful for the front row, for obvious reasons, but the back shouldn't be getting attacked so you should use the off-hand for something more useful (like torches).

CptWedgie
Jul 19, 2015
In chronological order of when they came up:

First (and rather belatedly), I would assume that the secrets are counted by the floor they're found on rather than the floor you access them from, just to be safe. I would've said this earlier, but my browser's been kind of crashy lately.

Second, those 4F switches: I'm pretty sure the one at the entrance to that little hallway with the teleporter alters its destination to one of the secrets you found in the area. The second one I can only assume did something upstairs.

Third, and relevant to your next upload: The gate that button you left off next to opens should be accessible now, since you removed a wall that was in the way.

Anyway, I'm honestly not surprised about your arachnophobia- that IS one of the most common phobias in the world, after all. I mean, I'm not very comfortable around them myself.

Is it safe to assume that you're still debating whether to backtrack for ammo collection purposes, or have you decided already?

CptWedgie
Jul 19, 2015

LeftistMuslimObama posted:

I'm really enjoying this LP, but boy do I have some problems with the premise of this game.

So basically they toss criminals in here and "pardon" them knowing that they can't really escape. I buy that, sure. Lets the kingdom feel morally just while doing backdoor executions. But it breaks down almost immediately:

1)If this mountain is so treacherous that no one ever escapes, who the gently caress built this huge labyrinth in the first place? Seems like you couldn't do it without planning to lose a lot of masons and artisans.
2)It seems that much of the danger in this mountain comes from the well-armed and -armored soldiers crawling all over it. They have uniform armor and weapons, so they're clearly an organized regiment of some sort. Do they work in shifts? If so, there has to be an easy way in and out so Joe and Dale can go home and see the fam after their labyrinth shift is over. If not, how the hell do they get people to volunteer to just go live in a labyrinth for a while? How are they being supplied? Where does their food come from? If the place is impossible to escape, why would you agree to be a labyrinth soldier? I don't buy that those guys are criminals too, because even the worst sociopathic murderer would recognize that it's in his own interest to work together on escape.
3)HOW ARE ALL THESE TORCHES STAYING LIT?

I'm not the OP, but I can at least give an answer to one of your questions, and another's not really important to the gameplay.

1) That may or may not be explained later. We'll see when the LP gets further, I'm sure.
2) Maybe they're UNDEAD soldiers, and thus don't NEED to do any of that stuff. Ever consider that?
3) Magic torch holding thingies? I dunno, and it doesn't matter anyway.

CptWedgie
Jul 19, 2015
Well, at least the game's SOMEWHAT merciful with bows. I mean, the special ammo may lose its "special-ness" when you shoot it, but at least it doesn't break on impact, right? (Breakable weapons would be the bane of a game like this...)

In other news, slimes are MEAN in this game, aren't they? Hope THEY aren't one of the "enemy party" monsters like the spearmen were- I don't think you'd be able to win against more than one at a time.

Edit: Do you think there's an alchemy recipe to imbue ammo with special properties? That sounds like it'd be a thing.

CptWedgie
Jul 19, 2015
...Are the dreams starting to get creepy, or is it just me?

CptWedgie
Jul 19, 2015
Why wouldn't there be crabs in that dungeon? The real question is why they're so nasty.

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CptWedgie
Jul 19, 2015

PurpleXVI posted:

What strikes is me is that the PC's will happily eat walking poison mushrooms and giant snails. But they won't eat giant crab claws, which seems like way more conventional food.

Allergies. :colbert:

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