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The wording isn't very good so I've been renaming them (and changing the behavior) to Attack Damage and Spell Damage, where Spell Damage will be anything that's not your attacks. Still trying to find the best wording though. We might add tooltips that explain things further on hover at some point, I don't know.
~Ren
Perhaps "Player DMG" and "Ability/Spell DMG" tags?
~Ren
Most people will understand what the basic attack is so it'll be less work for you.
And someone reading just "damage" would assume it includes basic attacks.
Obviously attack damage means the damage of your attacks (sword swings for warrior, fireballs for mage).
Global damage = everything... curses, burning, fire trails, blades, chains, all the proccs you can get...
I don't see how you can be confused by this, it's pretty clear in its wording and also what it does.
It would help a LOT if you just had any kinda tooltip or tutorial portion of the game that explained some of these things. Don't leave it up to the players to discover which interpretation is the correct one. You could simply even have a lookup index that goes into detail how spell damage worked. I myself was left guessing if it was Both attacks and melee ranged attacks that worked as attack damage or if it was everything besides auto attacks. Was the physical damage of Krom a physical attack or is it spell damage? Is the ice dash more magical so its magic or is it also physical, or are all dashes physical or all magical or some of each? Honestly, I didn't think everything besides auto attacks counted as spell damage until reading this.
Idk what else you got going on or how difficult it is to implement things, but some issues in this game seem like pretty simple fixes compared to the actual foundation of the game thats already set up. Consider that the wording is obvious to you is not as obvious what it means to someone else. This is one of my personal biggest pet peeves in video games is when there is a really unintuitive system to understand, like with all the numbers flying around in this game, and text that either doesn't exist or does not definitively describe the systems that the game uses. Though to be fair, there's even some really good games that have this kinda flaw. So it seems like a simple fix to me, but then id be assuming the same thing thats causing these problems in the first place.
Anyways yeah, some simple segment or tab somewhere in the game that players are at least made aware of if not nudged towards would help people figure out what they are doing in developing a build as they play. I think a game that really does this well is Hade's. Hades does an excellent job of describing all of its systems and does it in a way that doesn't shove the information in the players face or make you feel like its holding your hand.
P.S. im more critical in games I actually like some otherwise id just be describing all the ways in which its bad not what to change about it. Might be the best "survivors" type game ive played so far, but im not finished with it yet. And its still in beta right? The game itself still has a lot you might change?