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Liberty Tests - April - v.01 to v.04

  • Liberty
  • 04/18/2014 08:31 PM
  • 11182 views
Just various videos of me playtesting the game. Not much commentary but there's ideas, thoughts and pointing out issues/errors.




Posts

Pages: first 12 next last
Craze
why would i heal when i could equip a morningstar
15170
uh the wyrm warriors page is not the place to discuss it, feel free to PM me if you want to know more. BACK TO HUNTING THE DRAGON
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
DCSM, the sequel to Marvel Brothel
CashmereCat
Self-proclaimed Puzzle Snob
11638
author=Craze
karsu's and i's current project was disallowed for rmn's hosting services


Are we allowed to know why

What's the game called
Craze
why would i heal when i could equip a morningstar
15170
i got a promotion to a full-time position, and also karsu's and i's current project was disallowed for rmn's hosting services so i don't have as much reason to spend time here... i'll try to pop around occasionally though, especially since this project has taken off!
Where've you been man? Missed having you around. :<
Craze
why would i heal when i could equip a morningstar
15170
leave it to craze to have a manic episode turn into a loved dungeon crawl or community project
unity
You're magical to me.
12540
It all worked out for the best ^_^

Honestly, I think the game would be much poorer without your additions. Of course, technically it wouldn't even exist without you ;)
Craze
why would i heal when i could equip a morningstar
15170
yeah sorry i do a lot of little things when i gam mak that make it easier for -me- to database things because i know what's going on but

wwwwelp

good thing you have a Loc Kez on hand
unity
You're magical to me.
12540
It's ready, so download it and go to town ^_^ (it should say WYRM WARRIORS v0.05 when you download).

Thanks very much, you're totally awesome! :D
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
unity
You're magical to me.
12540
LockeZ, you are a lifesaver. This explains so much, like why getting Riveting Combo to work was so difficult. I started off with the number really low, and had to keep upping it to get the desired result.

When the handoff occurred, I wasn't given detailed instructions (I'm not blaming Craze, he told me to look at the code and my own examination of the code did not catch that).

The current numbers are a combination of me trying to use what made sense, given the numbers, and a lot of tweaking.

author=LockeZ
If you ask me to balance the skill numbers I will start vibrating in excitement, like seriously.


Are you volunteering? If so, I'll take you up on that. :D Just let me upload a new version with the small edits I've made so that you can edit the most up-to-date one.
Lock Zed is vibrating so hard right now he can molecularly pass through solids.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Found the problem. For multi-hit abilities like Riveting Combo and Pin Down, the power of 0.6 or 0.7 or whatever is split across the hits. So each of the three hits in Pin Down actually does 0.2 damage.

But for random-target abilities like Flurry, each of the three hits gets the full amount of power. So each of its three hits does 0.7 damage. This causes it to deal a total of 2.1 damage - three and a half times as much as Pin Down.

Looking at the power of the skills, this was clearly unintended. Craze (or Unity) was apparently thinking that each hit in Flurry did 0.6 damage, and balanced the skill as such.

This is easier to just use as coded than it would be to change the scripting. Unfortunately it looks like about half the skills were balanced according to someone thinking it worked one way and the other half of the skills were balanced according to someone thinking it worked the other way. I don't know if this is the result of the game passing from Craze to Unity, or just the result of some skills being buffed after testing and others not.

If you ask me to balance the skill numbers I will start vibrating in excitement, like seriously.
unity
You're magical to me.
12540
Thanks for the data. I'll add this to the list of bugs. In the meantime, I can try to even things up by fiddling with the numbers.

The damage calculations should be simple, given they're both based on a fraction of Attack... The damage is also being done through custom Craze code, which, when I look at the code, I can't actually figure out. My lack of understanding code is hampering me quite a lot, here, unfortunately :/
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
According to the database, Pin Down is 86% as strong as Flurry. And according to the damage code in the scripts, with the equipment I have on them in my save, Rackward should be doing about 87% as much damage as Rosie if they use the same skill against the boss. But for some reason Rackward's Pin Down does 1/4 the damage of Rosie's Flurry against the boss. It sort of confuses me and I think there is actually a bug.
unity
You're magical to me.
12540
Good point. I'll nerf those and test again and see how it goes, because they are pretty overpowered. (and Pin Down and Perfect Hit seem to be underpowered)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's totally possible to make a game where every ailment has a 100% success chance even when attached to a damage spell, but it's probably not a good idea in a turn-based game where battles only last two rounds because most of the alternative balancing factors come in the form of time. Cooldowns, charge time, ailments only lasting a quarter of a round, that sort of thing. But these battles don't have enough units of time for that to work. So you'd probably need to invent a pretty unorthodox way of balancing the skills.

I'd leave it as is for now - it's not causing problems yet.

What might be causing problems so far is how strong the first few AOE skills are compared to the single-target skills. Andri's two AOE magic spells do about 80 damage and inflict an ailment. A little OP when hitting everyone. Rosie's Flurry is even stronger, plus it can do 320 single-target damage if there's only one target, plus it can crit. I think the damage on all of those skills should probably be halved. (If you halve the damage of Flurry it'll still be twice as strong as Pin Down... but that's more due to Rosie's high attack power than anything else)
It's fine. It's a good thing that you pay attention to what you think is an improvement, just make sure that if you add something in it's not just because someone suggested it, but that it also fits the game and characters. You're doing a good job so far, though. The demo was a lot of fun, which is always a good thing.
unity
You're magical to me.
12540
Gotcha. In the case of Rackward's Pin Down, it's actually a case of me forgetting to mention in the description that it also does damage XD;;

I didn't mean to be catering more than just learning good game design ^^;; But I probably shouldn't have taken it so seriously since you mentioned it being a pet peeve. ;)
It's okay, you don't need to cater to me. I'm just whining because it's one of my 'issues'. XD
Honestly, some people might prefer it as is~ A simple spell that lowers a stat.
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