Pylon - ARPG In Development [Quantum Squid Interactive]

Discussion in 'Upcoming iOS Games' started by QuantumSquid, Nov 9, 2012.

  1. pylons

    pylons Member

    Apr 23, 2014
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    I've tested dual wand gives 15% cast speed. Mix them you get 5 phy att and 5 magic att. The best weapon is dual wielding.. You got two special skills and gems slots.
     
  2. QSI_Lucci

    QSI_Lucci Well-Known Member

    Nov 8, 2012
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    Artist/Designer
    Oregon
    Heya, thanks for reaching out to us!

    To help clarify, when you use your basic attacks on enemies your potion doesn't begin to fill back up if its empty?

    Also, Potions don't give +HP regen, and neither do any of the upgrades. They just heal for flat amounts.

    On Focus - If you have an upgrade rank in Focus, it means when you use your potion, the potion will reduce any abilities' cooldown if that ability is currently on cooldown. As an example, I've used BLUR a couple seconds ago. The cooldown is ticking down, 30, 29, 28. Then I use a potion with the Focus fully upgraded and I see that timer jump down to 18, 17 etc.
     
  3. QSI_Lucci

    QSI_Lucci Well-Known Member

    Nov 8, 2012
    52
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    Artist/Designer
    Oregon

    Right so with Riddle of Steel, I'm not sure if its just a display bug or an actual stat bug where you truly don't get the effect unless you reassign it. We'll have to look into that. Thanks for hitting us up!
     
  4. QSI_Lucci

    QSI_Lucci Well-Known Member

    Nov 8, 2012
    52
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    Artist/Designer
    Oregon

    Here are the other combos ;)

    One Hand Sword / Shield = 10% reduced Physical damage
    One Hand Wand / Shield = 10% reduced Magical damage
    Duel Wield Swords = plus 15% Attack Speed
    Duel Wield Wands = plus 15% Cast Speed
    Duel Wield Wand / Sword = plus 5% Physical and Magic Damage
    Two Hand Sword = plus 10% Physical Damage
    Two Hand Mace = plus 50% Crit Damage
    Two Hand Staff = plus 10% Magic Damage
     
  5. clpalmer

    clpalmer New Member

    Apr 25, 2014
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    At least as far as damage goes, it's definitely not just a display bug. The monsters take a noticeably longer time to kill so the damage being shown (much lower than normal) and progress of their health bar decreasing (slower than normal) and time to kill (longer than normal) are all in sync with it actually not applying the stats.
     
  6. QSI_Lucci

    QSI_Lucci Well-Known Member

    Nov 8, 2012
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    Artist/Designer
    Oregon
    Awesome, thanks clpalmer.
     
  7. bbweiners

    bbweiners New Member

    Apr 22, 2014
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    QSI_Lucci,

    Thank you so much for explaining how potions work. I had no idea that they only regenerated when using a basic attack. I only used the basic attack until I reached about level 3 or so, and then I switched over to only using Whirlwind.

    I also didn't get how focus worked since I had never used a potion during cool down.

    The HP regen stat must not have anything to do with the Health Potion.

    Once again, thank you for your help.
    It's a great game!
     
  8. QSI_Lucci

    QSI_Lucci Well-Known Member

    Nov 8, 2012
    52
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    Artist/Designer
    Oregon
    No problem, glad I could help. Thank you! ^^
     
  9. pylons

    pylons Member

    Apr 23, 2014
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  10. pylons

    pylons Member

    Apr 23, 2014
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    I only use those "almost-instant skill" one hit, most of regular monsters died. that way, I can use skills always. it becomes very fast. Also, the breakable object nearby will all be broken during the attack.
     
  11. major2o1o

    major2o1o New Member

    May 3, 2014
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    still no eta?
     
  12. pylons

    pylons Member

    Apr 23, 2014
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    nope.. sorry
     
  13. Emether

    Emether New Member

    May 13, 2014
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    Hi,

    Thanks for having released such a great game. I have been playing it quite a long time now, and I find the possibilities very interesting. I have a few concerns about the game and I will detail them below, but overall I think it's an excellent game, especially as it's free to play with no paywall.

    Disclaimer : English is not my native language, sorry for any bad spelling.

    1 - Skills and abilities' progression

    Skills are very well designed and interesting to use. But I noticed that there are two categories of skills : the ones where you only want to spend one point in, and the ones that are useless if you don't maximize them.

    The skills and abilities you have to maximize are exponentially good. Indeed, at first sight their progression seems linear, but in reality it is exponential. Take the Warrior's shielding skill for example. At level one, it prevents 25% of damage, then it prevents 10% more each level. Looks linear. But take an ennemy that deals 100 damage per hit. With a level one skill, it deals 75 damage. When jumping to level two, it deals 65 damage. This means that investing a second skill point allows me to negate about 13% more damage (75 -13% = 65). Going from level 2 to level 3, I will prevent 15% more (65 -15% = 55). From 3 to 4, it's 18% more. From 4 to 5, it's 22% more. And from 5 to 6, it's 29% (35 --> 25). Every point spent is much more useful than the one you spent earlier. In fact, this skill is totally useless at level one (high cost, long cooldown, poor damage prevention) : preventing 25% of damage for such a cost is totally underwhelming. Why not make it prevent 75% of damage on every level, but make it last longer as you level it up (in addition to having a decreased cost and cooldown) ?

    This is also true with abilities like "Chance to stun on hit". Each stun item you stack gets much better than the previous one. If I use an item that gives me 5% chance to stun on hit, that means 95% of my hits will be normal hits. But if I already have 4 or those items and I add a 5th "5% stun" item, going from 20% to 25%, I won't really gain "5%". It simply means that instead of having 80% of my hits being normal hits, 75% will be normal hits now. It's a 6.25% improve (80 -6.25% = 75). It means that theorically, "permastun" is reachable, and I imagine it should not be.

    You have adopted a great system of diminishing returns on armor rating and dodge rating. Why not apply it to stun ? I am currently testing a dual wielding swordsman with about 20% stun, and the game seems ridiculously easy as most enemies barely have time to damage me once before they continuously get stunned. Woudln't a stun rating with diminishing returns be more balanced ?

    2 - Item picking

    As it has already been discussed, it is sometimes annoying to pick items manually. I certainly understand why it has been designed this way, as Consume is a really great tool to use. But why not create a "pick" button not far from the "consume" one ? That way, you could pick items without having to spam the field with your fingers, while still having the possibility to consume items.

    3 - Skill power level

    Unlike in most skill tree games, in Pylon we can access the ultimate skill of each class without having to spend any point in other skills. Considering the ultimate skills are dealing much more damage than low level skills, why would anyone spend any point in a damage skill which is not an ultimate one ? Theif's ultimate and Mage's ultimate each allow you ti kill all enemies on the screen in one hit (except bosses). With six points in each skill and a cooldown decreasing potion and the Clarity skill, you can spam your skills endlessly and wash an entire level without fearing anything. Isn't it a bit overpowered ?

    Why not make real skill trees ? 60% of the skills you designed will never be used by characters above level 15.

    Why make skills that can deal 20x weapon damage ? It clears the screen from any ennemy on sight. Why use basic attack, except for replenishing potion, then ?

    4 - Skill damage calculation

    Skill damage is calculated from weapon damage. This sounds great, but I have a question : is only the "weapon damage" used, or does the attack speed increase the damage dealt ? In other terms, does it take the DPS as a base of calculation or not ?

    If it only uses the weapon damage without looking at the attack speed, it means that using fast one-handed weapons is extremely underwhelming for any damage-dealing skill. Slow two handed weapons look like a much better choice for skill using, often dealing three to four times the damage of their fast one-handed counterparts.

    5 - Skill cap

    You can only use three active skills and three passive skills. While this is not a problem with active skills (I don't want to have to click everywhere on the screen to use tons of skills), I find it disappointing to have to choose only three passive skills. Indeed, it means that past a certain level, you know you won't acquire any new skill. Once you have your six skills, you know that there is no more progression except the fact that you spend more points on existing skills.

    You can go up to level 40, so why is the maximum level required for a skill only 10 ? When reaching level 10, you just reassign all your skill points and invest six points in the Rogue's ultimate, you kill anything except bosses in one hit, and job's done. Why not say that a basic skill (like Backstab) could be upgraded at levels 1 - 3 - 5 - 7 - 9 - 11, while an ultimate skill could be 10 - 14 - 18 - 22 - 26 - 30 for example ? In other terms, why not say that each level in a skill requires your character to reach more levels, the space between levels being higher as the skill is more advanced ?

    And again, using skill trees would also be great to solve this, wouldn't it ?


    This is all. Again, I find this game great and I have had a great time playing it. The points listed above are only the ones where I found the gameplay a bit odd, but they don't mean I didn't like the game.

    Thanks for reading,

    Emether.
     
  14. anuloid

    anuloid Active Member

    May 13, 2014
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    really good game!!! though keep us wait so long to play :)
     
  15. Edmilan

    Edmilan Well-Known Member

    Dec 2, 2011
    1,519
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    Philippines
    Released? As in now available for iOS?
     
  16. Emether

    Emether New Member

    May 13, 2014
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    Dunno, I'm playing on Android. I guess that the developers would say it here if it were released on a new OS ?

    Emether.
     
  17. BuckDanger

    BuckDanger New Member

    May 28, 2014
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    massachusetts
    #257 BuckDanger, May 28, 2014
    Last edited: May 28, 2014
    Hey, so there is several different things I wanted to ask you folks over at quantimsquid, but I guess the easiest thing do, would be to ask you folks if you plan on maybe making some sort of guide, or know of any game kids out there who have?!?! BC I have been playing this game in my spare time for a few min (haha yeah.... Min, we'll just say minutes) a day and there on my windows phone for a bout a month now fiddle fu*king with every combination. And am just FINALLY starting to actually truly understand how exact the.pieces fit, but I still think I'm not quite there. JUST found this forum THANK GOD! helpful! And right befor I did I figured out the blacksmith. I have found myself repeating levels to get coin... Its cool. I'm ok with that. Helps me fall asleep at night. But some sort of guide to explain what corresponds w what, and boosts what, and kicks the crap out of what, Ya know! ALSO, is the android version different then the windows version? Because I had it before I got the windows phone(a while back, probably the day it came out) and I didn't get far in the game what so ever and it was so much easier. Maybe it was just the trial version. Please respond. As you can tell by my post, I'm not a huge RPG gamer... But I REALLY LIKE THIS GAKE A LOT😁😁😁😁😁 thanks
     
  18. Edmilan

    Edmilan Well-Known Member

    Dec 2, 2011
    1,519
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    Philippines
    Wow it's been so long and still no iOS release. Already playing DQ8,BH: Legacy and Monster Hunter.My interest and hype for this game is nearly gone lol.
     
  19. ZeDDiE80

    ZeDDiE80 New Member

    Apr 7, 2014
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    Haha, this is amazing, i made the switch to iPhone about 6 months ago and one of the reasons was that I wanted to play all those new games and now games is starting to get released on Android before iOS and this game looks like vaporware for iOS.

    Tried it on my old Nexus 4 and the game looks good but I won't switch back just for this though :).
     
  20. Altair_89

    Altair_89 Member

    Jun 1, 2014
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    I liked how it looks like and the effects, too. When it would be ready?
     

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