Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
Ask the players what they want, then give them that.
Some people like to feel challenged to the point of a heart attack every so often, others like to play a bit more casually, maybe on Easy or Very Easy, and enjoy the experience as a monster bashing fest.
Sure, you could work towards winning all the time as a DM, but if your friends aren't having fun, you'll eventually find yourself DMing for bots. Everyone needs to be having fun, the players and the DM. Be as evil as the players want you to be.
The first night, every game I made, DM or Adventure mode was full in seconds, now I can spend hours alone without a single person joining.
So yeah, I guess either more DM's need to focus on a challenge over killing the players, the DM needs nerfed/players need buffed, or we'll just have to wait awhile until players learn the game a bit better.
However, it seems painfully obvious at this point that Normal and above is pretty much impossible for the players without the DM actively helping them, and even then I don't know that they can progress. It's hard to say though, I've yet to get into a group that really works well, it's a unique game, nothing quite like it.
Another thing that seems pretty obvious is that the majority of DM's will always consider it their holy mission to just wreck their players, it's likely to take balance changes to make the game playable outside of people you know personally. And honestly, even your friends get a bit overly competitive.
You've got a great point, Dani, Amiculi, communicating with your players is super effective. I've already had one friend who talked with his DM and had some improvements to the game.
Spiderpig60, that's also pretty important. Some of the perks, such as Juggernaut, are only effective against certain types of enemies such as the Dire Ducks and Imps. That goes back to the communication since the player-ready screen doesn't show the DM's plan.
By the same stance, the DM screen doesn't show the player loadout either. This encourages more antagonistic gameplay I think.
A lot of the interface needs work I think, and there's going to be a lot of balance tweaking no doubt.
[Edit: I guess it's kind of double sided, some players will use knowledge of the other side to loadout to be more effective no matter what. In a 'normal' world of table top RPG, the DM would know everything about the players, but the players would know next to nothing about the DM. However, in this case, I think the players knowing the DM loadout but not the DM the players' may work out better.]
http://www.youtube.com/watch?v=Ie2n_YXHj4w
Ive gotten into many games where the DM just abuses healing,OP units and traps to destroy the heroes. A good DM tries to extend the game preferebly to the second zone before really aptempting to kill. Ive seen people do some rather interesting stuff with traps in the game. Be creative with your aptempts to murder those smelly heroes! dont just spamm powerfull things without thinking.
TL;DR- A good DM needs to challenge players while being fair. i think players would have an easier time doing so, if they could practice offline, where its easiest to do so. which would require the AI adventurers be competent enough to serve as practice for the DM, and acceptable companions for solo adventure practice.
Edit: Also, itd be nice if the game better incentiviced better DMing. rewards for downing players might encourage you to down them but not let them be killed so you can milk them for money. If possible, a bonus for using different times of damage, to punish people for relying on healed beserkers, or possesing ducks for their kills.
If it is the case, that there trying to get the DM, to be fair, rather than just giving him nasty blasty stuff, maybe he should have some good stuff too, like food and potions, and the ability to nerf his men, rather than buffing them all the time, that way if he has overdone it a bit, he can bring them back without it seeming like he handed it to them on a plate.
If its not the way the game was meant to be played, then maybe the devs should consider it, a few modifications further down the line, like bigger levels, coloured keys to open certian doors (doom style) to slow there progress a bit, etc, there is pretty good potential for this. I also think a game speed for the DM would be good, if it ran a bit slower, it would be far more tactical for everyone.
Some 70-80% of the games up online are DM mode. Only about 10% of those have people in them, the rest are empty. That explains a lot. Everyone wants to DM but no one wants to be a player.