The final boss requires skill/planning, no matter what level you are. So I think it's safe to say the devs know how to create a challenge if they want to.
That'd be up to the player, though. Sounds pathetic, but if an encounter stresses me out enough and I want to out-level the content, that should be my choice. That's what leveling up is all about, it's effectively an adjustable handicap, left in the hands of the player to decide how far they want to take it. This is important freedom of choice, that doesn't hinder anybody else playing the game. I should be able to break the game's challenge if I want to. The first solution isn't really uncapped, because more power would require more development of gear, so that wouldn't be any different than a hard cap. I'd be more on board with the second solution than the first. Honestly though, the current solution works perfectly well for me. Any issues that exist from there being no level cap are completely controllable by the player. The only thing implementing a level cap will do is force players to play the game a certain way. Right now we have the choice to play the game however we want, and that's huge in my book. If we want challenge in future content, we can stop leveling, or do a new game+. If we want to stomp everything and massage our egos, we can do that too. I firmly believe this should be our choice. Thanks for reading it all, Veto
I think the best compromise is to have a boss that scales to your level or stats in some way. I am reminded of fighting my shadow in Zelda II. Or something else, so if you have strength as your strongest stat, it plays one way, dex another, int another. Which the three crystal bosses kind of do, but they don't scale to your level/stats. Btw, I just found out in the tips forum that you can scroll the stats down and get stats on dodge, crit, hp, etc!
Raw level scaling would defeat the purpose of leveling to begin with, but a slided scale would be kind of cool. Example: You're level 30, and when you fight new boss X, his level is 35. Then you level up to 40, now new boss X's level is 40. For every 2 levels you gain, he gains 1. Or something. That way it's more difficult to out-level the challenge, but it can still be done. In either case, I'd want scaling to be limited to only a boss or two.. that same mechanic has wrecked other games for me - why have level to begin with, right? I still very much dig the game in its current state. Let the player decide their challenge level, and stop leveling up when they've hit it. Yeah, I just saw that too, about the status screen.. totally wicked. Though I did notice that some stats don't show the right value. Like my dodge% is 0, despite my dexterity allowing me to dodge. Normally I'd say it's just gear bonuses, but my endurance increases my health in the same window. Still awesome though. Veto
I had that a few times as well. Close/reopen that window sometimes works. Other times the correct stats showed up after 10-30 seconds.
I'm pretty sure it varies -- if there's slime, I think each time it divides it counts. I've noticed that killing it the first time triggers another wave, so that would make sense.
So, it seems I can't post using the app as it won't let me upload pictures or post my comments... Anyway, I encountered another bug in torchlit Descent this time. Pulled the trigger in the end of the rooms, exited to be encountered by a mob of three. Noticed that I was all black (missing textures, my wolf as well, I'm part Ranger) and I could not move or attack but I could not be hit as well! Here's a pic:
Mika Mobile Love the game and continued support. However my game has glitched to where it always says I have not beat the gobwood gloomy path mission, though I have beat it probably 10 times now. This is where the witch is, so if you could fix this glitch I would really appreciate it.
Try tapping the stat as if you want to see the description. It does it for me, the correct stats will show afterwards.
Regarding the discussion about level cap. A while back someone posted about adding an option to turn on/off XP gain. I completely agree with this idea. It maintains the freedom in the game while satisfying both the pro and anti level cap party.
Sorry, new player here. How do you learn all the skills you listed with only 5 in every other stat? For instance, Aegis requires 35 strength. Also, how do you clear the Arena so fast with staff auto attack? Isn't that weapon damage and not spell power? I'm confused because Flame Weapon doesn't work on staves. Thanks!
Aargh. Just updated to 1.1.2 but managed to cause a crash already. I was playing the "Ring of Blood" quest in the Rimetooth Foothills (far north of the map). The crash happened when I let loose an Aimed Shot that I think would've finished off the frost giant mage that eventually appears in the second area. He appeared to be in the middle of an action (summoning another blue slime?) at the time. I'd been using Charm on him repeatedly (so that his own blue slimes would attack him while I stood back shooting arrows, heh), but I don't think he was charmed at the time of the crash. I was also using Lullaby to buy cooldown time for Charm and allow Song of Vigor to do its thing, but again, I don't think any of the enemies were asleep at the time of the crash. I hope MikaMobile is able to get these bugs squashed, because otherwise I'm really enjoying the game.
What do you mean? Do you lack the money or lack the stats? They have 'Black Ninja Gi' and 'White Ninja Gi' in the game and the store in capital should have them after you reach certain level. The white gi is the better of the two.
Have I lost sign of quests/missions mid-game or does it just sort of open up into only wander world exploration? After the living stone quest it seems silent. I'm looking for a princess to rescue or a items to collect.
Similar to this idea, i think a toggleable level cap would be good. Psychologically it would make me think i was playing the game the way it was intended.(even if its not really) Or maybe a simple difficulty option at the beginning which determines max level.