I don't know if this has been answered are not. Is there a way to sell to Quabas? If not, is that planned for a future release? It might be nice to sell that axe I know I'm never going to use, but find anyways, especially when gold has been scarce...
Since we began planning the shop, we've been against the idea of being able to sell, and here's our reasoning: Purchases should provide players with options to improve their strategies moving ahead, but it shouldn't be possible to buy enough from the shop to overcome the game's obstacles. So, allowing people to sell items to the shop increases the amount they are able to buy, which makes the game easier (and less fun) than we have designed. To counteract this, we raise prices, which means that, in order to have the advantages of players that do sell every piece of loot they find, every player must sell every piece of loot they find, and the game quickly begins awarding high scores for scavenging. BUT! We have just come up with an idea for some way of translating inventory in to gold that neither upsets balance nor encourages scavenging, and actually reinforces the exploration / combat mechanics of the game. There's a strong chance this will make it in to 1.1, but it may slip.
Thank you for your strong forum presence and support (all of the team). I just want to share an observation coming from my point of view, please don't take it the wrong way. I'm trying to love this game, but I usually just tell myself I'll wait for the next update after some frustrating crashes / progress loss. Then, the next update comes but in the process, there are new bugs that are brought in, and the process repeats itself, so I feel like I'm always waiting for an update. Don't get me wrong, new content is awesome and we all love it, but it just feels as though when new content or features are brought in, they are not tested and new bugs are introduced. That being said, I will never lose hope for this game, I've been watching it since release and I think it's easily one of the best roguelikes available on any platform, I just wished more testing would be done before releases. Sincerely, - Jorlen
why iphone developers develop (sry) a wheel? why not just follow logical routes? if someone will be able to raise some money for an additional potion or a spell - that won't change the results a lot.
Thanks Jorlen. This game is a first effort for everyone on the team. I had barely done any programming when I started on the project more than a year ago, but have learned a ton, and what I'm learning is constantly being applied to the new and existing parts of the game. I've got a lot of promises to fulfill, to players, the team, my boss. The best way I've found to do that is to literally do all of it at once. I never work on a new feature unless it can also refactor or reexamine an existing system to improve its stability or performance, and I never work on bugs (except the really big bugs) unless it will also make it easier for me to add new features moving forward, or there's nothing else to be done. Our pre-release testing team of over 60 has dwindled to fewer active testers than can be counted on one hand, which hasn't helped our bug-catching efforts, but we are working new testing methods, and not all of them internal. The Hell beta is definitely not going to be the last time we use the tactic. In fact, I suspect most of our new versions will include preview versions of new features, which will allow us players that want to help us catch the bugs that I can't without breaking the actual game. I wish I could do more, I really do. Thank you, and everyone else, for your patience.
There's a similarly slippery slope with potions that we'd rather not start down and end up needing to make monsters tougher to compensate for people buying too many potions.
Your reasoning on keeping the sell feature out makes some sense. I'm excited about your new idea though, and will look forward to it, as the glut of useless items does get a bit annoying at times.
I've got to be a bit cryptic at the moment, so forgive me. The idea I mentioned won't reduce the glut of 'useless' items, at least not directly (since those are still meant to have a thrown use, by design), but the feature will allow you to get some extra gold if you've got your eye on something at the shop. Loot variation has been one of our largest complaints, though, which we've so far reconciled by making more items, and overall making the Loot found be more useful and level-appropriate (honestly I can't remember the last time I found a rock in a chest. I kind of miss them...). We're trying a few new angles in the coming updates to deal with the somewhat stagnant environments and haphazard loot placement, though, which might flavour the distilled randomness of the game some and add features to the dungeons that feel more robust, if slightly precalculated. The word 'sidequest' would be inappropriate, but useful in describing the spirit of some upcoming changes.
i told actually about one or two spells or potions, not too many. just sell prices should be low enough. it's not going to make grinding possible but will allow to buy sometimes additional item, or just buy something. because gold drops are rare in some sessions.
Gold drop rates are being tweaked up for 1.08. We've been cautious introducing the shop so far because too little is a safer way to err than too many; the game was balanced and playable before the shop, so any gold drops are better than no gold drops. The amount of gold players accrue over the course of a game is something we control, essentially, since no player is going to refuse to pick up gold in any but the most dire circumstances. Selling items is much further out of a player's path than picking up gold, though, and we can't balance for play styles that include shop-grinding without also penalizing players that don't.
By the time I'm done writing this, 1.08 will have been uploaded to Apple and will be awaiting review. It's take a long time, and the last week and a half of development was riddled with unforeseeable problems. Riddled, I say! But, many important changes and fixes have been made that will satisfy and entertain. 1.08 Changelog: New Features: Game Center now supported with the game's first 10 achievements A Beta version of the upcoming Hell expansion can be accessed by entering the "OHR: Straight to Hell" as a profile name. (Case sensitive, no quotations) Multitasking support on iPhone 4 devices New Content 2 New Weapons New explosion graphics Balance Changes Unholy Fires now sets a portion of tiles on fire, dealing damage to actors that occupy them for a number of turns Snipers and Skeleton Archers now attempt to recover arrows that have been dropped / fired Length of player profile names extended from 8 to 12 UI Changes Fairy Teleport now displays log message when misfiring Whack of Glory damage is now reduced by the targets magic resistance "Return to Main Menu" button added to System Menu in-game Quickslot offsets tweaked Bug Fixes Stat-boosting equipment no longer permanently decreases the affected stat when switching floors Scrolls of resistance no longer crash the game when used Satan's Vampire Bats no longer crash the game when killed Starting loot can no longer generate with core bonuses or magic brands Quabbus once again always sells exactly 1 food item Monsters no longer occasionally walk on top of one another So, next up is Hell, and a bevy of balance upgrades to accompany it! Included in the 1.08 RC1 is the promised beta build of Hell that will be accessible to all players that want to help us test. Once 1.08 is live I'll post with some more details on what we're looking for.
hmm not trying to sound rude here. but are you guys going to release a new class anytime soon? cause as of right now i cant even look at the 100 rogues icon without getting bored. even with hell i dont think i'd play it. im so tired of the crusader and fairy..
There's more than one way to keep the game interesting. The next update, which will be 1.1 instead of 1.09, will be a lot more than the promised Hell update. We have revisited the design at a fundamental level, and are making a lot of changes that bring the design closer to what we've wanted since the beginning. Our overall goals for the update are to make Hell not only awesome, but accessible. Many fear that all of the content their $5 bought them will not be enjoyed due to the difficulty of the game if the biggest changes we bring are tucked away at the last levels, and rightly so. Similarly, it's less fun if you have to trudge through the same old content time after time to experience the new. We're addressing both of those concerns by revisiting the world / level structure of the game. Another big goal of 1.1 is to return to the roots of the design and make the experiences planned for be as outstanding as possible, most notably the mob mentality of monsters. We've gotten constant criticism from players about encountering what are effectively no-win scenarios: being teleswapped into a room with 6 robots in it, and the like. Finding a way to continue to provide a feeling of exploring a random dungeon, filled with large encounters, without ever feeling utterly helpless. This is our goal, and we are pursuing it from new directions. The Skellyman Scoundrel is coming. It will not be for, at least, another month, possibly two, but she is coming. But, our goal has never been to make the game fresh by occasionally adding another set of skills for players to tinker with, get bored of, and move on from. Our goal is to continue working until the game is something that makes itself fresh, with the same skills and same classes, time after time after time. Hopefully we can convince you of this with 1.1.
+1 on the whole add new character things. Even if you have alot of replayibility for each class I would still get bored personally. It's all about choice for me. I like to have more options to work with even if I only play as the same class. Solomon's boneyard is a good example of that. What keeps me hooked playing it is there so many different characters to pick from. Rouges is a completely different game obviously, but for me personally I still rather have more characters.
its funny that you mention solomons boneyard cause i litterally cant stop playing that game lol. even the first one. with 1 character im still hooked. im sure the insane assortment of weapons contributes to that.