Dungeons & Dragons: Dark Alliance

Dungeons & Dragons: Dark Alliance

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2021年7月2日 16時17分
Patch Notes – Dark Alliance V 1.16
Updated July 2, 2021

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https://steamcommunity.com/ogg/623280/announcements/detail/2966165443315540644
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Will we get a full cross-play update?
does wulfgar still suck?
Cyberprank2077 の投稿を引用:
laszlohevesi の投稿を引用:
Still does not work on 49 inch monitor 5120x1440 resolution even though it is an option. Still only shows the middle third of the screen.
why do you play on 49 inch monitor
why does it matter what screen res he chooses to play on? they gave the option to play on a 21:9 ratio yet when you pick it the game only shows up in the middle of the screen.
Lohi 2021年7月16日 4時00分 
How much of a clown dose a company need to be to lunch a game in such poor state? Oh wait, that's nearly everybody.
PixieSoul 2021年7月16日 21時47分 
Some serious work is needed on Cattie-Brie. I love the character and I've always preferred playing ranged, but the game is really messed up in handling ranged. You probably know that with the AI, you can always find a line that once you cross it all the enemies forget about you and then return to their start positions. That said, it's kinda necessary to use it because there are so many things that will just smack Cattie-Brie around. I would prefer "dodge and run away" than "sit right behind that line and attack."

The rate at which damage drops based on range is excessive and slows the game to a crawl if you plan on relying on the bow, which is why someone would play an archer in the first place. I suggest that the damage NOT drop based on distance when using LT and manually aiming. When you have the time to play sniper, it should pay off and make things easier, not slow the game to a crawl.

Auto targeting does not handle changes in elevation well.

Auto targeting does not handle hit and run tactics well at all. Without turning on auto target, it's really hard to hit something. With auto targeting, you stay facing an enemy and it's hard to run away. I have been killed many times by accidentally turning on auto target at the wrong moment and being unable to run away.

The rate of stamina depletion when using the bow at higher difficulties is just nuts.

If you do have an enemy pinned in place and are shooting over and over, it'd be great if you could just hold down the trigger and keep shooting. Getting a 200 combo in order to fill the Ultimate meter isn't all that hard when the enemies keep forgetting you're there, but it becomes really tedious. Tedious is never a good word for a game.

Filling the Ultimate meter while fighting bosses with a bow just doesn't work, unless you can find a spot where the boss forgets about you, which is only sometimes possible, but even then it's slow and tedious to fill the meter up before jumping out and hitting the boss with the Ultimate. But seriously, running away, dodging, and occasionally snapping off a shot behind you doesn't allow you to do long combos and fill up the meter. You can only really fill up the meter when enemies forget you're there, which sucks.

Drizzt summoning Guenhwyvar is SO much better than Cattie-Brie's Ultimate. Guenhwyvar messes up everything, can clear a room, and will often take down the Verbeeg as well as goblins. Three or four powerful arrows is just nothing by comparison.

I've had bosses run through entangle without getting caught. Even if they DO get caught, I'm still lucky to get off 2 or 3 shots before the effect wears off. Entangle needs to work more reliably and have a longer duration if it's going to be any good. Ideally, you should be able to cast it, run through it, and be sure it's going to catch whatever is chasing you; and then you should have a good 20-30 seconds to shoot whatever is stuck. Right now, entangle really only helps you to kill things that you can handle just fine without it.

Losing all progress on a level if you have to exit just sucks. It sucks so bad. Finding out that there's just no way that you have the ability to beat a boss after trying over and over and losing all progress up to the end of the level sucks.

Short rests really need to do the save point thing even if you decide not to rest.

I'm out. The cons in this game far outweigh the pros. Devs, you should have put more thought and effort into this before releasing; had you have done this the end result would have been a polished game instead of a buggy, repetitive, mediocre game. 2021 sees a player base that is very weary of gaming houses putting out dross and charging top dollar. Learn from this Devs.
Lohi の投稿を引用:
How much of a clown dose a company need to be to lunch a game in such poor state? Oh wait, that's nearly everybody.
Solo Doomer experience
Vince 2021年7月19日 8時59分 
These devs had experience in the topdown ARPG genre. They had a nice-looking prototype of such a game with the Companions of the Hall. They presented it to WotC. Those idiot suits threw money at these devs and told them to make this game we have now. From day one I don't blame the devs; I blame WotC.
最近の変更はVinceが行いました; 2021年7月19日 9時00分
MasterZar の投稿を引用:
does wulfgar still suck?
Suck is you !
Seriously, nerfing the players on higher difficulties is not the fix that the game needed. People are understandably frustrated with control issues and camera angle issues. I have one issue where when I stand next to a wall, the camera ends up going through Catti-Brie and I can't actually aim. That is an important issue in terms of making the game more enjoyable and playable.

A real issue is needing to be within 20m to do any even remotely significant damage with a bow. Even then, the drop off from 10 m to 20 m is super severe. Going from 600+ damage to maybe 150 at 20m and then down to around 60 at 21m is too much and makes no damn sense. Having a bit of a drop over distance is fine, but some of us prefer sniping and the bow is the primary way Catti-Brie does damage. There's a reason that in D&D a bow has a range of 150 ft before there are penalties, bows are range weapons and sniping is a thing. Catti-Brie's melee does crap damage and she doesn't have the HP to be in the middle of a fight. Making her get that close to enemies is a problem. There's always going to be some around a wall and a need to shift positions and sometimes get in range, but needing to be that close with such a crunchy character is a problem. A nice simple way to do things is just drop the damage by 2% per meter, preferably starting at 10 m. -20% at 20m, -40% at 30m, etc. is a nice steady drop off that encourages getting in close but allows sniping would speed the game up eliminating boredom for snipers.

That the moves we have to unlock work only erratically is a problem. Heck, I've had times when the game didn't register me hitting LT or RT and that slows me down in intense boss fights where every shot counts.

The ridiculously long cooldown times on special abilities is a problem.

That evading backwards only works sometimes while we're locked onto an enemy and you have to unlock to run away is a problem. Seriously, there needs to be a "close enough" auto lock that doesn't stop you from turning and running. Sure, the current auto lock can be useful, but missing with the bow unless you're locked on or are using LT really sucks for hit and run, which really sucks because doing significant damage and not getting bored to tears while sniping requires getting relatively close.

What about fixing that if Catti-Brie gets surrounded and needs to rely on melee to get out, she does very little damage and her melee moves wipe out her stamina ridiculously quickly? Melee seems to do about the same damage as being more than 20m away, which is to say consistently round about 50-60 per hit. That's WAY too low. I'd love to be able to at least have a shot with melee if I get bored sniping.

Also, seriously reconsider the whole "everything respawns if you die" thing. Starting over and having to fight your way through again and again is tedious. It's necessary if you want the loot rarity bonus; but it's tedious and tedious is a bad quality in a game.

Losing all your progress if you have to exit, say to adjust the difficulty down, is a problem. Please make it possible to turn the difficulty down if it turns out you can't handle the current difficulty without going back to town and losing all progress.

But, aside from basic playability issues and the immensely frustrating fact that long-distance damage is so low that it slows the game to a crawl and sucks much of the joy out of it; I also ran into a glitch with Kessell. His green poison ball attack will sometimes lag the crap out of the game and hit me even if I've clearly moved past it. Since that thing is a one-hit kill for me, that's a big problem. I don't mind some of his attacks being one-hit kills. I made the choice not to focus much on hit points. But, dying to a repeated glitch is frustrating.

I get wanting to make a challenging game. I get trying to make the game in such a way that going in as a party and having companions works well. Those things are both awesome. But, I saw one site with suggestions for new players that compared playing through in single player to Dark Souls in difficulty. The thing is some of us can't get our friends to play because of all the issues and the bad publicity or just being adults and having other commitments. Even when friends are available, some of us are going to want to level up a bit solo when are friends are unavailable. Yes, most of the levels are beatable solo, usually, but trying to straddle the line between "doable and fun solo" and "fun for a party" without actually tying difficulty to the number of players doesn't work. Maybe, instead of just making the difficulty scale on challenge rating, scale it on number of people in the party. It's pretty obvious.

Also, please reconsider just how low stats start, or maybe make it so that more levels grant 2 attribute points instead of 1, or increasing the level cap. With a level cap of 20, it can be difficult to get to a decent functional level for higher difficulties. There are quite a few things that can 1 hit kill me and I can't really afford to put anything in Constitution because I need Strength, Dexterity, and Intelligence in order to do damage. Right now, the occasional 1 hit kill beats "not being able to kill things and the game taking forever". But, it's not a great choice to have to make.

While I certainly get wanting to keep the level cap at 20, the traditional D&D level cap, the fact is the stat system here is wildly different than table top D&D. Plus, there's the time factor, hitting lvl 20 in a D&D campaign can take months or even years of playing. In a game like this though, level caps make it so you can't get powerful enough to take on higher difficulties and without hitting higher difficulties you can't get the best gear. Level caps also suck some of the joy out of the game because you lose that sense of making progress over time and accomplishing something by playing.

最近の変更はPixieSoulが行いました; 2021年7月21日 12時37分
What she said
Vince の投稿を引用:
These devs had experience in the topdown ARPG genre. They had a nice-looking prototype of such a game with the Companions of the Hall. They presented it to WotC. Those idiot suits threw money at these devs and told them to make this game we have now. From day one I don't blame the devs; I blame WotC.
Then you are very clearly blaming the wrong people. The devs coded this game...you can't put that on the suits, even after 2 patch attempts that actually didn't fix anything they said it did...lmfao...it's the devs all day on this one. Stop fooling yourself...
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