Don't worry too much about it. Creator's got his vision, and player has his ideal. Sometimes they mesh, sometimes they don't. Not a big deal. Question is, are you having fun?
Don't let it bother you, David has "never" been wrong from what I've seen. They guy who designed, coded, and implemented everything in the game compared to his genius? Imbecile, obviously
I haven't played with the changes that much. I also tend to dislike things changing too fast. I'll give him a lot of credit for making the game relatively well-balanced in the first place. Basically, I figured out the best way to play the game as originally released, and he's going through and making a bunch of changes to nerf the things that worked the best and some buffs to things that were underused in the best strategy. In general, you have to do something like that, if you want all options to be attractive. I'm not completely convinced he's going to succeed---it seems like if he's not careful he might end up making the game quite a bit harder, when he was trying to make it easier---but he deserves the benefit of the doubt, for now. I probably understand the underlying math of the battles better than him---this is right in my area of expertise---but there's a lot more to it than just that.
I'm not very good at this game (highest levels ever are Rogue 6 and Warrior 5) but have found the game to be more difficult in its latest version. I'm not sure if it's the enemy abilities, which I try to pay attention to but usually kill me anyway, or the Warrior's new shield stats or what. Starting afresh, would Warrior still be the easiest/best class to use? Just looking for general opinions and/or strategies, since I really like the game and want to improve. Thanks in advance for any advice.
If it can ease your concerns since last version there's 5 more confirmed Nicodemus kills in my reported stats (although not everyone used GameCenter, and maybe some more who were not internet connected at that time) and another 8 who made it to the final dungeon without killing Nicodemus. Many more make it past level 15 too which was a stonewall pre-1.15. I don't think I'm in huge disagreement with David's views and I can understand his concerns. Keeping an eye daily on players progress. Will do some further tweaks in 1.17 but not close to the 1.15 ones. More on 1.17 later this weekend as we get closer to 1.16's approval. 1.17, as mentioned earlier, is a light update and kind of a bridge toward the new classes of 1.18.
I don't want to bash Dominic, he's been one of the most active Game devs in this forum for his game. Which is a good thing for the most part. I can't get back into the game now, it was fun getting to where i was, not as fun trying to get alll the way back. I'll probly play it again later, I still like the game..it's my own fault I guess for trying to use someone else's strategy, next time I'm gonna play it the same way that got me as far as it did. I don't know crap about math, but I do know how to play the game (I think) Good luck to the Dev and everyone else who's playing this game.
Finally decided to pick this up. Playing with a mage but am having crashes. Seems like they usually occur when I try to use a "time warp" to go back to the last spin reel. Anyone else have this issue? Bear in mind I haven't read the 58 pages before this one.
Tell me as much details as possible and I'll be on it asap. Thanks. EDIT: Just noticed you have a 3GS in your profile. 3GS have issues on the current version which will be fixed on my next build. If you want a refund let me know in private message and I will assist. Sorry for the trouble.
As much as I'm tempted by this game, the slot mechanics like they would get boring quickly. Can anyone comment on that? Will there ever be an alternative way of combat? Thank you!
While I can't objectively comment how fun the slot combat is I can say that it's there to remain. It's not just slots though: it's more like a video poker system where you get a round of holding symbols/respin and can use cooldowns to manipulate results. I'll link below a pretty long video explaining the game's pros and cons by a player. Do note that it's a bit old and the game got a few updates afterwards clarifying combat output, which symbols are useful/not and there's now enemy abilities that makes opponents unique: Subscribe to the TouchArcade YouTube channel
I have yet to come across an RPG that changes its combat mechanic in a patch. Changing them drastically between numbered games do occur like from Ultima VII's RTS to Ultima VIII's arcade action. And I do share your sentiment that after a while, the slots mechanic makes it feel like I am in a club playing a Jackpot machine...
Personally I'm still finding the game fun. I like the slot machine mechanic. I feel like most RPGs have it under the good anyway, this game just brings it out and lets you manipulate it.
Yes. Here's a recap of what's coming up for Dungeon Plunder (some information is repeat from former posts that may have been missed): * Version 1.16 has been under approval since tuesday so it should be live any day now. It will bring, among other things, the new quests types along with a few more world encounters: * Version 1.17 will be submitted the day following 1.16's approval. It will be fairly light feature wise compared to previous updates as I used the time to refactor the code to allow the new classes to be integrated and the easter weekend took lots of my free time. Two biggest changes: Deluxe Edition and Heroic Edition will be phased out. As a special thank you for being early adopters all Deluxe Edition owners will receive for free an exclusive Goblin Rogue never to be available again: There is still time to upgrade until version 1.17 will be approved. The Deluxe Edition will be replaced by bundles of 3 skins each sold for a $0.99 single time unlock. They will be available on class-based packages which means there's 3 new heroes, one for each class, that will be available: Deluxe Edition owners will be able to complete their current set of 6 models (well 7 with the goblin ) for a single $0.99 upgrade option. Version 1.17 will also have some additional slight upgrades all classes. I will publish the full notes on submittal here. * Version 1.18 will introduce 2 new classes! The ranger is one of them: We had a survey earlier this week to determine one of the alternate pet and the dire wolf won. Here's a preview of it: The ranger class started to be integrated and will feature new mechanics. One of them is range which will allow the player to avoid damage from the opponent (except for the breath and surge triggers). The ranger will also occasionally have special offensive combos on the reels: 1.18 may take slightly longer than a week to submit depending on how the whole balancing thing ends up but I'm aiming to have both classes ready for it. Exciting times ahead for Dungeon Plunder. Can't wait to see your reaction trying them out I will get back working on world encounters and player requests in 1.19.
Was waiting for 1.17 to fix the 3GS issues before reinstalling, but sounds like it might be better to have it installed before the update. To be clear, though, both before and after the update, the only IAPs are just for skins not anything that affects gameplay, correct?
I appreciate the 99 cent skin upgrade for Deluxe owners who already purchased a lot of those alternate skins, good job with that. Something I'm really impressed with is that the grave encounter has the name of your old character, I found that was some real genius. Still crossing my fingers for tasmanian tiger as another ranger pet skin.
Confirmed. A game with a premium price with gold purchase or what not will not happen within these halls Some of the additional content, such as extra classes and skins, are sold separately however but will be very fairly priced. To be fair I'm not inventing anything much there: encounters with former characters are a staple of many roguelikes