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Monster and Level Feedback

3 replies [Last post]
Sat, 06/16/2012 - 00:21
Midnight-Violet's picture
Midnight-Violet

Alright so here are my thoughts about the mission. (Tier 3 verson.)

The mission was quite nice, I do like all of the camera angles used for this and so forth. The payout also seems good too, approximately 3,000 crowns for all 3 floors, costing a total of 20 energy. (Last floor has no energy fee.) I do have to agree though, after being able to finish the first run barely with many revives, we attempted it again and it went by smoothly (Similar to something like first-time Shadow Lair runs.) Both attempts energy revs were used, but the second one did not use a lot of revives. My first run summed up to about 300 energy in revives overall. (As in each player being dead.) The second run probably only went up to around 20E or 40E for revives per person.

Enemies:
Note all names are based upon my views, and are not official names.

1. Zombie Bombhead:

This enemy was quite the challenge at first to deal with, especially around Grim Totems. The camoflauged respawners were also a nice touch to the layout. I would be surprised to see these enemies anywhere else outside of this mission. A way to make this enemy somewhat more difficult is if they cannot be shield bumped, that or add even more Grim Totems to the map layout.

2. Dread Skelly:
(Slag Guard reskin)

These enemies were quite astonishing to see around the levels. They did prove to be difficult at first during fights, but were quite easy afterwards if you focus on them. I'm also a bit happy to see Slag Guard-like enemies outside of FSC, and finally being able to see the actual mechanics of this "Rez Ring."

3. Almirian Knight:

Another enemy I was quite surprised to see. I always wanted to see knight-like enemies into the gameplay, and these enemies seem to fit what I was asking for a bit. All I would suggest is to buff them a little, due to them being relatively easy to defeat. Also, I hope you guys plan to add these enemies to the FSC and UFSC levels, they would be a nice touch to them since they have the same theme.

Overall, nice mission, good payout, and a somewhat easy difficulty. I'd say it is easier than a Shadow Lair, but somewhat as hard as FSC at some points, around that range of difficulty. (Then again, it was in the beginning of Stratum 5....)

Sat, 06/16/2012 - 00:26
#1
Midnight-Violet's picture
Midnight-Violet
Also

Sorry if the page is sloppy, I'm not familiar with making long posts look neat.

Sat, 06/16/2012 - 02:22
#2
Metaalpha's picture
Metaalpha
Almirians.... FINALLY!!!!

I did the 2nd run with violet
I totally agree with her on everything
A guy in our party was a bomber and he died a lot of times due to bomb skelly things
I was a gunner and I died about 3-4 times and it was a challenge... Especially the bomb skellys
I did it once again as a swordy and found it very easy to complete
Overall I thought it was a great mission but I'd like to see maybe an undead mini boss

PS: those almirian knights are Awesome!!!!!!! I luv their FF charge attack
PPS: I want that big guy's Armor!! (the big guy at the start of the mission)

Sat, 06/16/2012 - 05:09
#3
Nurdell's picture
Nurdell
It has been worth the wait

Yes, that was a really good mission, worth the wait. But here is some things I didn't like:
1) The sound of bombhead zombies exploding. It was even worse than tier 3 spookats, and even they chilled my guts. But if it's what you wanted them to be - super scary monster, then you succeeded.
2) The sound of almirian knights death. (they copied the knights death sounds, don't know if it is a bug or intentional) When I hear this sound I instinctively run to help. And think it should be reserved to knights death only.
3) There is no party button on the beginning of 2nd stage. It is dangerous, considering one impatient knight can screw the party by running straight forward when he loads, being greeted by a huge wave of spawning enemies. For a spawn wave this big, everybody in a party should be ready.
4) this 4 row of 3 hit blocks after the room with slag guard near the end of first level. I don't think it is necessary - there are no enemies. 3 hit blocks before have well defined purpose - to prevent speedrunning this level and they do it good. (those 4 rows of exploding timed blocks a little earlier on the level, are justified are really good there btw)

Sorry if I am wrong (I am not a native English speaker), but isn't Desna supposed to add comma in the middle of "eh Rangers"?
Also, there are many not talking NPCs in the mission lobby, particularly the one near the mission board. I am sure you will add some lines to them, just pointing this out.

I did enjoy the layout of the levels. the first level was easier solo and second - in group, and there were some level parts similar to clockworks undead levels, which gave good impression of continuity.

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