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Another mere 5 seems low for a game I wouldn't mind playing long-term. That said, if so, I think I'd reserve that for a 1.0 release.
Like first map you go to 5. Next you go to idk..8-9? Not sure how many maps they plan on making so i cant gauge what the literal progression track should be for leveling just yet. I do think though that it can maybe make the game too easy the more skills you get and relics etc as you go along so im unsure if the map is going to scale with you as you go to new maps to take into account the added levels your going to be having to match your growth as well.
For the short term i think its ok given its the first map; but it does run into a issue i think of what to do about the mobs when they have no practical use on the map once you hit your max. It makes you not even want to do objectives after a point when you max out as your not really growing a ton without new skill choices due to the exp cap.
Granted the relics are still beneficial so your going to do them..but the mobs become redundant once they have no purpose is all I'm saying. I mentioned once maybe having them drop shards or something after you max level so they at least do SOMETHING; over just being wasted pixels on the map that don't have a use beyond being in your way as you walk around.
Also i still worry about skill bloat as the amount of skills go up and the pool becomes diluted only being able to select from 2 per level. My idea was still to have everything bundled into level tiers or something. Like how you have your starter skills; you will have a bundle of skills that go up to level say 5; then at 6 you start picking from a different tier/pool of skills so you have at least some level of agency on whats going to come up as you go. You could even go as far as the synergy aspect of having certain skills that are related to each other popping up more often if you picked a previous skill before it thats similar,etc
It is not, it's a roguelike that is close to halfway complete. The full game will have 15~20 levels max. Maybe 30 if the devs feel like going crazy with the latter chapters.
This is not gonna be a game where you reach level 200.
Roguelikes are not games where you are supposed to create a character and stick with them as you try to level as far as you can. It's not an RPG. Instead you are meant to have short but hard dungeons that keep getting harder, while you very quickly progress through the game, with a new dungeon and hero/build each time you beat a dungeon or die. The gameplay is arcade-like.
What I would like to see from this game is not a problem, simply a desire. Were this indeed an ARPG as you discuss, I would have more fun with it, and over a much longer period of time. I hope Ravenswatch travels in that direction, but if it does not, it does not. I lobby for what I like, and see what happens.
It's an unrealistic suggestion. If you want infinite levels, ask for a loop mechanic or endless mode instead with infinite scaling. But your suggestion is the equivalent of going to a shooter game like CoD/Doom/Destiny and saying "guys, i don't really like shooting with guns, i think the game should be us having cars and racing eachothers around the map". It's not lobbying for something you like, it's silly. The game is not designed for it. And games so far into the development can't be changed into a whole different game, it's way too late for that, so don't hold your breath.
On top of that this is a discussion forum, and other people have their suggestions to "lobby" (not this is a place for "lobbying" anything in the first place, it's for making suggestions to improve the game, discuss the game with *other* people, or discuss what if scenerios, all of which involve discussion with other people). In either case, by posting you are inherently engaging the community's opinions, you are bound to have people who will give their thoughts on your thread.
As for the substance of that which I would like to see in Ravenswatch... Ravenswatch is a game that I imagine the devs want people to replay. Giving players more reason to do so seems to be in line with such a goal.
Making a player character potentially more powerful is already a mechanic. I'm suggesting a long-term persistent layer beyond simply unlocking new abilities. The new abilities are already, in some cases, superior to old abilities... so the game already takes baby steps in that direction. And it does so without compromising the "purity" of the arcade contest.
Finally, I know its a forum. I know others are free to make suggestions and lobby for what they want. I never contended otherwise.
EDIT: We disagree on what is possible with Ravenswatch without fundamental alteration, which is fine. We'll see what happens. :)