About 30 suggestions based on 1.0.4
Posted: Wed Oct 16, 2013 5:30 am
ToME is my second-favorite game this year after Dark Souls. I've played about 150 hours on 1.0.4 with about 10 characters on Normal, taking three through the end of the game. The developers seem to appreciate feedback, so here is my input. I won't debate any of these, but I can elaborate if requested. I understand some of these go against long-standing tradition and some probably have been suggested before. You can keep features that cater to your core audience while enabling options to appeal to a wider audience.
Easy Suggestions:
- The title music should continue to play during new character creation.
- Tannen's Tower and the Ruins of Telmur both have overworld music, when they should have dungeon music.
- Final boss battle should have different music from the rest of High Peak.
- Stats should appear in the same order in the character sheet as they do in the level-up sheet.
- Items that grant undead status relieve the character of the need to breathe. Yet ghouls suffocate in water. None of the undead races should need to breathe.
- The concept of adding a category point to boost an unlocked category is good. It is disappointing in practice. Changing this to a 10-15% bonus on one selectable damage type (including healing) should be a simple improvement that skirts complex balance issues.
- Every zone should have a flavor text pop-up as in the Last Hope Mausoleum. Suggest you make flavor pop-ups for bosses as well.
- Every zone should show a level range on mouseover as in the Wiki. Quest-recommended zone lists are not thorough enough. Stepping into a new zone to see the "you feel" text under-levels the zone and hurts long-term progression.
- Sludgenest and Dogroth Caldera should have higher appear rates, preferably 100%.
- If the Grand Corruptor is spared, the game-winning text says he's taken over Elvala. Not true upon revisiting Elvala. This text should be removed until any Grand Corruptor - related endgame quests are implemented or debugged.
- Irresistible Sun is overpowered. Suggest you reduce damage by 1/4 - 1/3.
- Girdle of the Calm Waters is overpowered for T1; suggest T2-3.
- Eden's Guile and Steel Helm of Garkul are overpowered for T2; suggest T3-4.
- Gwai's Burninator is vastly overpowered at T3. Suggest you make it a wand and drop to 1/3 - 1/2 damage at T3 or make it a T5 wand.
- See the Threads has too much impact to be attached to an item (Threads of Fate). Suggest you replace it with a weaker chronomancy-type talent on Threads of Fate.
- 50 gold for armor training is very cheap for the early boost it gives classes who start without it. Suggest you raise to 200-400.
- It's disappointing to blow your late-game cash on Urthol's unique items only to get bonuses that don't match your build. I found through save scumming that about 1 in 5 supported a build reasonably well. Suggest Urthol generate a list of 5-10 options after the player chooses an item type.
- I never saw a plain ring or amulet at T4-5, despite having good gems I wanted to imbue with. Suggest you boost drop rate.
- Shopping in ToME is poor: the stores are useless for the majority of the game. Tripling the inventories, raising rare item appearance rates, or having store item tiers rise with character level are some options to improve this.
- Make a difficulty between Normal and Nightmare. This might be too much effort depending on how the engine is coded.
- Permadeath is fine on very short games like QWOP or Tetris. It's tolerable on games that might last a couple hours such as FTL or Pixel Dungeon. Blizzard released stats showing that only 9% of Diablo 3 characters use permadeath. Permadeath will discourage a large portion of the gaming audience in ToME, which takes around 30 hours. If save scumming wasn't possible, I would've stopped playing after about 5 hours. Unless you characterize the free version as a "trial" with the "full" version only available to donators, Exploration mode should be enabled and the default.
- I think a level cap in a single-player game is a terrible idea, especially for a game with permadeath. You should eliminate this and allow players to grind Farportals to improve their characters if they're worried about surviving the final stage.
- I despise unlocks in games. How many people have praised this decision in ToME? You've hidden the most interesting classes from a casual player. All locked races, classes, and talents should be enabled on first install. Most Prodigy unlocks are reasonable because they're straightforward to achieve.
- I didn't realize I could take a Prodigy until my first winning character was level 36 (6 levels late). Suggest you make a popup when Prodigies become available.
- I spent about 40 hours with mages before I realized that Command Staff changed the elemental damage type. Just assumed it was a weak no-mana attack. Suggest you change talent name to "Change Element" or similar.
- I got destroyed the first time I entered the Temporal Rift with a melee character because I didn't realize what a huge effect the movement penalty had. Suggest you make this clearer in the zone entry pop-up text.
Harder Suggestions:
- Monster max levels and/or per-zone monster lists need scrubbing, particularly for simple animals. The worst case I ran into was a level 55 grizzly bear in High Peak.
- Simple animals should not have rares / elites with class abilities.
- I had a poor early impression of the game when a snake, a bear, a troll, a wolf, and a thief were all racing to kill me on the same screen. Only a handful of levels make use of opposing monster factions. Factions should be expanded so that enemies aren't obviously waiting around for the player character.
- Dreadfell is way too long and boring. Same monsters, same tileset and layout density, same dreary music. Every time I got a character mid-way through there, I stopped playing ToME and switched to a different game for weeks. High Peak is very long but the stair guardians make it more interesting. Suggest halving the Dreadfell levels or adding some compelling spice to them.
- I didn't like being told "this is exactly what happened to you" when playing the special Cursed level. Most (?) of the other classes are nice blank slates. Tranquil Meadow doesn't fit the rest of the game's style. Suggest overhauling this or moving it to an add-on.
- A sense of scale is important in games. The largest enemies in ToME are twice as big as the player, which is unimpressive. Big monsters should span many tiles; zooming them like the huge sandworm is fine for a quick fix. Hit detection and obscuration of other monsters might be a problem with the game engine. Narrow hallways shouldn't be an issue as big monsters could smash through them.
- I learned about ToME after playing FTL and then doing searches for roguelikes, which I hadn't played before. ToME is in great shape compared to Kickstarter / Greenlight vaporware / alphas that get stories on gaming sites. Suggest much heavier promotion of ToME to gaming sites.
Compliments:
- The talent development and class/build variety are fantastic.
- The transmogrification chest is the best loot management system under encumbrance limits I've ever seen.
- The music is very good for a free game. Celestial Aeon Project should get a cut of the donations.
- The lore is good. The salvation story did a terrific job of relating the conflict with magic.
Easy Suggestions:
- The title music should continue to play during new character creation.
- Tannen's Tower and the Ruins of Telmur both have overworld music, when they should have dungeon music.
- Final boss battle should have different music from the rest of High Peak.
- Stats should appear in the same order in the character sheet as they do in the level-up sheet.
- Items that grant undead status relieve the character of the need to breathe. Yet ghouls suffocate in water. None of the undead races should need to breathe.
- The concept of adding a category point to boost an unlocked category is good. It is disappointing in practice. Changing this to a 10-15% bonus on one selectable damage type (including healing) should be a simple improvement that skirts complex balance issues.
- Every zone should have a flavor text pop-up as in the Last Hope Mausoleum. Suggest you make flavor pop-ups for bosses as well.
- Every zone should show a level range on mouseover as in the Wiki. Quest-recommended zone lists are not thorough enough. Stepping into a new zone to see the "you feel" text under-levels the zone and hurts long-term progression.
- Sludgenest and Dogroth Caldera should have higher appear rates, preferably 100%.
- If the Grand Corruptor is spared, the game-winning text says he's taken over Elvala. Not true upon revisiting Elvala. This text should be removed until any Grand Corruptor - related endgame quests are implemented or debugged.
- Irresistible Sun is overpowered. Suggest you reduce damage by 1/4 - 1/3.
- Girdle of the Calm Waters is overpowered for T1; suggest T2-3.
- Eden's Guile and Steel Helm of Garkul are overpowered for T2; suggest T3-4.
- Gwai's Burninator is vastly overpowered at T3. Suggest you make it a wand and drop to 1/3 - 1/2 damage at T3 or make it a T5 wand.
- See the Threads has too much impact to be attached to an item (Threads of Fate). Suggest you replace it with a weaker chronomancy-type talent on Threads of Fate.
- 50 gold for armor training is very cheap for the early boost it gives classes who start without it. Suggest you raise to 200-400.
- It's disappointing to blow your late-game cash on Urthol's unique items only to get bonuses that don't match your build. I found through save scumming that about 1 in 5 supported a build reasonably well. Suggest Urthol generate a list of 5-10 options after the player chooses an item type.
- I never saw a plain ring or amulet at T4-5, despite having good gems I wanted to imbue with. Suggest you boost drop rate.
- Shopping in ToME is poor: the stores are useless for the majority of the game. Tripling the inventories, raising rare item appearance rates, or having store item tiers rise with character level are some options to improve this.
- Make a difficulty between Normal and Nightmare. This might be too much effort depending on how the engine is coded.
- Permadeath is fine on very short games like QWOP or Tetris. It's tolerable on games that might last a couple hours such as FTL or Pixel Dungeon. Blizzard released stats showing that only 9% of Diablo 3 characters use permadeath. Permadeath will discourage a large portion of the gaming audience in ToME, which takes around 30 hours. If save scumming wasn't possible, I would've stopped playing after about 5 hours. Unless you characterize the free version as a "trial" with the "full" version only available to donators, Exploration mode should be enabled and the default.
- I think a level cap in a single-player game is a terrible idea, especially for a game with permadeath. You should eliminate this and allow players to grind Farportals to improve their characters if they're worried about surviving the final stage.
- I despise unlocks in games. How many people have praised this decision in ToME? You've hidden the most interesting classes from a casual player. All locked races, classes, and talents should be enabled on first install. Most Prodigy unlocks are reasonable because they're straightforward to achieve.
- I didn't realize I could take a Prodigy until my first winning character was level 36 (6 levels late). Suggest you make a popup when Prodigies become available.
- I spent about 40 hours with mages before I realized that Command Staff changed the elemental damage type. Just assumed it was a weak no-mana attack. Suggest you change talent name to "Change Element" or similar.
- I got destroyed the first time I entered the Temporal Rift with a melee character because I didn't realize what a huge effect the movement penalty had. Suggest you make this clearer in the zone entry pop-up text.
Harder Suggestions:
- Monster max levels and/or per-zone monster lists need scrubbing, particularly for simple animals. The worst case I ran into was a level 55 grizzly bear in High Peak.
- Simple animals should not have rares / elites with class abilities.
- I had a poor early impression of the game when a snake, a bear, a troll, a wolf, and a thief were all racing to kill me on the same screen. Only a handful of levels make use of opposing monster factions. Factions should be expanded so that enemies aren't obviously waiting around for the player character.
- Dreadfell is way too long and boring. Same monsters, same tileset and layout density, same dreary music. Every time I got a character mid-way through there, I stopped playing ToME and switched to a different game for weeks. High Peak is very long but the stair guardians make it more interesting. Suggest halving the Dreadfell levels or adding some compelling spice to them.
- I didn't like being told "this is exactly what happened to you" when playing the special Cursed level. Most (?) of the other classes are nice blank slates. Tranquil Meadow doesn't fit the rest of the game's style. Suggest overhauling this or moving it to an add-on.
- A sense of scale is important in games. The largest enemies in ToME are twice as big as the player, which is unimpressive. Big monsters should span many tiles; zooming them like the huge sandworm is fine for a quick fix. Hit detection and obscuration of other monsters might be a problem with the game engine. Narrow hallways shouldn't be an issue as big monsters could smash through them.
- I learned about ToME after playing FTL and then doing searches for roguelikes, which I hadn't played before. ToME is in great shape compared to Kickstarter / Greenlight vaporware / alphas that get stories on gaming sites. Suggest much heavier promotion of ToME to gaming sites.
Compliments:
- The talent development and class/build variety are fantastic.
- The transmogrification chest is the best loot management system under encumbrance limits I've ever seen.
- The music is very good for a free game. Celestial Aeon Project should get a cut of the donations.
- The lore is good. The salvation story did a terrific job of relating the conflict with magic.