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Author Topic: Dungeons 2011 - Now with 50% less thread disappointment  (Read 37007 times)

Draco18s

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #375 on: February 14, 2011, 02:08:03 pm »

what did you tell them to get your refund?

Here's what I typed out:

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I realize that Steam gives refunds rarely (if at all). However, I have hit a lemon of such bitterness that I am actually trying to get a refund.

I'd like to state that I don't even care if I get the full value back, or any. I'd just like to send the developers/publisher a message.

Dungeons is terrible. It isn't like Dungeon Keeper, the game Dungeons is supposed to be the spiritual successor to. The mechanics are poorly designed, the UI is dense, the tutorial is brief and unhelpful. And the game itself is boring, grindy, and frustrating.

I was even called a troll by one of the devs on their forum for making a completely relevant, completely understanding, but critical reply to a thread (I agreed with the prior poster that the original poster had misunderstood a mechanic and pointed out that the tutorial could be improved in that respect).

I pre-purchased, so I got MUD TV for "free" as well, which I don't much care for either, so you can revoke my license to that game as well.

Anyway, I don't care if I get $40 back as either cash, credit card refund, or steambucks. I just want the games removed from my owned games list (that, at least, I know you guys can do--its just an entry in a database) and let the developer know that they can have the CD key back; I'm not going to use it.

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.

The rest of the time you're doing what?

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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.

So Dungeons is a "theme park game" now?  I thought it was an RPG/Tower Defense game.

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You really really don't get penalized THAT badly for killing heroes before they are totally happy.

No one said you were.

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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.

Prestige being the DLord's Only Important Stat.

Oh, and soul energy upgrades your dungeon heart too.

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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.

OPTIMAL STRATEGY:
Put all the libraries, etc. up front.  No gold, no monsters.  WAAAAYYY in the back of your dungeon drop piles of gold and every single pentagram you have.
« Last Edit: February 14, 2011, 02:13:22 pm by Draco18s »
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nenjin

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #376 on: February 14, 2011, 03:03:07 pm »

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Prestige being the DLord's Only Important Stat.

Oh, and soul energy upgrades your dungeon heart too.

Eh, Prestige and the bonus tends to eclipse the subtleties of the game. You're uber at 400% bonus to your stats, so it's hard to see the difference in choosing melee or magic. When you're not whoring up prestige (or just having it given to you when you contain pre-bulit prestige objects) the game is honestly more interesting. There's actual tactics involved in the Diablo part of it (not that deep of tactics, but there are some.)

When your prestige is jacked up, you're basically a tank and everything is equally awesome.

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Put all the libraries, etc. up front.  No gold, no monsters.  WAAAAYYY in the back of your dungeon drop piles of gold and every single pentagram you have.

Kinda, sorta, not really. Depends on what kind of heroes are coming out of there. Mages and Fighters juice up on equipment and knowledge quickly. Satisfaction from monsters seemed tied directly to the level difference. Depending on a few factors, there are a few optimal ways to build. You can screw with quality level too (I usually stick tiny tier 1 rooms near entrance and tiny piles of treasure, just to get them warmed up but not satisfied.)

At this point, you've played about a thumbnail full of the game. You've got your opinion, but I wouldn't go telling people how to play it. You barely took the time to find out yourself before you flew into a rage.

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

Have you hit Laughington on Milk Lake yet? Just wait.

This is the first time Dungeons has made me physically angry. I've felt more pressured than I would have liked at times, felt a little underwhelmed by the delivery at other times...but this is the first level that's made me seriously furious.

It's touted as a vacation for you, a break from the revenge thing. That's your first warning.

Your first mini-quest is Minos asking you to smash 30 prestige objects for his pleasure. Gosh, that's a lot of fun to get stat and skill points you do want.

Then two enemy dungeon lords break on the scene, complete with huge dungeons, on either side of you. Oh and your dungeon is massive and basically filled to the gills with rooms and gold. So immeidately you know that, without serious work, the flow of heroes is totally out of your control.

And then the frustration starts. Both dungeon lords starting picking off your pentagrams, at the same time, at either end. They're leashed enough that they don't just try and convert all your pentagrams...but enough that they get your attention and will eventually work their way deep into your dungeon. Remember that zone of control thing? Yeah. Try doing anything meaningful in hostile territory.

Then they start throwing waves of scorpions and dog things at you, again from either side. Cue champions. (Which aren't all that bad, but it's more reason you have to constantly go back to your DH.)

So you start converting pentagrams. You quickly realize that you just have to focus on one dungeon lord, because they reclaim their own pentagrams lickity split. So you run into hostile territory to claim a pentagram....

And the enemy dungeon lord cleans your clock, even with really high prestige.

So you have to lure him out of his area, into yours, kill him, run back into his area, kill his monsters, claim a pentagram, and then go back to your dungeon to deal with something. Right about the time you're done, he's respawning, so you head back into his area to stop him from reclaiming the pentagram you just took...

And this is where the real frustration, for even fans, begins. Because the area of control is getting completely bent out of shape by all the constant pentagram stealing, eventually it just breaks, and stops displaying. (Placing a brand new pentagram will fix this.) So you're blind as far as where you can attack, and where you're just fucked. (The sounds still work when you enter/exit.)

And if you're unlucky enough to have to fight an enemy DL directly over a pentagram where the line of control is in his favor....prepare for real frustration. I had a pentagram I owned, with full spawns, two summoned minion guards, I was standing in my area of control and he was right on the line between mine and his, standing on my pentgram.

He killed everything, including me, because I think something freaked out on the HP recalcs for crossing in and out of your territory. He started healing for 1/3 to 1/4 of his life every 15 seconds, in addition to the passive heal he gets from his territory. It was just fucking totally broke.

Think the unfun ends there? Guess again. Both dungeon lords have guardians on their dungeon hearts. And when you kill said guardians, they will respawn them in about 20 to 30 seconds (which is 4x faster than you get to resummon your's.) It takes about 1 minute to kill the dungeon heart with everything you have.

Which basically means you get to stand there, letting the other DL and his guardian wail on you, while you burn through healing scrolls and try to just get the damn thing down.

-----

Like I said, I'm a fan and I like the game, but this level was complete fucking bullshit heaped on a platter. Everything I like about dungeons was shoved to the sidelines for this orgy of annoying fucking tit-for-tat game play with AI dungeon lords. I had 12 heroes escape during this level. Even knowing that's not important in the grand scheme of ANYTHING, it still pissed me off. Because if I had to choose, the dungeon management or this really obnoxious pissing contest with the AI, I would have chosen dungeon management in a heart beat.
« Last Edit: February 14, 2011, 03:10:13 pm by nenjin »
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Draco18s

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #377 on: February 14, 2011, 03:13:37 pm »

At this point, you've played about a thumbnail full of the game. You've got your opinion, but I wouldn't go telling people how to play it. You barely took the time to find out yourself before you flew into a rage.

Actually, that tactic comes from a friend of mine who played far longer than I did.

He was all, "its actually a good game there's stuff here" and two days later had that tactic and said, "but now I see why you hate it so much."
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Sowelu

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #378 on: February 14, 2011, 03:33:38 pm »

I'm considering a strategy where I just say "screw corridors" and make the whole thing a grid of rooms, where each one has gold and possibly is also a library/armory, or contains a big pile of monsters.  Any guesses if that's a good or bad idea?
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nenjin

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #379 on: February 14, 2011, 03:35:50 pm »

I predict a massive cluster fuck based on the proximity of monsters to the highest concentration of heroes.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Draco18s

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #380 on: February 14, 2011, 03:43:08 pm »

I predict running out of pentagrams.
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nenjin

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #381 on: February 14, 2011, 03:57:00 pm »

You usually get allowance in the campaign for at least 12 3-cost pentagrams. There were a few times I've had monster caps of 60 or more in the campaign.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #382 on: February 14, 2011, 06:55:54 pm »

At this point, you've played about a thumbnail full of the game. You've got your opinion, but I wouldn't go telling people how to play it. You barely took the time to find out yourself before you flew into a rage.

Actually, that tactic comes from a friend of mine who played far longer than I did.

He was all, "its actually a good game there's stuff here" and two days later had that tactic and said, "but now I see why you hate it so much."

Unless the heroes can fill up with one room visit, it is a pretty bad setup. They will only grab gold or read once every 2 minutes or so. Which means they'll read the first library, skip the next 4, grab one pot of gold, skip the next 4, and spend hours wandering around admiring your pretty buildings in-between, wasting tons of time. This also leads to a big hero build up which can have tragic consequences. 4 heroes in a room of monsters means no one gets beaten up enough to be happy.

As for what you do while you are waiting for objectives to complete… That is actually a decent question. I am very rarely bored. Sometimes I try and run through heroes to drag them to something I want them to interact with. Sometimes I just explore and set up new rooms. I think most of the time I am watching the heroes trying to figure out how to make my dungeon better, get the heroes to do what I want them to do.

But the down time is part of all theme park type games like this. That is when you hope that whatever people are doing in the game is entertaining enough to occupy your mind. Where you got the idea that it was a tower defense/rpg is kind of beyond me. I guess I can understand the RPG parts because RPG just seems to mean “You have skilz and levels lolz!” even though there is almost no role-playing involved.

I would imagine you preordered the game before you really understood what it was (partially the developers fault). I also figure you don’t like this kind of game, which is fine, but it doesn’t mean Dungeons is a bad theme park game.

TL;DR. Dungeons is a terrible rpg/action/tower defense game, but a good theme park building game.

Sowelu

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #383 on: February 14, 2011, 08:10:44 pm »

I bought it expecting and hoping for a theme park game and I haven't been disappointed.  I've been challenged and confused, yes, but it's the GOOD kind of challenged and confused.  Yeah, I don't know why I win or lose just yet...but a big part of the fun for me is figuring that out.

Yeah maybe this is just me and maybe it's a sign of a bad game, but I like games where not only do I not know the rules, but I don't yet know a good strategy for learning the rules.  Persevering and building that intellectual strategy for learning, then applying that to solve the game, is a big thrill that you don't get from other cookie-cutter games (and most of them are).
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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 #384 on: February 14, 2011, 09:02:30 pm »

Unless the heroes can fill up with one room visit, it is a pretty bad setup. They will only grab gold or read once every 2 minutes or so. Which means they'll read the first library, skip the next 4, grab one pot of gold, skip the next 4, and spend hours wandering around admiring your pretty buildings in-between, wasting tons of time. This also leads to a big hero build up which can have tragic consequences. 4 heroes in a room of monsters means no one gets beaten up enough to be happy.

I think he just had a giant room.  I don't know.
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Neyvn

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #385 on: February 14, 2011, 10:12:40 pm »

Got this game and loving it. Its a shame some hate it, but don't go telling everyone not to buy it cause you don't...
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Draco18s

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #386 on: February 14, 2011, 10:26:08 pm »

Got this game and loving it. Its a shame some hate it, but don't go telling everyone not to buy it cause you don't...

[Insert 26 page thread from another forum about a bad product and what the consumer can do about it so that the company starts producing higher quality products like they used to]

Lets not go there.
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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #387 on: February 15, 2011, 05:42:51 pm »

Got this game and loving it. Its a shame some hate it, but don't go telling everyone not to buy it cause you don't...

I have no problem with people disliking a game and telling people to avoid it. They tell people what they hate, we tell people what we like, people get both sides and make a decision.

It couldn't have just been 1 big room I don't THINK. It would have to be a huge room. I am not sure if they spend a max amount of time in the room or if it is more like treasures. Treasures have a max needs met on them too and I do not believe any are big enough to knock a need down to zero.

Sowelu

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #388 on: February 15, 2011, 08:53:09 pm »

I wonder what other genres would make good theme-park games.  A very-obviously DF inspired thing seems like an interesting one, for example, if you focus exclusively on the theme-park aspects...  Entertain dwarven travellers and adventurers with shiny things and ale!  Try to keep the elves distracted and happy without letting them see the impressive wood and bone things you've built!  Hell, let's even be nice and let the goblins visit, too.  The nobles need impressive rooms to stay in (and lesser rooms to look down on), and everyone loves to see magmafalls.

I do confess that I've wanted to make a Dungeons/DK style game based on Doom ever since, well, ever since I played Doom.  I wonder if a Dungeons-style game would be improved by linear-ish levels where the heroes/players are actually expected to complete them.  Like, let's be meta as all hell and cast you in the role of an evil VR game designer who is trying to take over peoples' brains by making them continue playing a game.  If the heroes think your levels are too hard / too easy / not enough secret stuff according to their own personal tastes, it snaps them out of the experience long enough for them to escape your clutches.  There's a lot of room for super-advanced AI to try and parse the aesthetics of your game, or at least notice different styles of architecture:  Yes they should all be valid, but the players ought to notice that one level is different from another and be pleased by it at least.
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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!

Shades

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Re: Dungeons 2011 - Now with 50% less thread disappointment
« Reply #389 on: February 16, 2011, 03:43:28 am »

Got this game and loving it. Its a shame some hate it, but don't go telling everyone not to buy it cause you don't...

Surely that is a very good reason to tell people not to buy it. At the very least they should play the demo first, this clearly isn't a game for everyone.

Personally I think when it's on the inevitable steam sale I'll probably get it, but it's not worth the full price. At least using a variation on the one big room tactic Draco18s mention, which work remarkably well in the last level of the demo at least, I don't have then endless hunting with my avatar to do. Although you have to put up with the 'creature killed a hero' message over and over of course.
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