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Author Topic: Dungeons 2011 - Now with 50% less thread disappointment  (Read 37026 times)

Draco18s

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #360 on: February 11, 2011, 09:54:47 pm »

My guess is the whole Steam forums, that's what I'd do.

Oh yeah.  Whole forums.
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Aklyon

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #361 on: February 11, 2011, 10:03:12 pm »

Dude.
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Draco18s

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Sowelu

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Draco18s

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #364 on: February 11, 2011, 11:19:13 pm »

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Sowelu

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #365 on: February 11, 2011, 11:24:04 pm »

Wait, what?

I have no idea.

Me either man...

Hey, can I have some of those Funyuns?  I'm like...real hungry...
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Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

Draco18s

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #366 on: February 11, 2011, 11:29:20 pm »

Hey, can I have some of those Funyuns?  I'm like...real hungry...

* Draco18s passes the bag he didn't know he had*
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Fikes

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #367 on: February 12, 2011, 01:56:17 am »

I don’t understand the frustration with being killed in a game because it didn’t teach you how to beat a part without dying. Isn’t losing still fun?

I’d also like to point out that somewhere in the tutorial it DID mention how to level up your minions. Even if it didn’t, I know it talked about upping your goblin cap and the two buttons are right next to each other.

Personally, I like it in games when you feel you’ve gotten better between the time you installed it and the time you beat it. In Theme Hospital it is learning to organize your rooms efficiently and leave space for another GP’s office. In Roller Coaster Tycoon is learning to make a fun roller coaster that doesn’t make everyone puke their guts out. In Dungeons it is learning how to organize your dungeon into to a pleasure filling meat grinder.

I don’t like that it is an acceptable reaction to uninstall a game because you are upset that you died or that the path to victory wasn’t laid out for you.

I am not going to say the game is without faults but many of the arguments against Dungeons could easily be applied to Dwarf Fortress (lack of explanation/tutorial, easy to lose, micromanagement, ect). Other than the avatar thing, that is downright retarded.

I’d also like to thank Nenjin for a good write up. I was on the fence about buying the game but his posted convinced me. I wish I would have waited for a good Bay12 review on Elemental.

nenjin

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #368 on: February 12, 2011, 02:08:14 am »

You're welcome, Fikes.

The difficulty of this game seems pretty erratic sometimes. I guess it's because every level varies the # of hero gates, the timers on everything, ect...

The Zombie King level was cake, as was the one after that. They sort of dial back the scope of the dungeons after the Zombie king, starting a slow roll back up to another massive dungeon that's less objective based.
« Last Edit: February 12, 2011, 02:19:12 am by nenjin »
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vettkinn

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #369 on: February 12, 2011, 09:56:08 am »

I loved DK2, and looks like I'll try this one. I'm always game when it's impossibly difficult or frustrating :D
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Draco18s

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #370 on: February 12, 2011, 11:39:26 am »

I don’t understand the frustration with being killed in a game because it didn’t teach you how to beat a part without dying. Isn’t losing still fun?

I wasn't losing, I was winning, but not understanding why.

I loved DK2, and looks like I'll try this one. I'm always game when it's impossibly difficult or frustrating :D

You're in for disappointment.  The game isn't Dungeon Keeper.
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Shades

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #371 on: February 13, 2011, 12:22:58 pm »

I loved DK2, and looks like I'll try this one. I'm always game when it's impossibly difficult or frustrating :D

It's not frustrating in a hard way (which is the fun way imo) it's more frustrating in the random annoyance way.
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Draco18s

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #372 on: February 14, 2011, 10:34:54 am »

Good news!
Steam refunded me my $39.99 (as Steambucks) so I'm a happy camper now.
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hemmingjay

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #373 on: February 14, 2011, 01:44:07 pm »

what did you tell them to get your refund?
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Fikes

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #374 on: February 14, 2011, 01:58:33 pm »

I got to the slime escort level, and I am really not seeing the frustration.

First of all you have a big count down, tells you when the slime is coming. About 2 minutes before I run through and murder every hero in the dungeon. Then when the slime comes, I have plenty of time to escort it, no heroes escape. As for the level taking too long, sure that can be annoying, but every theme park game is like that. You are always waiting for something, whether it is another hero or just the value of your park/hospital/zoo to increase.

You really really don't get penalized THAT badly for killing heroes before they are totally happy. I don't even really notice it when minions kill heroes. Soul energy is pretty important in the first few minutes of the level but after that it is just farming for prestige. In the first few minutes it is also really easy to keep track of heroes. Nenjin's graph is right on. The first few minutes are chaos and may cause you to restart the level once or twice. After that, it is pretty smooth sailing and actually kind of fun.

Two pieces of advice I’d give though, are sprinkle gold all over your dungeon. Let the heroes wander where ever they want and don’t try and keep them on a set path. Put up minion spawns AWAY from any item that needs interaction, at least 4 or 5 squares away. Otherwise the hero will go start to gather gold or read books, sense a monster run over and kill (without it causing any damage to him) then go back and start to read or collect only to have another monster pop and the system repeat.

 Also concentrate minion spawns so even if the heroes tear through them the minions get a couple of hits on the hero. I generally put the pentagrams around a corner so the ranged heroes can’t just farm from afar (even though they mostly just want to damage).

Never put any prestige items near your dungeon heart, only in the places you want the heroes to roam. One of the early levels has two shelves and a couple of lamps which always manages to distract the hero right to your dungeon heart, where they get board and attack your avatar. I am not sure what causes this (maybe more prestige per 4x4 square or something) but right now I just avoid it.
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