I am not sure it makes sense, because the damage that the skulls do to you includes a random component, which depends on the durability of your armor. At least I think so.
Yes, me too. I often die while having available spells that would solve the problem that killed me, but I didn't even realize that I was near death. As far as the sound effect, thanks to whoever mentioned it. I didn't know it existed because I never am in a place where it makes sense to play with audio on. That's why I rely on vibration in other games to keep me informed. The idea of changing the background or border color would work just as well.
Still can work with my request. As long as the skulls have a chance of taking you down then the screen goes red. It's just meant to alert you that you may want to do something because you may be in mortal danger.
I think the durability only impacts how much armor you have left after an attack, and doesn't impact how much damage you take (or don't take) on the current attack. So if you have 50 armor and 90% durability, you'll have 45 armor after the attack (which absorbed 50 hp from the skull damage).
I just want to be able to decide if I can ignore the skulls and do something else. This becomes very difficult later in the game when the math gets more complicated.
Yes, I understand that. But, usually you'll be attacked by many skulls in the same turn, and so your durability affects how much damage you take from the 2nd, 3rd, etc., attacks. Doesn't it? I also think the durability is random, not deterministic, i.e., on average you will have 45 armor after absorbing 50 damage in your example, but there is a random element to it. I certainly could be wrong about both of these things. I've never tried to work it out exactly.
Does anyone know when fireflame will be back from his vacation? I sent him a PM, and I want to see his response
After all the time I have spent playing this game, I am a little embarrassed to be posting this, but does anyone know of a complete reference to what all of the different attributes are? For example, even after dozens of hours of play, I have no idea what "luck" or "DEX" does. A full list would really come in handy.
True, and upon the flashing red screen, it would be nice if in the health area could say, for example 100 (-55=45) or 100 (-105= -5) and in the case where ur dieing, the equation would have a big pulsating x on it or something this could help us make better decisions. Additionally, lets say ur dragging a path to kill skulls, the math could change too.
Well, while I do agree with having a flashing red background or something that lets you know when you're low on health, this suggestion you have here sort of removes the uncertainty of the equation. Things aren't that linear because you also have to take into account the shields, the probability of them letting damage go through, and the like. If the formula just plain out lets you accurately determine how much damage you'll take, that sort of defeats the purpose of this kind of game. My 2 cents Regards, Paulo Tavares
I can't remember them all off the top of my head, and I don't remember DEX, but LUK adds 1 to the health value of all potions and 5% to the chance of a bonus coin.
I don't have a list or anything but I have figured out all of them (I think...) so if you want to ask about any I'll do my best to let you know. Luck: As kaboom stated above. So once the bonus coin is maxed out all it does is up the number of life you get from each potion Dexterity: +5% bonus shield chance and +1 to amount of armor repaired for each shield gathered (note this does not effect how fast the upgrade bar fills up per shield. Only how much armor is repaired. So while it will help more of your shields collected go to upgrading equipment (since it takes less to fully repair armor) it doesn't actually speed up your upgrades that much if at all)
Thanks for the info. I wish someone (cough cough FireFlame hint hint) would put a full list somewhere. I gifted this game to both my brothers yesterday, and a reference would certainly help cut down on the explanation times.
Are your tooltips not working or something? Because there are tons and tons of tooltips and descriptions for everything in the game...including DEX. I don't mean to sound rude. I just don't understand how people can overlook things like "how can I level up my class" when the information is all right there in the game already. :\
There are some tooltips in the game, but many places don't have any. Besides which, its very difficult to learn how to play a game just from tooltips. Imgaine if you were playing chess, and you found about about how the pieces moved by touching each one. Probably not as useful as a more complete reference before the start. You might even never discover something like castling, because you didn't think to tap on some spot. The tutorial is useful in DR, but a more complete reference would be much more so. I don't think you are being rude, I think you are misguided. For example. I have the game in front of me. I am in an "Upgrade!" screen. One of the options is: Boost UP +Upgrade Per shield +UP:0.25 There are no tooltips on this screen. I know what this means, because I have played this game a lot. My brother just started playing this game yesterday. He has no idea what this means. The best and most addicting game on the App store (which IMO is what Dungeon Raid is) could be made better if it included a reference of sorts for new players, beyond the existing tutorial and occasional tooltips. I don't mean to sign rude either, but I just don't understand how people could possibly disagree with that.
I think the purpose of the game is to give you interesting decisions, not test your skills at arithmetic. If the game could add up numbers for you and you still decide what to do based on those numbers, I don't really understand how anyone could object to that. There's no way that can be considered the interesting part of the game. The game already adds up the damage you will do and tells you which skulls you will kill, rather than making you compute it yourself. Is that a bad thing?
The only problem I see with that is many people won't want to read something like that since it would be very wordy and daunting for new players. My suggestion would be three fold... 1) Have a glossary as one of the main menu options (and also add it to the pause menu) which lists every ability, bonus, special monster, etc with a description of what they do. Players could look up anything they are confused about as they come across them. You could even have some graphics for stuff like Rune showing examples of what DOES work and what DOESN'T work. 2) Beef up the tutorial a little bit for FAQ. For example the first time quick is offered I'd have a little pop up show up and explain it (but only if the game was started through tutorial). Then at the end of the tutorial put a little thank you message and then let them know about the glossary before going back to the main menu. Something like "Congratulations on finishing your first raid! Thank you for purchasing my game and I hope you continue to enjoy it! If you have an questions check out the glossary on the main menu for brief descriptions of everything in the game." 3) Continue beefing up the tool tips. I love them and they are how I learned the game myself! How about if there was just a spot on the UI that showed the total attack value of ALL the skulls on the field. It wouldn't account for specials abilities (like the brutes throwing damage) or the durability of your armor (which as pjft pointed out adds randomness to the damage formula) but it'd still give you an idea of how much of a smack down is coming your way w/o lots of math and it would maintain the randomness and strategy aspect of the game which I too wouldn't want to see go away.
A big problem with something like this is keeping it up to date in an evolving game. History shows that what tends to happen is that the documentation falls behind, and then it can be more frustrating than if it didn't exist at all. I certainly have no problem with it, if the developer has the commitment to doing it right, but it's a substantial effort as evidenced by the fact that most games don't do it.