- Joined
- Jun 11, 2017
- Messages
- 988
Aah too bad for me, idk if I will ever buy reforged but who knows
About the English thing: want me to make a giant post about improvements? I can do all the text that I can see in F12 log very easily, but text in cinematics would be harder and take a lot more time. Would still be happy to do that too, but that would be a matter of weeks instead of days.
Oh yeah btw: in the letter quest, when you take it to the Captain, his reply in the cutscene is untranslated.
As for suggestions: I'd have to think about this one. I like how bandits and neutrals respawn, because they don't give you so much loot that you become OP, it's mostly for gold/xp purposes which is very well balanced IMO. Only thing I'd change is that more items would drop from elite/champion/boss monsters instead of from chests, because that way it would be more rewarding to kill high level monsters. Chests are 'free' if you can get to them, so I feel like they should not contain valuable permanent items, consumables would fit better for example (they already sometimes do, but a lot of chests only contain permanent items). There are respawning strong monsters guarding a tomb/chest/place of power, those would be better suited to contain the items that chests do now. Of course, the reward chests you get from certain quests are fine as they are now because they have specific requirements.
For new content, I don't really know. I'll try to think of ideas. The map already has plenty of subzones, sidequests etc. That's actually one of the things I like most about it.
I don't get any access to anywhere after it dies, I get stuck :/ the last message from the Priest is 'the portal is beginning to open, continue the fight' when the boss reaches 50% hp. I kill the summon that gets the boss hp to 0, it summons one more mob and just disappears. Doesn't even have a death animation/sound or anything. After it dies, nothing. Priest still invulnerable, no new messages. I do see a zone transition place on the minimap, but it never triggers anywhere and I can't leave the boss area.
I actually looked up pages on Ny'alotha and the C'Thun bossfight because you mentioned them on the other page about this map, and it's definitely a cool concept, especially for those who know the fights from WoW! (I don't but I like it nonetheless)
Let me answer step by step:
About the English thing: want me to make a giant post about improvements? I can do all the text that I can see in F12 log very easily, but text in cinematics would be harder and take a lot more time. Would still be happy to do that too, but that would be a matter of weeks instead of days.
Oh yeah btw: in the letter quest, when you take it to the Captain, his reply in the cutscene is untranslated.
- If you want to - I'll find useful when I return back to new version development, but I don't want to make you feel burden with it, but as I said before - if you want, do it
- About quest - dunno, I thought that I've fixed it. Will revisit it in new version.
As for suggestions: I'd have to think about this one. I like how bandits and neutrals respawn, because they don't give you so much loot that you become OP, it's mostly for gold/xp purposes which is very well balanced IMO. Only thing I'd change is that more items would drop from elite/champion/boss monsters instead of from chests, because that way it would be more rewarding to kill high level monsters. Chests are 'free' if you can get to them, so I feel like they should not contain valuable permanent items, consumables would fit better for example (they already sometimes do, but a lot of chests only contain permanent items). There are respawning strong monsters guarding a tomb/chest/place of power, those would be better suited to contain the items that chests do now. Of course, the reward chests you get from certain quests are fine as they are now because they have specific requirements.
- About elite monsters & bosses - I agree with you, they need more prominent loot for player and give enough reward for their difficulty (so I'll try to buff weak ones and nerf outstanding-ones), maybe each elite monster will reward with special item (consumable, uncommon or rare one, like bosses do), however currently I stick myself to randomized item reward system;
- Treasure chests will be slightly reworked as I said before - they will bring more "fast-food" items that player need in current zone, and will be divided into dungeon/world-ones, where dungeon will sometimes reward with uncommon/rare/epic item, while outerworld chests - with consumables/etc;
I don't get any access to anywhere after it dies, I get stuck :/ the last message from the Priest is 'the portal is beginning to open, continue the fight' when the boss reaches 50% hp. I kill the summon that gets the boss hp to 0, it summons one more mob and just disappears. Doesn't even have a death animation/sound or anything. After it dies, nothing. Priest still invulnerable, no new messages. I do see a zone transition place on the minimap, but it never triggers anywhere and I can't leave the boss area.
- That's pretty bad. I'll fix it in new version, but sad that it wouldn't be fast as I want to.
I actually looked up pages on Ny'alotha and the C'Thun bossfight because you mentioned them on the other page about this map, and it's definitely a cool concept, especially for those who know the fights from WoW! (I don't but I like it nonetheless)
- For Sewer Tentacle boss I'd myself inspired from other-one: Drest'agath from Nyalotha, The Waking City. Video link here:
- And you're right - mostly I try to implement my vision of WoW bosses, or from other games (like Elden Ring). Being WoW raider myself, I often find it's ingame fights interesting and asking myself a question - can it be re-produced for single-player only?
In totaly, current Act 1 have 15+ bosses (minority of them are main storyline-related, mostly - for side quests and secrets). Act 2 will have even more!
Thank you.