Some feedback from an angband dev
Posted: Sat Dec 15, 2012 9:01 pm
Darkgod et al. I've recently been playing around with tome4 as part of my yearly "let's get some ideas" spree. I would like to offer some feedback. For reference my character (dwarf berserker) has made it to the east and has cleared two of the orc bases. She's still alive, but who knows for how long that will be. This was my first character attempt, although I did play around a little with the game about a year ago.
First the positive:
The game is absolutely beautiful. This is a testament to the amazing collaboration between DarkGod and Shockbolt (who I'm guessing did most of the graphics). Fantastic job.
For the most part, the user interface is very friendly. Although, I will have some small critiques below.
The attention to detail to the plot and the lore is pretty cool.
I love the different styles in the various dungeons. Besides the visual elegance, this is probably my most favorite part.
I found both the performance (game speed) and the difficulty level have been much improved over the past year.
Escorted characters behave much nicer. That was probably the most frustrating part of last year.
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I'm going to limit myself to one major critique of something that I don't like, and the rest will be relatively minor stylistic changes or bugs.
Major critique:
There's too much stuff. It's pretty bewildering. Comparing equipment is near impossible in the midgame, even with the ctrl option. The stuff doesn't even fit on the screen! It's extremely difficult to guess what resistances or abilities are important. Similarly, I feel there are way too many options for talent trees, but I admit this comes from a personal dislike of talent trees, and is unlikely a shared opinion. However, where it is problematic is in trying to judge danger levels of unique or rare enemies. There are tons of effects to try and learn, to tell how dangerous something is. In the last part of "too much" and I admit I cheated by folding lots of stuff in here. There're too many messages that it's really hard to pick out the important stuff from the battle. Color coding some messages will help a little, but I also have some more suggestions below. Y'all should probably take it as a compliment that my big critique is a mere stylistic difference for gameplay.
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Bugs/suggestions possible to fix for release:
Some dungeons have disconnected areas, not accessible without digging.
The game is not too friendly for laptop players. An option to move with hjklyubn would be very nice. I had to spend way too long in the beginning of the game messing around with the key-bindings.
I feel the game should steer players to clear out the easier zones before sending them off to old forest/sandworm/daikara/maze etc. If you're a dwarf the game doesn't tell you about rhaloren camp for example, and I feel it should.
Randarts seem weaker than normal items. I don't think I've used a single one.
Ambushes seem too powerful. They're also kind of a shitty way to die. Dying to a boss is ok. Dying to an ambush is anti-climactic. And they seem more dangerous than most bosses.
Attempting to teleport in an ambush map did nothing, but there was no message or anything. I just lost a turn. I feel if teleporting is not allowed, the game should at very least let you know why.
Moving into a wall when confused does not lose a turn. Similarly, if there's an unknown invisible monster in one of the walls, you could try hitting all the walls until you manage to attack the invisible monster, since you don't lost a turn for moving into an unknown wall. Solution: when confused any motion, even illegal ones, cost a turn. 2) You can't attack into a wall unless you see the monster, or you use ctrl+direction. ctrl+direction should always cost a turn.
I wish talents and abilities had a "check before using this ability" in the configure menu. I've mistyped and teleported too many times.
looking at rares/uniques should tell you what class they are. At the very least this would help a player learn what can do what.
It's too hard to figure out why you died. I feel this is an important aspect of roguelikes or any game where death is important. The player must be made aware exactly why they died, so they can learn from their mistakes. Allowing them to replay the last 3 turns with a movie might help. Maybe have an incarnation of the monster that killed them (or all that damaged them in the last few turns) in the exit area so the player can look at them and see what it was that damaged them. The difficulty is related somewhat to the message spam and an inability to figure out what monsters can do.
The game should warn you when you try to rest when there's a timed event or an escort quest.
The game should warn you when an area of effect spell will damage friendly characters. This includes things like death dance.
On some maps it's possible to have the player/monsters hidden under the ability bar thing.
The player is told who damages them even if the caster is not seen. This includes invisible monsters. In these cases, the monster name should be suppressed. Similarly, when a monster casts a damaging effect on the player, the damage is referred to by the monster name, when it should be the effect that's causing damage. Examining the effect on the upper right should indicate how the player got it, if they know.
Why can't I close doors?
An option to suppress all player generated sound effects would be awesome. Basically, I care a lot more that I'm getting hit by lightning than the fact that my weapon just cast a lightning bolt for 10 additional damage.
If you go back to reknor is lost dungeon after clearing it. Norgim is still standing there. If you exit back to the iron council you get the quest cleared message again.
Monthly is misspelled as montly in the donation page.
When referring to Urkis the anguilwen mage person uses the phrase "going rogue" which seems way out of place given the style of the rest of that person's dialogue.
I'll let you know if I come up with more. Overall a great job by everyone who's contributed!
First the positive:
The game is absolutely beautiful. This is a testament to the amazing collaboration between DarkGod and Shockbolt (who I'm guessing did most of the graphics). Fantastic job.
For the most part, the user interface is very friendly. Although, I will have some small critiques below.
The attention to detail to the plot and the lore is pretty cool.
I love the different styles in the various dungeons. Besides the visual elegance, this is probably my most favorite part.
I found both the performance (game speed) and the difficulty level have been much improved over the past year.
Escorted characters behave much nicer. That was probably the most frustrating part of last year.
---------------------------------------------------
I'm going to limit myself to one major critique of something that I don't like, and the rest will be relatively minor stylistic changes or bugs.
Major critique:
There's too much stuff. It's pretty bewildering. Comparing equipment is near impossible in the midgame, even with the ctrl option. The stuff doesn't even fit on the screen! It's extremely difficult to guess what resistances or abilities are important. Similarly, I feel there are way too many options for talent trees, but I admit this comes from a personal dislike of talent trees, and is unlikely a shared opinion. However, where it is problematic is in trying to judge danger levels of unique or rare enemies. There are tons of effects to try and learn, to tell how dangerous something is. In the last part of "too much" and I admit I cheated by folding lots of stuff in here. There're too many messages that it's really hard to pick out the important stuff from the battle. Color coding some messages will help a little, but I also have some more suggestions below. Y'all should probably take it as a compliment that my big critique is a mere stylistic difference for gameplay.
-----------------------------------------------------------
Bugs/suggestions possible to fix for release:
Some dungeons have disconnected areas, not accessible without digging.
The game is not too friendly for laptop players. An option to move with hjklyubn would be very nice. I had to spend way too long in the beginning of the game messing around with the key-bindings.
I feel the game should steer players to clear out the easier zones before sending them off to old forest/sandworm/daikara/maze etc. If you're a dwarf the game doesn't tell you about rhaloren camp for example, and I feel it should.
Randarts seem weaker than normal items. I don't think I've used a single one.
Ambushes seem too powerful. They're also kind of a shitty way to die. Dying to a boss is ok. Dying to an ambush is anti-climactic. And they seem more dangerous than most bosses.
Attempting to teleport in an ambush map did nothing, but there was no message or anything. I just lost a turn. I feel if teleporting is not allowed, the game should at very least let you know why.
Moving into a wall when confused does not lose a turn. Similarly, if there's an unknown invisible monster in one of the walls, you could try hitting all the walls until you manage to attack the invisible monster, since you don't lost a turn for moving into an unknown wall. Solution: when confused any motion, even illegal ones, cost a turn. 2) You can't attack into a wall unless you see the monster, or you use ctrl+direction. ctrl+direction should always cost a turn.
I wish talents and abilities had a "check before using this ability" in the configure menu. I've mistyped and teleported too many times.
looking at rares/uniques should tell you what class they are. At the very least this would help a player learn what can do what.
It's too hard to figure out why you died. I feel this is an important aspect of roguelikes or any game where death is important. The player must be made aware exactly why they died, so they can learn from their mistakes. Allowing them to replay the last 3 turns with a movie might help. Maybe have an incarnation of the monster that killed them (or all that damaged them in the last few turns) in the exit area so the player can look at them and see what it was that damaged them. The difficulty is related somewhat to the message spam and an inability to figure out what monsters can do.
The game should warn you when you try to rest when there's a timed event or an escort quest.
The game should warn you when an area of effect spell will damage friendly characters. This includes things like death dance.
On some maps it's possible to have the player/monsters hidden under the ability bar thing.
The player is told who damages them even if the caster is not seen. This includes invisible monsters. In these cases, the monster name should be suppressed. Similarly, when a monster casts a damaging effect on the player, the damage is referred to by the monster name, when it should be the effect that's causing damage. Examining the effect on the upper right should indicate how the player got it, if they know.
Why can't I close doors?
An option to suppress all player generated sound effects would be awesome. Basically, I care a lot more that I'm getting hit by lightning than the fact that my weapon just cast a lightning bolt for 10 additional damage.
If you go back to reknor is lost dungeon after clearing it. Norgim is still standing there. If you exit back to the iron council you get the quest cleared message again.
Monthly is misspelled as montly in the donation page.
When referring to Urkis the anguilwen mage person uses the phrase "going rogue" which seems way out of place given the style of the rest of that person's dialogue.
I'll let you know if I come up with more. Overall a great job by everyone who's contributed!