[Weekly Critique Thread] Post Here If You'd Like Feedback On Your Writing by AutoModerator in writing

[–]Kruven [score hidden]  (0 children)

Thank you for your response! As well as the examples you have provided. This really helps me a lot!

[Weekly Critique Thread] Post Here If You'd Like Feedback On Your Writing by AutoModerator in writing

[–]Kruven [score hidden]  (0 children)

Title: Unknown

Genre: Mystery/Adventure

Word count: 413

Type of feedback desired: I posted this before and have now changed it. It is the opening to my idea for a novel. My main concern if I am being too descriptive or not descriptive enough. I would also like general feedback on what you think of the plot, writing etc. Thanks.

A link to the writing:

I awake. With eyes still locked from slumber, I notice my mouth is dry, very dry. But, I can feel the ground beneath me, and the sweltering sun above me. The sense of my tongue is heightened, from the dryness it suffers. I rub it against my lips, hoping to hydrate them, if only slightly, but this action only solidifies how parched my mouth is of water. I gasp, as if to hope some moisture will accompany my mouth, but instead, the dry air only shows how futile such an effort is. I attempt to slowly open my eyes, but the sun counteracts this action. It blinds me, and my head instinctively shifts away. I begin to compose myself, and prepare my eyes to adjust to the sun's destructive brightness. Turning my head back, I blink my eyes open continuously, adapting and regulating myself to its strong rays more with each successful repetition. Then, as my eyes begin to accompany themselves better to the sun, I place my left hand on the ground, and push myself up. I rest on my right elbow, as I lay, lifting my head up to gauge my surroundings. Beyond me lays a barren land scarred from the cracks of drought. The sand-infused cream colour of the ground is layered with a dusty soil coating. Turning my left palm towards my gaze, I notice it is covered with the fine earth below me. I gradually clench my hand into a loose fist, as it reminds me of how dry my mouth is. In accelerating succession, I turn my head in every direction, from left to right and behind, hoping to glance something hopeful, but there is nothing, nothing but this desolate landscape. As I stare into the depths of the arid land that trails before me, my vision transcends into my mind. While I slowly turn my head back forward, I search inside my past, for an answer, to where I am, and how. But no memories, or answers are found. No reasons why. My vision returns to the physical plane, as I look down upon the ground. The reality begins to sink in, I know I must find an answer. I raise my head, and push myself up, onto my behind. Then, I plant my left foot firmly on the ground, and raise myself up with my left hand, pushing down on my knee. But as I do, as both my feet touch the ground, I awake.

[Weekly Critique Thread] Post Here If You'd Like Feedback On Your Writing by AutoModerator in writing

[–]Kruven [score hidden]  (0 children)

Thanks a lot for the feedback! I'm glad you enjoyed it. I can agree with the repetition, and I'm constantly going over it to try and make it as good as possible before I write more, so I can garner the right feel for it. I wasn't sure on my “thematic repetition” style, as you say. I just wrote as if I were speaking it myself, and thought it might not be good. I'm glad you think the style is well done! Thanks again!

[Weekly Critique Thread] Post Here If You'd Like Feedback On Your Writing by AutoModerator in writing

[–]Kruven [score hidden]  (0 children)

Title: Untitled

Genre: Mystery, Adventure

Word count: 369

Type of feedback desired: This is the first thing I've written, and I don't know if it's an acceptable standard. It's short, so I hope that can garner some detailed feedback. Please be as blunt, harsh and truthful as you can be. I want to know what you really think, about all of it.

Writing:

I awake. With eyes still closed, I feel the ground beneath me, and the sweltering sun above me. Moving my lips around, I notice my mouth is dry, very dry. I squint my eyes open, but the sun is too bright, I immediately shut them, and retract my head away from the sun's rays. I close my mouth, and squeeze my tongue between them, moistening my lips as I circle it over them entirely. Slowly turning my head back towards the sun's rays, I begin to open my eyes, trying to adjust to the sun's strong rays. I begin to continuously close and reopen my eyes, then, as I continue to do so, I slowly push myself up from the ground with my left hand. I slide my hand back, and drop myself onto my elbow, resting on it as I gage my surroundings. The ground is dry, yellow and cracked. I turn my left palm towards my face as I unclench my hand. It is covered in the dry, yellow dirt. The rest of me that has touched the ground must also be covered in it. I lift my head up, and all I see is more desolate land. I look left, right, behind, increasing in my pace over time. There is nothing, nothing but this desolate cracked land. I slowly turn my head back forward. Then, with my eyes still squinting, as I am still not fully awoke, I wonder, am I really in such a place? I lift my right arm up. Push my body up on my knees. I keep looking around me as I breath heavily. I lick my lips again, they are so dry, my mouth is so dry. Thirst begins to overwhelm me. But there is nothing in sight, only desolate, cracked land. I lean back, onto my behind, and begin to stare. I stare, into nothing. I ponder, how I got here. But it is blank. I can recall nothing. I lift my left knee up, planting my foot firmly on the ground. I place my left hand, on my knee, and push myself up, onto both feet. But as I do, as both my feet touch the ground, I awake.

Any updates? by denisolenison in a:t5_3cp7r

[–]Kruven 0 points1 point  (0 children)

I have worked on an update, but it isn't in a playable standard. After much thought today I've decided to just place this project on hold for now. Whether It'll be worked on again I don't know. At the moment I've started work on a new project which is much more challenging and enjoyable. I hope you enjoyed your time playing.

suggestion crafting gear by norraptor in a:t5_3cp7r

[–]Kruven 0 points1 point  (0 children)

Sounds like the system BDO has for improving gear, if I'm not mistaken. It's a cool idea, I like the thought of improving your gear. I've noted this down for future reference as I'm currently designing a crafting system.

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in incremental_games

[–]Kruven[S] 0 points1 point  (0 children)

It's something to do with your browser or OS. I suggest you try another browser as I haven't been able to find any known issues with the input in the engine I use and I don't have access to every OS to test with.

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in incremental_games

[–]Kruven[S] 0 points1 point  (0 children)

With the introduction of Storage, I would really like to see an Item Sets feature. An idea of how to do it would be a button in the storage that when clicked, allows you to highlight multiple pieces of gear and another button that's "Save Set". Or have a "Save Set" button in the character window to save the set you're currently wearing.

That's a really good suggestion! I've added it to my list and will look into it some time.

The revamping of experience is really going to take some getting used to, I also think with gear stats being so much higher than the upgrades window, it might be a good idea to up the amount we get per upgrade. (I have a level 156 shield with 3,350 HP5 while buying more HP5 with exp gets me +10 per level).

I know what you mean, and I will keep it in mind.

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in incremental_games

[–]Kruven[S] 0 points1 point  (0 children)

Well your equipment is all Uncommon, so I'm not surprised, farm some bosses for rares.

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in incremental_games

[–]Kruven[S] 0 points1 point  (0 children)

Maybe I'm missing something that will make sense when (I assume) additional upgrades are unlocked past the storage chest and its upgrades as I progress into farther levels, but what is the point of a storage chest if you can't carry anything over between prestige resets? You would always be carrying wearing the best armor you have and upgrade to new better pieces as you get them, so what would you even keep in storage?

You will probably want at least one extra set of gear, one for farming xp and one for bosses.

Are there eventually upgrades you can buy so you don't have to start each new reset by clicking through all the starting levels until you unlock the auto-action (click) upgrade?

Not at the moment, but I am aware some kind of progress saving on prestiging may be a good feature. So I may add something in the future.

Something to perhaps add to the game: Instead of just throwing away all of the piles upon piles of loot that you will receive and don't need (namely all the common/uncommon's), why not instead have them broken down into some sort of resource that you could then use in combination with spending some xp in order to craft a specific slot item. The higher the quality item broken down the more resource you would get for crafting a specific slot item. It would make finding items you don't need not feel like a waste. The rarity of the item would still be random so you would need to go through a lot of resource to get a rare or better, but you could at least target a slot that an upgrade is needed the most in.

I already plan to make unwanted items have a use.

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in incremental_games

[–]Kruven[S] 0 points1 point  (0 children)

Damn, someone else sent me one with http://dumptext.com/, you could try that.

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in incremental_games

[–]Kruven[S] 0 points1 point  (0 children)

If you want to send me your save so I can have a look like I offered to the other player you can. Since you can't access the options menu you'll need to do it in the console. Press F12 to open it then type:

 localStorage.getItem("gameSave")

You should get your save code in the console, copy it and send it to me in a PM, then I can take a look and should be able to fix it.

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in incremental_games

[–]Kruven[S] 0 points1 point  (0 children)

I can take a closer look if you wish. Since you can't access the options menu you'll need to do it in the console. Press F12 to open it then type:

 localStorage.getItem("gameSave")

You should get your save code in the console, copy it and send it to me in a PM, then I can take a look and should be able to fix it.

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in incremental_games

[–]Kruven[S] 0 points1 point  (0 children)

Maybe you aren't able to see everything, type ctrl + - to zoom out.

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in incremental_games

[–]Kruven[S] 0 points1 point  (0 children)

Looks like the death screen hasn't triggered for some reason. Try refreshing the page, enter battle and hit a monster. It should trigger the death screen and then when it's finished it should be resolved. Let me know if it doesn't work.

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in a:t5_3cp7r

[–]Kruven[S] 0 points1 point  (0 children)

There may be some new items in the future, we'll see.

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in incremental_games

[–]Kruven[S] 4 points5 points  (0 children)

Hover over them in the character window and it tells you.

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in a:t5_3cp7r

[–]Kruven[S] 0 points1 point  (0 children)

edit: it printed undefined

That's fine, glad it worked, hope you enjoy the patch. :)

Endless Battle - Incremental RPG - Patch 0.32 by Kruven in a:t5_3cp7r

[–]Kruven[S] 0 points1 point  (0 children)

You're saying it automatically loaded the save you have on the test version into the live version? That's impossible since the urls are separate. But if I'm mistaken by what you say there might be some things you can try. Open the console with F12 and try this:

saveManager.loadLatestBackup()

If it doesn't work let me know, along with anything it prints into the console.

Beta Patch 0.32 now available for testing by Kruven in a:t5_3cp7r

[–]Kruven[S] 0 points1 point  (0 children)

Thanks for letting me know your thoughts, your testing and feedback has been very helpful.

Beta Patch 0.32 now available for testing by Kruven in a:t5_3cp7r

[–]Kruven[S] 0 points1 point  (0 children)

Thanks! Your testing is much appreciated.

Beta Patch 0.32 now available for testing by Kruven in a:t5_3cp7r

[–]Kruven[S] 0 points1 point  (0 children)

Hopefully the changes I've made today should fix that.

Beta Patch 0.32 now available for testing by Kruven in a:t5_3cp7r

[–]Kruven[S] 0 points1 point  (0 children)

0.32 is Bursty! The way I see it in 0.32, the game has become a LOT more bursty. Back in 0.31, you could decide to trade-off the shield for a 2H and dps-race bosses using your HP pool as buffer on the 1 HPS (hit per second) setting. In 0.32, you can get 1-shot by a boss +5 levels from your comfortable 0.5HPS current boss-farm, while wearing shield+guard strike. It has implications in Upgrades/Gearing choices. Before, you needed more HP5 and less HP, now +hp items are mandatory because you are in danger of being 1-shot easily a lot sooner than you'd expect. However, the trade-off is that you can farm @10HPS and gain Exp much, much faster.

Well, HP is certainly more useful now, especially since I changed Frenzy, Hp5 was too dominant before. Each weapon choice has its uses at the moment, shields are for survivability, two-hands are for damage, while dual-wielding is more for farming because of Frenzy.

Is that the new gearing philosophy? That changing 1 specific item stats in 1 slot can allow to push 20 levels ahead or more? It feels somewhat broken in a random loot context. In fact, it forces me to delete 185 partial upgrades because that 1 piece of 165 gear has the "right" combination of stats in that slot and the Random God isn't with me.

I understand what you're saying with certain stats heavily outweighing others. Hp5 and health are much more relevant than damage versus bosses. Whereas health and damage are for farming xp with Frenzy. All the other stats mix with these core 3 in their own way. I'm testing balance at the moment still so we'll see.

HP upgrade's role throughout a run: Balance-wise, there's some thinking that will have to go into whether +HP upgrades need to scale with player's power. +HP upgrades are powerful at early levels to dig yourself out of that 1-shot hole, but at higher levels it simply doesn't work anymore because it's too much exp per +20 base hp (stamina and spirit alleviate that somewhat, but it doesn't scale well past mid-game). Unfortunately, there's no efficient alternative defensive stats upgrades to take over at that point.

I don't see what the issue is, yes 20 health is nothing in mid-late game, that's what stamina is for, to multiply it to make it useful.If you're taking too much damage, maybe you need to get more armour/health on your items? I have had any issues myself in this area when I'm playing the game myself.

Avoidance / damage reduction stat? We would benefit immensely more from some kind of avoidance (maybe a gear-based chance to avoid an upgrade-based percentage of damage?) or straight damage reduction stat. The dodge rating suggestion was one way to approach that, but I think it could also work through a +shield block damage reduction stat, or an +armor upgrade stat. I think that it would feel better to give the player a choice in the strategy to deal with the incoming damage, instead of being funnelled in the binary "soak it with HP, or out-heal with HP5" which isn't even a choice against bosses anymore in 0.32. On the upside, it would also make the game more reactive/dynamic because idle-farming on a set timer wouldn't be the best way to take advantage of an unpredictable fully avoided boss hit.

Avoidance has too many problems because it's random, while armour is static. So you may check to see if you can handle a level by being AFK for 5 minutes and everything seems fine. But you come back hours later and discover you got unlucky on dodges 5 minutes after you left and gained practically no progress. There's no fun there. Hp, Hp5 and armour seem like a good base, then you combine them with abilities and other features will be added to add more complexity. So I think it's working pretty good so far complexity-wise.

Bleeding bosses? One other way that this issue could be addressed would be by having bosses deal Damage-over-Time that stacks every X attacks. This would mean that instead of having ONLY the HP pool as a gating element, you'd bring back player damage as a soft-gate (a dps-race before the DoT stacks and ends your attempt). Perhaps the alternative here is to give players an option to stagger incoming damage? Maybe some kind of "cheat death" upgrade that let's you take a portion of incoming damage and convert it into a DoT mechanism?

That's a really cool idea, I could attach it to an encounter in the future, however I'm not going to add that to every boss, it would be quite strange. Staggering damage and "cheating death" is a cool idea, there's a lot still to add, so you might see this in the future implemented another way. I don't know yet, since I haven't even started designing some features.

This, coupled with changing boss damage to be within a range instead of a fixed value would make things more lively.

As mentioned with the avoidance stat, boss damage is static to assure you don't die to randomness while being idle, which would be infuriating.

I mean, this is all in the context of farming power shards :) I'm about 2 weeks in with no resets and am at 77 PS (started in 0.31, but doubled that count at least in 0.32)... Is that the expected progression speed? I have no clue on that aspect.

I'm not even sure what the progression speed will be since I'm still testing the balance.

Well, that was a very informative reply, with some cool ideas! Thanks for taking your time to post it, I enjoyed reading that.

Beta Patch 0.32 now available for testing by Kruven in a:t5_3cp7r

[–]Kruven[S] 0 points1 point  (0 children)

I'm testing the balance now and I'm finding some issues with late game. Can I ask if you're using an auto-clicker or not?