Rogue Dungeon
punishingly un-fun so far
Just way too hard and there's no feeling of progression in hero strength or skill at all in terms of through gear or level ups through a run or the unlocked heroes who offer no real boosts in power far as I can tell (Unlocked through Monk). I only managed ONE time to get an item that boosted one of my stats. I am puzzled at exactly how one is supposed to boost their stats enough to use any of the skills that require 5+.
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Mostrando 1-15 de 21 comentarios
DukeOfLight 6 FEB 2022 a las 8:13 
Well welcome to the forums.
The game is hard, especially when you are making mistakes, but its also a lot of fun.
You must play a lot of game just to reach lvl 5, but once you will get it then you will have the time of your life.
Jonny McJonerjon  [desarrollador] 6 FEB 2022 a las 8:18 
We made a video to help a little:
https://www.youtube.com/watch?v=cVLfF4hfDrI
My guess is that there is a rule that you missed somewhere. You have to drag your xp on a stat to level it. Are you doing that?
We are working on adding animations to enhance the tutorial.
DarkPeon75  [desarrollador] 6 FEB 2022 a las 13:33 
Publicado originalmente por Juiceblaster10k:
Just way too hard and there's no feeling of progression in hero strength or skill at all in terms of through gear or level ups through a run or the unlocked heroes who offer no real boosts in power far as I can tell (Unlocked through Monk). I only managed ONE time to get an item that boosted one of my stats. I am puzzled at exactly how one is supposed to boost their stats enough to use any of the skills that require 5+.

The campaign which is in the works is designed to ease beginning players into the game.
I also want to add difficulty settings which will make a non-campaign game better for beginners as well.
DarkPeon75  [desarrollador] 6 FEB 2022 a las 13:38 
Also, a lot of the time, we are finding issues with difficulty are stemming from not understanding how to play several aspects of the game. We are working to improve the tutorial and hints. For example, in your case, are you spending XP's to improve your hero's abilities? like the his/her primary ability?
Juiceblaster10k 6 FEB 2022 a las 14:00 
I really had no idea about dragging xp to the skills. That made things "easier" but honestly not by much. Being able to take along more party members doesn't even make it that much easier since you can't switch to the other member to attack after the other member did their attack roll and it's decided who is going to take damage but before it's officially dealt. Doing so in this last in first out method would be huge as if a hero fails an attach roll the other hero can get theirs in and hopefully land a death blow before damage is dealt from the prior hero's roll that they may have failed. This would actually make it feel like teamwork. Also correct me if I'm wrong but it doesn't seem xp is shared through the party after a fight, only goes to the hero landing the final blow? My biggest issue is the fact that the heroes have such shallow life pools,, it's not easy to land attack rolls, the mobs often hit harder than you, you run into way too many cheap ways of taking damage through traps and there's just simply not enough ways to prevent damage or heal it. Then you're forced to decide between healing/armor/or weapons. It feels like you can never ever get ahead and you're constantly just treading water via luck. The fact that the backpack healing isn't a guaranteed full heal is also a painful sting. I never played the tabletop this is based off of but I'd just like to say consider do you want to make a game that won't frustrate people away from ti after a few hours and keep them coming back or do you want to make it true to the tabletop experience if this level of punishment is indeed true to the spirit.
Última edición por Juiceblaster10k; 6 FEB 2022 a las 14:01
DarkPeon75  [desarrollador] 6 FEB 2022 a las 14:40 
Publicado originalmente por Juiceblaster10k:
Also correct me if I'm wrong but it doesn't seem xp is shared through the party after a fight, only goes to the hero landing the final blow?

There is a Settings Option to manually divide XP and loot when a monster is killed.
By default, XP is split between party members. If there is remainder XP, it's given to the weaker hero (by stat values + xp's ). So, for example you have 2 heroes and there is 3 XP given. One hero gets 2 XP and the other 1 XP.

Publicado originalmente por Juiceblaster10k:
My biggest issue is the fact that the heroes have such shallow life pools,, it's not easy to land attack rolls, the mobs often hit harder than you, you run into way too many cheap ways of taking damage through traps and there's just simply not enough ways to prevent damage or heal it. Then you're forced to decide between healing/armor/or weapons. It feels like you can never ever get ahead and you're constantly just treading water via luck. The fact that the backpack healing isn't a guaranteed full heal is also a painful sting.

When you are more familiar with the game and/or are eased in through the campaign, you will have learned how to stay "ahead of the curve" and you'll find the experience more sane and rewarding. In the meantime, check out the 'tips' video Jon posted above and also the video I posted in "videos" section: https://youtu.be/ovzmzMypYcw, to see some decisions made early on to get ahead.

Also, we plan on putting in a Difficulty Setting for some to have a better experience.
Última edición por DarkPeon75; 6 FEB 2022 a las 14:42
elminster the red 10 FEB 2022 a las 9:46 
so much bad rolls against monster level 3-4. i wonder if the randomize dice rolls is totally equal for all monsters . i doubt for it. even when we up our primary skill when we can and as speediest we can, when you roll three or four one roll "à la suite", you enrage so much !!
Última edición por elminster the red; 10 FEB 2022 a las 10:06
DukeOfLight 10 FEB 2022 a las 10:49 
i reached the boss monster i didnt roll dices more than 5
i lost again
DarkPeon75  [desarrollador] 12 FEB 2022 a las 15:03 
Added difficulty setting in Beta_Live (v1.05.08)
glenn3e 13 ABR 2022 a las 20:45 
What does the difficulty change exactly?
DarkPeon75  [desarrollador] 13 ABR 2022 a las 21:45 
Medium difficulty gives one benefit level
Easy difficulty gives two benefit levels

Each benefit level gives:
* an extra camping gear
* 2 extra luck tokens
* +1 to primary ability on combat rolls
* +1 to all abilities on ability checks

It's possible I forgot something else
Última edición por DarkPeon75; 17 ABR 2022 a las 7:53
Sol 1 MAY 2022 a las 17:19 
Why do i lose in the tutorial and can't even learn the rules?
Logitude 3 MAY 2022 a las 0:51 
Publicado originalmente por Sol:
Why do i lose in the tutorial and can't even learn the rules?
I agree that the tutorial as is doesn't work well. I suggested to Albert (DarkPeon75) the other day that the tutorial be completely scripted, as it is in many other games. Right now it relies on you doing everything it will tell you about to get all of the instruction.
DarkPeon75  [desarrollador] 3 MAY 2022 a las 19:04 
I plan on re-doing the tutorial to be scripted. In addition, in game you will get the 'hints' the first time things happen. You would also be able to 'reset' or 'disable' hints.
Darth Wal 8 MAY 2022 a las 0:16 
The game is punishingly difficult on Hard. Easy is very manageable and Medium is entirely possible even with some bad luck thrown your way. I have however found the Agility characters to be far better than the Strength or Int characters.
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