archnemesis
Member
I found a note about that, but I haven't heard it myself.Is it just me or in the ambient noise are there whispers sometimes??
I found a note about that, but I haven't heard it myself.Is it just me or in the ambient noise are there whispers sometimes??
No, that would work at all. Every floor is carefully designed and filled with secret rooms and puzzles to solve. Randomization wouldn't allow for that.
As I've said earlier, the way you do it is design 30-40 floors and pick 10 of them in a random order for any given game. Maybe have a permanent first floor, middle floor, and final floor for storytelling/difficulty purposes. You could also design 10 floors per "strata" of the dungeon and pick randomly from those if you want to be sure the difficulty ramps up smoothly.
As I've said earlier, the way you do it is design 30-40 floors and pick 10 of them in a random order for any given game. Maybe have a permanent first floor, middle floor, and final floor for storytelling/difficulty purposes. You could also design 10 floors per "strata" of the dungeon and pick randomly from those if you want to be sure the difficulty ramps up smoothly.
Alternatively, if more randomness is desired, have each puzzle take up a quadrant of the map and design lots of different puzzles to be mixed and matched in pieces. Every map could be different. You could even design some multi-floor puzzles this way pretty easily.
You might ask if they designed that many floors, then why not just include them all in a playthrough...but you need to keep the number down for a single playthrough to ensure the game doesn't wear out its welcome, but still offers a great deal of replay value.
They could even include a "floors conquered" statistic that carries over between plays.
Is it just me or in the ambient noise are there whispers sometimes??
That looks very slick.
I really feel like this game isn't for me, being a fan of the Japanese dungeon crawler, but it's up for consideration.
If I like Etrian Odyssey, Dark Spire, J-Wizardry and really disliked Wizardry VI and VII, is this for me or not?
It's really more like Eye of the Beholder or Dungeon Master than Wizardry. Especially those Wizardries, which played like Wizardry, but had a stranger scenario design, IMHO.
On the other hand, unlike EO (or previous Wizardies before VI, or the Bard's Tale) you are kind of stuck in a prison with no town or home base or anything, so it can feel a lot more claustrophobic and desperate.
So I have no idea - it's a shame they don't release a demo for it.
I like having a base to work from, so it sounds like this really isn't my cup of tea. Even Dark Spire, one of the bleakest dungeon crawlers I've ever played, had that.
Could I put that into the OP? It's just what the dungeoneer's guide needed. I also frapsed a video of the first floor that I will annotate for beginners.
Sure, although it's a spoiler and should probably be tagged as such.
I like having a base to work from, so it sounds like this really isn't my cup of tea. Even Dark Spire, one of the bleakest dungeon crawlers I've ever played, had that.
You seem to be trying very hard to convince yourself not to buy this incredible game. Your loss.
I really feel like this game isn't for me, being a fan of the Japanese dungeon crawler, but it's up for consideration.
If I like Etrian Odyssey, Dark Spire, J-Wizardry and really disliked Wizardry VI and VII, is this for me or not?
Etrian Oddyssey does 90% of the work for you by highlighting the areas you've been and providing the grid. You just have to draw some lines, it's not comparable to hand mapping with grid paper.
End of level 4:After placing the scrolls and unleashing all the little green monsters, there is a lever in one of the areas that they spawn in. Pulling it doesn't seem to do anything. Does anyone know what it does?
As far as I can tell.pulling it turns the teleporters back on. They're off when you place the scrolls
End of level 4:After placing the scrolls and unleashing all the little green monsters, there is a lever in one of the areas that they spawn in. Pulling it doesn't seem to do anything. Does anyone know what it does?
I'm wondering the same thing too. There's an area that I couldn't reach that has a book next to the teleporter in one of the 4 subareas. I thought that's what the lever is for, to unlock something to do with that.
I'm training my minotaur fighter in maces, but he seems to miss like crazy. Should I be putting more points in dex or maces? Or do I just need to find a better mace (I'm still using the really basic club that you find at the beginning)?
For anyone who's further into the game: Will the environment change a bit at some points or do you have to walk around the exact same dungeon walls during the whole game?
How many secrets are there per floor?
Redone my team - rogue unarmed lizardman, generic human sword tank, minotaur ranged fighter and female spellcaster.
So crystals are one time use or do they "reactivate"?