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eljolly

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Posts posted by eljolly


  1. I understand each point of view.

    However, i don't want to encourage a business model that rely on the production of digital content. I will continue to support Descent by buying miniatures, cards, and so on. Just because that's what i want as a costumer.
     


  2. Hi.

    Road to legend is a lot of fun. We all tested that.

    I started a new run on RtL with 3 heroes. But then another friend of mine wanted to join forces with us when we were already in the third main quest!

    The fact is, there is no option on the RtL app that makes you add another hero in the adventure.

    That forced us to run a simulation on the app of all the choices we made until the point we were ( with 4 heroes this time ). The only annoying thing was that we lost our equipement and we don't have the same exact ammout of gold.

    Not a big problem actually. But do you think there should be a way to add members to the group on RtL?

    ( maybe by being in town ).


  3.  

    Sorastros - I'm trying to blatantly copy your awesome bases from this video - but terrified of cutting up and drilling my models. Is there any advice you can offer on this process? Any special drill or bit size I should try and get? Thank you

     

    Hi Palleon!

     

    Sorry for not getting back to you sooner.  I use the hobby drill that Citadel sells and it looks like the drill bit is about 1mm wide.  

     

    The Descent minis come off their bases pretty easily to be honest. It's a good idea to inch you way round the outside of each foot with your knife rather than just slice through from one side only.  There's not much to it really though.

     

    The most common mistake I make whilst drilling is I sometimes go too far and come out the other side (I actually did that with Syndrael!) but it's nothing that a little green stuff won't patch up.  It might seem scary at first but it's really not too difficult, and it's definitely worth it for the extra stability the wire provides.

     

    Incidentally you might like to know that I've finished filming the next episode and am aiming to complete the editing and composing within the next few days :)

     

    27312479235_a58875672b_b.jpg

     

    We are all waiting!!!

    Also, I always read your comments with that sexy voice of yours.


  4. Well you all got good points guys.

    I do understand the benefits of having arandom generated dungeon. It should be an alternative on RtL imo.

    However there are things that simply CAN'T be done on a random generated dungeon:

    Lets say you have opened a door, in that room there is an objective token you have to interact with, you don't know what it does, you just know it is needed to continue the quest. When you finally interact with it it changes the previous tile adding a door where an Endcap was.

    In a random generated Dungeon, mechanics like that would be avoided, simply because a random tile added to the map might not always have the shape a certain mechanic needs to work properly ( It might have just 1 entrance, or be too small, or too big.. etc etc..!).

    So, in order to keep every tile you pull out of the box important to the quest, a random generated dungeon should be avoided.

    I do believe, the FINAL solution is just the addition of content on RtL. A lot of content from FFG and from the community, so we can always play a new dungeon everytime whenever we want.

     

    PS: We live in an era of free software..! Why isn't the RtL code released so the community can make it evolve? Maybe I'm wrong, but my feeling is that 1234412323 heads think better than 10. Or maybe the Plan of FFG is just keeping it to themselves so the only thing feeding the app is their pay-to-access content.

     


  5. Hero + known bad guy endding  whats the middle like? when you draw a  a random monster or tiles you weave it into the story, has the bad guy allied with this new monster for protect or hire them as assasins to get you,  did you know there was a dungeon or lava cave under that shack.. no wonder its important ,  it though this was just a wolves den but where are these undead coming from!

     

    a random does not have to be totally random chaos you can assign meaning to it. ..or add a control button  it would be nice to have a Cycle that button, on tiles or monsters if you think they dont fit.

     

    Can't you have the same experience with a prebuild dungeon? If its the first time you play it, you surely don't know what's behind the door, or what you are going to face, but without losing the cohesive aspect of the story.

    I just feel a random generated dungeon may be more like: "Hey we are here to face this generic monster at the end of this generic dungeon!", Instead i personally feel a prebuild dungeon with prebuild surprises feel more like "Hey we are here to face this mad scientist in this abbandoned fortress that he turned into his laboratory".  Again, the buu factor on this is the fact that you just can't replay it feeling the same.

    and maybe thats the awesome of a Random generated dungeon, the fact that you can play "The same game", but it WILL be a different experience every time.

    Am I wrong?

     


  6.  

    If only they'd tie it to Quest Vault and adopt RedJaks Automated Overlord system in it :-(

     

    Would people be interested in a web app that would be a mix of Redjak Automated Overload with RtL-style automated monsters, and maybe Perils?

    All of this with random generated dungeons like Warhammer Quest where you need to reach a specific room and slain the boss (Descent Lieutenant) ?

     

    I really don't understand why people like random generated dungeon. I do understand the surprise factor on the shape of your dungeon, but you get the same feeling on a RtL quest ( if you have never played it).

    I like a cohesive story trhough each tile of the dungeon I'm esploring. Until i get to the boss of the dungeon, but slain him may not be the solution to defeat the dungeon... it may be something else..!!  I like the story driven dungeon better.

    Can someone who like the idea of the random generated dungeon tell me why a Random generated dungeon is overall a better idea? I might be missing something..!


  7. Being that the app is an introduction to many to the Descent game and universe, it needs to be wayyyyy easier.  It's just too difficult even for experienced players.  The difficulty needs to be tweaked.

    No it doesn't. Its difficult and thats the fun of it.

     

    SAID BY PHRAETUS:

    The only difficult aspect I've encountered with it is the various levels of 'Peril' that slaps you with. Particularly the invisible thing in the room that hits you with increasing amounts of damage, often wiping the whole party.

    Thats just not fun, not a challenge & should seriously be revised.

    I disagree. I'm in a dark dungeon. Every little brick of it may kill you. Every room has a horrible trap that can wipe your entire team. I like this feeling. I'm not at home. Im inside a mortal trap!


  8. When people talks about random generating dungeons, i think what they want is a grind experience with a lot of replay value. You can have the same thing with a well wrtitten story in top of it, with the metod RtL is offering.

    The only "problem" with the design of RtL (Imo), may be the fact that so little content would be added, Lets hope that won't be the case. I have a group that likes descent so much we would play it every weekend.
     

    TO FFG: Let me craft my own campaign on RtL, damnit!!!!

    PS: that collector-bar of evil... IS EVIL.


  9.  

     

     

    For digital content that lacks of Replay value 10 Bucks is too much for me. My only hope is that the only thing feeding this App IS NOT only FFG's content but also content from the community.

    that's all I want for christmars.

     

     

     

    The replay-ability of the campaigns will come from the random side quests which will not always be the same for each play though.  And the more physical content you own, the larger the side quest "pool" will be and thus the less chance that you will encounter the same side quests during subsequent campaign runs.  Also, the story quests could differ depending on the results of the previous story quest.  Think of this as how Imperial Assault's campaigns work:  branching, yet fixed story missions with random side missions.  No two campaigns are exactly the same.  So will it be with the full Road to Legend campaigns.  

     

    I will conceded that if your physical content collection is small, then yes, that will diminish replay-ability as it will be a smaller side quest pool.  This is a situation where the more you have invested in physical content, the more value you will get form the IAP campaigns (which makes sense). Basic gamer ROI really  :D

     

    And don't take my word for it.  This is what FFG said about the first full length campaign:

     

    An entirely new full-length campaign, Kindred Fire, will soon be released for Road to Legend. Featuring eight new story quests and additional side quests based on the expansions you own, Kindred Fire calls upon you and your fellow heroes to stand against the depredations of the dastardly Merrick Farrow. 

     

     

    I hope so. My descent collection is actually pretty big, and with that i mean i have only 2 M&H collection + Mist of bilehall missing in my collection.

    I hope The next Campaign offers replayability. Rise Goblins, didnt. There are two FIXED side quests ( Maybe RtL has been updated so I might be wrong ). So Replay value on Rise Goblins, is 0. I hope Kindred Fire actually takes into consideration your collection.

    Anyway, I can't stress this enough: I don't want the content on RtL to be feeded only by FFG but also by the community.

    Lets see what happens. It will be interesting nonetheless.

     


  10.  

     

     

    About the conditions. Does Descent really need more? You can be poisoned, diseased, stunned, immobilized, burned, cursed, weakened, bleeding, doomed (not the same as cursed) and terrified. Maybe something like blinded which reduces you awareness by 2 points or so?

     

     

    Let's have more!

    - inebriated

    - high

    - bankrupt

    - paralyzed

    - charmed

    - silenced

    - schizophrenic (maybe this is hybrid class? ha)

    - euphoric

    - asleep

    - addicted (must drink potions or suffer health loss)

    - clumsy

    - tardy

    - beserked

    - hipster

     

     

    Cool. Define the conditions. :)

     

    In my own board game there is a lot more than I descent, too. I'd like to hear your ideas.

     

    Do we really need more?

    Then "Bullied" must be the next: At the start of your turn Test Will, If Fail, the hero ( with most might ) adiacent to you must take an attack action against you. If pass then discard the "Bullied" Card.


  11.  

     

    I have to disagree with you on the price. Imo 10$ is extremely fair, considering that this campaign is much longer than the free demo and the free demo is as long as a PoD Coop, which by itself costs 15$ in USA, whereas I couldn't get it for less than 18€... that's nearly half the price for easily 3-4 times the content and gameplay or all PoD Coops for the price of one half PoD Coop.

     

     

    Well, I am not saying it isn't a fair price...but people WILL complain that it is expensive for "digital content".  Remember, the mobile app revolution has tricked many people into thinking that apps should be free or at most $5.

     

     

    Well technically the app is free and even comes with free content. Only the "dlc" costs money and people are willing to spend a lot on these things without much grief, so I think FFG pulled this off really cleverly.

     

    For digital content that lacks of Replay value 10 Bucks is too much for me. My only hope is that the only thing feeding this App IS NOT only FFG's content but also content from the community.

    that's all I want for christmars.

     


  12.  

     

    To be honest, I´m a disappointed by the lack of content.

     

    All quests are always exactly the same in each playthrough, only the spawned monsters and the travel events (which are quite cool) vary.

     

    But the room tiles are in exactly the same place, and the layout is static. If played the quests once, you know everything about this campaign and there are no real surprises.

     

    The quests itself are (all of them put together) about as long as a coop pod, which isn´t that great either. No randomization of tiles and events is truely sad.

     

    I really hope the kindred fire campaign is coming soon, and is a lot bigger than this.

     

    Sadly, due to the lack of replayability I´m quite disappointed by the app. I really didn´t see this coming, I guess my hopes were too high.

    Isn't is the same for the classic game system ?

    Replaying quest is changing only about monsters, heroes, etc ... but objectives, tiles, and all are still the same.

     

    Not sure to see your logic right here ...

     

    I think this is due to the fact that this forum exploded after the announcement. People even went crazy with buying the expansions for the' favorite game that they can finally play without someone being stuck as the OL'. I don't really now why some people expected this the be very different than the PoDs.

     

     

    Yea there was an over excitement  about the App. Don't get me wrong, I love this variant. I find it different from the PoDs since it manages to smooth the game, even if it plays similar it FEELS different.

    Personally i like the 5 player with the OL better.

    BUT

    Cmon guys. I dare you to say its a bad variant of Descent..! It's fun! I I just wish FFG let the community make RtL Rich of content through custom quest and campaign made by fans... and not just the Adventures that they sell to you.

     

     

    The only thing i cry over is the fact that Mok ( my favourite hero ) is Useless on RtL. but, oh well, maybe if i want a Hard mode*.

     

    I disagree with ya there. Mok is far from useless in RtL. Sure, he doesn't have a functioning heroic feat, but his heroic ability with the right party is so insanely powerful that it more than makes up for it.

    I'd love to see another hero capable of anything close to recovering up to 5 health or stamina every game round! :P

     

    Yea you are right. I'm just too used to see Mok pissing on the OL's party, that playing it in RtL doesn't feel the same. I had to expect that indeed.


  13.  

    To be honest, I´m a disappointed by the lack of content.

     

    All quests are always exactly the same in each playthrough, only the spawned monsters and the travel events (which are quite cool) vary.

     

    But the room tiles are in exactly the same place, and the layout is static. If played the quests once, you know everything about this campaign and there are no real surprises.

     

    The quests itself are (all of them put together) about as long as a coop pod, which isn´t that great either. No randomization of tiles and events is truely sad.

     

    I really hope the kindred fire campaign is coming soon, and is a lot bigger than this.

     

    Sadly, due to the lack of replayability I´m quite disappointed by the app. I really didn´t see this coming, I guess my hopes were too high.

     

    No randomisation of the rooms seems like a bummer.

    Does the specific quest layout at least make sense i.e. does it have any relevance for gameplay/questgoals or the like?

     

    In the end it still sounds great to practically get a PoD Coop for free, I will reserve my criticism for the paid campaign.

     

    The random things in the new system are: Some monsters ( some are fixed to the quest ), their behavour, and the travel events.

    The replay value of "Rise Goblins", is indeed low and I'm affraid it will be the same for each quest presented on RtL. It's Still a good experience!!!

    The only thing i cry over is the fact that Mok ( my favourite hero ) is Useless on RtL. but, oh well, maybe if i want a Hard mode*.

    Overall i have only positive things to way about RtL. And just because its GOOD. I want more!

    To be completely honest, i don't know if i want the release of digital content to be the new business model of FFG for Descent. yeh... I wouldn't like that.

     


  14. UHm.... so.... how long did it take for you to beat it and how many quests was it? 

    I didn't beat it. I LOST!

    2 Main quests: Intro and Final

    2 Side quest ( Which you can do if you want ).

    so 4 quest in total, I played 3 of them. The intro is pretty fast with two heroes in play and if you read the PDF file of the rules you can pretty much skip most of the text since the only purpose of that quest is to teach you to use the app correctly.

    So I played 1 the side quest and then i got crushed on the final Quest. You actually can't do everything in the game. you ahve to choose, which imo is a good thing.

    I ended it about 3 hour ago. so yeah, that's pretty much all i did today, lol.

     


  15. It would be easy enough for you do this, even with a simple text document. Think about what the app is doing (place these here until event happens). It's pretty basic and can be done with a well written script in text. Sure, players would have to keep track of gold, morale and so on and it wouldn't 'tie in' to the app but I think given all the glitz that comes with these games these days we have forgotten how effective a good body of text can be.

     

    I'm with you in wanting something a l little bit more out of this app but hell, I lack the time to outdo it.

     

    That's a good, point. It's true that you can play Road to legend with just paper. It actually is possible. The fact is that RtL offers a more comfortable way to play that helps the flow of the game itself ( instead of having 90 cards that randomize the special effect of the monster and its actions for the turn, you just have little fancy app ). leaving the eye candy on the table and a more fluid game.

    So even if you are completely right, i cant deny RtL is a more comfortable approach to build these kind of coop game. And that is why the original question on the opening post came to my mind.


  16. The app actually takes you by hand: If you are about to change the status quo ( for example killing a boss character ), you have to tell the app that character is dead. Then the app asks you for comfirmation: "Is it really dead?", so you have to input twice for the "important" stuff. Once it's done, however, its done. Other things like buying items and using Exp, can be undone as much as you want.


  17. Hello.
    I'm sure Most of you have already played and finished RtL first campaign "Rise goblins". If not, then I might have a serious problem and too much free time in my hands.

    BUT, lets talk about a future I would like to see happen.
    I don't know if some of you guys know a little game called RpgMaker by Enterbrain. It's a game that makes you build games using simple programing. Other than being a great mental exercise for children, it let creativity flow.

    You already know what I'm talking about. So my question is:

    Do you see Custom side quests for RtL happening?
    Should it happen?
    Is the RtL built in a way it can allow such things to happen in the future if mama FFG wants it?
    What is the psicological explanation that makes the Collection-O-meter an evil tool that pushes me to buy more stuff?

    Am I the only one wanting to create my own little Sidequest that you can download to show up in your campaign, While I laugh at you when you discover how hard is it?

    Please let me know!

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