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Zjet

Road to Legend Feedback ideas

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Hi there FFG,

 

Loving the App, very cool

 

I would suggest a couple of things that would really improve the App experience...

 

1. Add a filter so we can turn OFF and turn ON certain parts of certain expansions eg: let us turn on HEROES and CLASSES from expansions but turn off tiles, maps, quests, enemies of them. This would be much better as having all your descent stuff on out in one big pile takes up a ton of room and ends up being just a mess. it would be nice if we could play with all of our heroes and classes but not have to pull out EVERY piece of EVERY expansion we own just so we have to find that one odd tile piece or one random enemy from some expansion.

 

 

2. Quests with LESS types of Monsters, Make a quest with just say two types of monsters this keeps the pacing going quickly, when you have to go through all your stuff just to pick out one monster for a one off battle it really is a pain

 

3. Put the reference cards for enemies on the app, again the less stuff we can pull out the better. If you could put the enemies cards on the "skul" where you press to see how an enemy spends Surges. It would be great to even just have what they roll, their attacks, numbers for 2,3,4 player or literally just a copy of their enemy card. This would help streamline things.

 

4. integrate the existing co-op expansions you guys made. Like forgotten souls. it would be perfect in this App!

 

5. integrate the conversion kit!, again like number 1, we should be able to filter things and turn on and turn off whatever heroes/enemies any part of any expansion we do or do not want in the APP.

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remembering effects like the barghest nigh cloak extra brown dice defense  is hard  especially as your 1 space disconnected from the overload now..so a reminder or iconography would be night : e.g Night cloak : ? defense + Brown

Cowardly : ? Attack = no Surge

Web : ? Boot 

 

maybe even adding condition icons to the side of the hero's  image.. next to the Ko button

 

I didn't like the ending of the priest side quest, almost you win, "not even the power of the reunited being shields you in thanks as you escape the dungeon" its probably a lot to ask for a narrated ending,  how about a graphic ending a bit like elder sign app?

 

i don't like the less monsters idea, but thats really quest specific the final one felt a little goblin overload! didn't even use the hexers in my run!

i keep all my monsters in 2 ziplock bags quite easy to find 1 quickly 

 

 

also when i went to play with other humans..

i would have liked to have the map tiles out and ready before hand , or got them ready while they decided on heros,. think i'll end up printing the tiles of each quest if that possible. it'll just a be a little speed increase to me, but the apps  makes you choose hero  etc before a quest which does make sense but a quest list with quest tiles and tiles on the end of the pdf rules maybe?

Edited by milarky

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I would like to have side quests packs, even if you want to charge me something FFG. Having a whole large expansion and only having one side-quest from it is a little sad, so if you ever make a 4 side quest pack for Labyrinth of Ruin I would purchase it too, it is even easy for you to do it, as they don`t have to be connected to a main story.

As everybody else, I would like campaign that use all the expansions, but having awsome side-quests would already fill me with joy, as would also make playing th same campaigns more fun, as it would be quite different due to a larger pool of side quests.

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I would like to have side quests packs, even if you want to charge me something FFG. Having a whole large expansion and only having one side-quest from it is a little sad, so if you ever make a 4 side quest pack for Labyrinth of Ruin I would purchase it too, it is even easy for you to do it, as they don`t have to be connected to a main story.

As everybody else, I would like campaign that use all the expansions, but having awsome side-quests would already fill me with joy, as would also make playing th same campaigns more fun, as it would be quite different due to a larger pool of side quests.

 

Seal of approval for this !! And adding side quests for every H&M pack.

Edited by kraisto

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Personally I like the Monster diversity. If you dislike rummaging through a pile of components to get the right thing, this may not be the game for you. ;-)

 

I need more monsters :P. Waiting patiently for the new monsters and heroes packs ...

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For the love of god, I had to make up rules to switch out monster groups in the PoD co-ops because fighting the same 4 over and over again was BORING... do not touch my precious open groups on this app... I may lose my sanity!!!

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For the love of god, I had to make up rules to switch out monster groups in the PoD co-ops because fighting the same 4 over and over again was BORING... do not touch my precious open groups on this app... I may lose my sanity!!!

 I'm starting to agree a lot on your point of view on this forum. Im scared.

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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.

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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.

 

My warning, dont touch this !!!! :P . Maybe a difficult selection for newbies, but the game will become  boring fast if they make easy. You can adjust the game with some house rules (give the 2 players rules for more players, adjust the monsters groups for less players, etc).

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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.

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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!

Edited by eljolly

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a BBG review mentioned unlocking quests so you can just play them as one off..  seems a neat idea

I'd love to see such a feature. (Although you could still do it now, if you just "skip" through the quests... you only have to klick a few times on the app to open doors, kill monster groups and so on...

 

But a clear list with all side quests and main quests you have available in your purchased campaigns would be pretty neat.... I mean if someone doesn't play the app often it's possible he plays most random side quests a few time and some don't even apear in many playthroughs....

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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 definitely agree with this.

 

Today I played the finale with 4x heroes and was moving through the quest at a good pace. During a game turn on the third of four players, I opened the final room with the Shadow Dragons and final group of Goblin Archers. This hero was then done and then after the monster attacks plus my final hero, the end of the round was greeted with a monster placement of 4x Berghests, the whispering wind peril (test failed = 2x Fire Imps show up adjacent to random hero), a peril containing an invisible barghest chomping at a random party member and if that wasnt enough, a major peril dealing 2x damage to every hero (no option to defend). I survived the next turn (just) but was handed more perils including one that was deadly which dealt 5 damage to every hero (again, no defense option).  This feels like a very cheap way to majorly cripple your party by around 40-50% of their health depending on party composition and left me feeling a little deflated after all the hard work i'd put in to that point. Needless to say, the party did not survive after that.

 

I like the perils, I really do, but please tone them down a bit or at least offer the ability to put up a fight instead of instakill/instacripple.

 

Otherwise, the app is great!  Wonderful job to the people at FFGames *thumbsup*

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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.

Personnaly i find it so easy comparing to a game against a true overlord that it is close to be boring :). Fortunately there is that Peril effect that gives a little spice to the whole thing. Clearly i wouldn t want it easier.

Edited by Tintaglia

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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.

 

 

 

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.

Personnaly i find it so easy comparing to a game against a true overlord that it is close to be boring :). Fortunately there is that Peril effect that gives a little spice to the whole thing. Clearly i wouldn t want it easier.

 

 

I think the difficulty on the free mini campaign is balanced so far, with the exception of that Peril, I think it's called Tendrils of Darkness, may be confusing it with another? The damage multiplier is insane, it starts out at 2 or 4 damage, and it keeps increasing at an absurd rate. I'm convinced it must be a bug. I ran a simulation on my phone the other day and let the turns keep passing by, it said to place 24 damage on the Heroes at one point!

 

Besides that one peril, I feel the Rise of a Goblins mini campaign is well balanced and just has some minor spelling/typos to be addressed. Even though it's short, it's been quite fun and has giving me hope for when Kindred Fire and other campaigns are released.

Edited by Luijod

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For the love of god, I had to make up rules to switch out monster groups in the PoD co-ops because fighting the same 4 over and over again was BORING... do not touch my precious open groups on this app... I may lose my sanity!!!

 I'm starting to agree a lot on your point of view on this forum. Im scared.

 

 

All part of my Master Plan Skeletor...

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My personal wishlist for future development:

 

- some other solution for item shopping
Seriously: I do not want to order my shop deck alphabetically, since I still regularly play normal Descent games. The fact that the shopping section only lists item names, but not what they do, IMHO is an entirely unnecessary annoyance. I always have to call upon a Wiki, because I really don't enjoy browsing a very large card stack for cards that I might not even want to buy. So either let me draw my shop cards myself manually and let me input the result into the application after I picked my purchase OR list the entire card text when offering shop cards ... so at least I only have to search for those cards that I really want to buy.

 

- tile randomization
(This might only be rooms used between main-quest-rooms or quest-rooms could also be randomized. Since FFG know how large the tiles are it would be easy to define minimum size and required features for certain scenes and only pick random tiles from appropriate parts available to the player. Since the shape is known to FFG as well it would also be easy to avoid overlapping tiles, for which the POD expansions have a separate rule.)

Edited by Shimaaji

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Don't known if tendrils of darkness is a bug. Theres another peril maybe correlative to the next campaign that make you lose the quest in fewer turns.

Edited by kraisto

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