Sept 30 Dev Diary: What's in Patch 0.9.3?
after reading all the patch notes it makes the clock watching even harder for me now ill keep my fingers crossed for a key
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I am liking the monster difficulty changes with auras.
Just my opinion and I may be in the minority but there is something about being able to powerlevel a new character through the acts :) Obviously not my first character. Hopefully the exp penalty isn't too harsh :) Keep up the good work. |
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More % and less base stats? WTF?! That adds to less than with base stats doesn't it? That seems incredibly stupid. This seems like it has hurt the passives a lot. The passive skill tree is the main reason I even like this game so much. I hope you guys don't over simplify the quest. The world needs less games that pander to their audience as if they were 12. The harder a game the better. Current online games are too easy. The world needs a challenge!
EDIT: Correct me if I understood something wrongly. Last edited by joss32#6843 on Sep 30, 2011, 10:08:23 AM
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My thoughts are:
That is some very extensive rewamping and most of it is really excellent thought through. I am very impressed by particularly the weapon-change as it was exactly what I thought could make the game a lot better! :P I am not completely sure what has changed about evasion. For the games sake it could be advantageous with a different way than 0%/100% of the damage. It could very well be advantageous to look at 20%/80% damage taken and some reduced crit-damage from monsters, just to give more possibilities for future monster-differentiation. The jewelers orb change seems necessary. However without seeing the patch in action it is impossible to say how it works. I am really looking foreward to watching Starcraft 42 do his thing and hopefully get a beta-key from one of the keysus'es around. :) I appear to be living in "Romance Standard Time". That has to be good! :)
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And you increase adding to the beta? is a clock with 25 minutes to 24 and 59 sec? : D
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" From the part about the skilltree: "...We can have passive skills that don’t allocate any stats but do give additional core attributes (such as +5 Strength). These allow players to more easily specialise in desired attributes and let us connect skill clusters with low-impact nodes occasionally..." 1. As stated in the "quote" extra basic attributes can now be an extra incentive. At another part it tells that strenght, intelligence and dexterity now improve the characters statistics instead. No serious loss on that level as additional primary stat (strength, intelligence and dexterity) will do about the same as the base-statistics did in the old tree! 2. % might not be an advantage at lower levels, but is a lot more relevant in scaling lategame. In lategame in any game with these statistics it is almost a must to have percentage-improvements for the specific stat(s) you are specialising in to gain enough damage/damage mitigation/critical strike chance and so on. I appear to be living in "Romance Standard Time". That has to be good! :)
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Very exciting! I'll be interested to see how gameplay changes, and how much effort will be required of the "old hands" to adapt to the new systems. =^[.]^=
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This update sounds fantastic. Pretty much touches on every problem I have had with the game thus far. Also, thanks for addressing the visual chaos problem with the art! As I have stated before, it is wonderful having developers that actually respond and address problems brought up by your beta players. It is quite rewarding for your fans who suggest ideas to find them in the patch notes for the next update.
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OOOOOOhhh Nice update. Like the changes. Thanks for the post and patch notes! Keep up the great work!
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Really great to se a game where the Devs keep there fans uppdated at a good pase. Keep it up !
And the changes sounds logical atleast so thumbs up =) #Eater Of Drakenoog´s#
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