iPad Pocket Heroes - (by Ayopa Games)

Discussion in 'iPhone and iPad Games' started by Echoseven, Jul 11, 2012.

  1. jbills

    jbills Active Member

    Jun 3, 2011
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    What is this "knowing of people"? I do not comprehend...
     
  2. Emuchu

    Emuchu Well-Known Member

    Apr 23, 2012
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    I know, right? Out of my friends, one has an Android, one has an iPhone but is busy being in the Navy, and the last thinks the game is too ugly. It's tough.
     
  3. bigred447uk

    bigred447uk Well-Known Member

    Apr 16, 2009
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    It doesn't require that many games. I chose to play that many. I really like this game and each adventure is different due to the different personalities of the players and random loot. If I end up hanging waiting for my turn I can't resist starting an extra game or two.

    I'll take this opportunity to apologise to all my GC friends that I have filled their game list with too many invites !
     
  4. grenadedodger

    grenadedodger Well-Known Member

    Jul 6, 2010
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    Quick idea for a future update for Brandon (even if there is a list as long as your arm of stuff to do at the minute!). Any chance of some sort of range indicator for abilities? Would be nice to know just how close to the carnage I have to get with my Rogue to take a shot or lob a fungal bomb, or just what sort of area my Mechies Ground Shaker will effect etc.
     
  5. 2GoFast

    2GoFast Member

    Dec 2, 2011
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    #585 2GoFast, Jul 19, 2012
    Last edited: Jul 19, 2012
    I am wanting opinions on how players would feel about the game keeping track of "Average rotation time" and listing that spec on the player listings?....(assuming that this could be done of course....lol....I am sure Brandon is looking for more to do....lol)
    If the game could register the amount of time it takes from the time one player hits "End Turn" to the time the next player hits "End Turn" this stat could be called "Rotation Time" for that completed play. By keeping track and averaging this time we could see the average rotation time for a player to complete their plays....which would directly effect the length of time that a complete game would take.....IOW....four players having very short rotation times would complete a game much quicker then players with longer rotation times.
    To me, this stat may be more important than how much gold or how high on the leader board a player is when setting up a new game? Players with very short rotation times would probably be chosen first as potential party members if possible.

    Just throwing it out there.
     
  6. Brandon Pollet

    Brandon Pollet Well-Known Member

    Thanks! We're putting in a simple solution with the first update, we're putting the range of each ability on the ability description right below the AP/MP cost. In a future update I want to do overlays on the game grid that show you the range and target area of each ability.
     
  7. Pitta

    Pitta Well-Known Member

    Oct 19, 2008
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    While we suggest things.... :p
    I dunno if it's intentional, but the fog of war is a bit 'bugged', meaning I can clearily see under the dark squares if there are enemies (both on iPhone 4S and new iPad).

    Another strange thing I noticed (but maybe it's just me, asking just for confirmation):

    WATCH OUT, QUEST 6 SPOILERS.
    We found a group of monsters that where luring us towards a chest (cool, too bad all chest are bugged).
    We chased them and suddently noticed like an ARMY of monsters inside a cave (there is even the graphical entrance).
    But...we stayed there, nothing happened....the cave has no interactions.
    Was this supposed to be so?
    I thought that it was a trap and we were about to be wiped out by the army.

    Btw...that kind of situations/interactions are more frequent as we play...and they are really cool.
    Maybe, next time, it would be cool to include more of those in initial quests too, not to give the impression it's just a fight after another.
    I dream about a storytelling/interactions heavy/puzzles future quests.
     
  8. grandall

    grandall New Member

    Jul 13, 2012
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    Response with more spoilers:
    I found those monsters too, and also figured that opening the chest would bring them all out so we left it alone for a while. I think those monsters are the ones that are then brought out later after you grab the orb, since on the way back we checked out that cave again and most of them had disappeared. My guess is that the monsters are all pre-populated on each level when it starts and then those groups are teleported into place when a player triggers them with the orb. The fact that it looks like they're waiting in a trap inside that cave might just be coincidence.
     
  9. Pitta

    Pitta Well-Known Member

    Oct 19, 2008
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    Thanks for the reply...but I stopped reading because we are just there :)
    I'll read more when we will actually end the quest.
     
  10. Brandon Pollet

    Brandon Pollet Well-Known Member

    You've got it right. I'll look into it and make sure they are better concealed.
     
  11. Emuchu

    Emuchu Well-Known Member

    Apr 23, 2012
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    Ooh, just a niggle that I was hoping could be addressed: For the Rouge, I couldn't quite tell the difference between the Poison Bomb and Nightshade abilities. My initial thought was that the bomb was AoE and that Nightshade probably would do a lot of damage, but be single-target.

    But judging from the icon, I though Nightshade was an archery skill, which it isn't. That should be clarified. Also, is there a point to Nightshade, since the poison bomb seems to share a similar functionality?
     
  12. tofubean

    tofubean Well-Known Member

    Jun 21, 2010
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    A few bugs i noticed when i am playing.

    1) Standing on the same tile with an alive monster. Must kill that monster before i can move away...
    2) Boss died after team mate kills it. But next turn, it returns with 1 hp to kill me... What's up with that? lol
     
  13. nightskys

    nightskys Well-Known Member

    Feb 8, 2010
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    I can't wait for a delete game button. Games that dont move in a week should not be in my list.
     
  14. Brandon Pollet

    Brandon Pollet Well-Known Member

    I think we could do a better job of defining those two skills. I think you're right that fungal bomb should be an area of effect and should probably spread out some of the damage that it does. If we did that, then Nightshade could be a heavy damage single strike, but that's really what Hemlock does.

    I think our original concept for Nightshade was that it would add poison damage to your current weapon for a number of turns. So it was a way to boost the capabilities of your weapon before you went in to combat. We got away from that at some point, but I may go back and implement it that way.

    Just so everyone knows, 1.0.2 has been submitted to Apple and it fixes a TON of the problems that people are having. We're waiting for Apple to approve it but as soon as they do I'll let you know so you can all go grab it.

    Now we're starting to work on 1.0.3 and part of that update will be taking another look at the character abilities now that people have been using them 'in the wild' to see which ones needs to be tweaked. If you have any suggestions or ideas please let me know.

    Although, before I get flooded with comments, Power Sap, Smite, and Hot Punch, have all been greatly improved in 1.0.2 so you can skip suggesting those for now.
     
  15. Pitta

    Pitta Well-Known Member

    Oct 19, 2008
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    This is great news Brandon!!!!
    Really looking forward to it!!!

    BTW, probably already mentioned, but the log messages are sometimes broken.
    Like if I heal myself, my pals read something like: Crom healed himslef fro 12 damage.

    Can't wait to try the update!!!
     
  16. Brandon Pollet

    Brandon Pollet Well-Known Member

    That Boss came back from the dead to kill you.... he must really not like you.

    Seriously, I've put in some fixes for the 'coming back from the dead' problem in the 1.0.2 update, but I can't promise you it's completely gone. I think what's happening is that a few of the abilities in the game aren't properly syncing the damage they do across turns. So while in one person's game the Boss dies in your game he still had 1 hit point left, so he's allowed to run his AI and attack again.

    Like I said, I think you're going to see this a lot less after the new update, but if anyone does see it again please let me know what abilities you were using on the enemy so I can try to track it down.

    The enemy standing in the same tile as you should be fixed in the update.
     
  17. Brandon Pollet

    Brandon Pollet Well-Known Member

    I spent a lot of time tracking down the bogus messages for abilities, all of those should be fixed.
     
  18. Pitta

    Pitta Well-Known Member

    Oct 19, 2008
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    Perfect...I do hope Apple put this update in their fast track lane!!! :)
     
  19. Brandon Pollet

    Brandon Pollet Well-Known Member

    Before I jump off of here I want to say something about deleting games.

    I know everyone wants this functionality, and we are going to provide it, but I want to explain why we don't have it there now. The problem with deleting a game is that, right now, it would orphan the characters in that game. While you may be fine with your character disappearing the other players in the game may not, especially if they have a lot of awesome gear or gold that would be lost as well.

    So, to allow for people to delete games without destroying another player's character and gear we have to create a place for those characters to go so they can live to fight in another adventure. That is something that we're working on for 1.0.3 and we're hoping that it will solve the delete games problem and help with the 'I can't find anyone good to play with' problem.

    We're still working out the details but when we get it nailed down a little better I'll jump on here and give you more specifics about how it's going to work.

    Thanks!
     
  20. darkteletubbie

    Feb 13, 2011
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    If customers are paying for gold, it would make much more sense to have a way to move it across games. I was pretty disappointed to buy 750 gold to not only find that it was for that game, but that I couldn't even 'replay' that game after I beat it. Maybe some sort of token system at the account level that can convert to gold in a game would even be nice.
     

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