Yeeks are unplayable?
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Re: Yeeks are unplayable?
I unlocked yeeks this morning, and I've been playing them since lunchtime. Just now, I finished playing the best one yet. She actually got to level 2 before she died. I believe that even non-yeeks would have great difficulty dealing getting through a yeek starter dungeon at level 1.
Re: Yeeks are unplayable?
Try a reaver - the class has interesting possibilities
Rend (because everything is faster than you)
Bone Spear (Beams, yay!
)
Virulent Disease (takes out the easier I in one hit from a distance)
Got one to 3rd level still feeling my way around for the right way to go!
Stair scum and Blood Sacrifice to get your VIM up.
Much to like, and yes it is hard work! Kind of fun though!
Rend (because everything is faster than you)
Bone Spear (Beams, yay!

Virulent Disease (takes out the easier I in one hit from a distance)
Got one to 3rd level still feeling my way around for the right way to go!
Stair scum and Blood Sacrifice to get your VIM up.
Much to like, and yes it is hard work! Kind of fun though!
Regards
Jon.
Jon.
Re: Yeeks are unplayable?
Thanks kazak, lighting actually did come up on IRC. The lack of lighting makes sense for the dungeons (submerged ruins, ritch tunnels), but I think at least the yaech dungeon could use some more static lighting.
<DarkGod> lets say it's intended
Re: Yeeks are unplayable?
Sounds familiar. That's why I did it with an Anorithil -- so I could Jumpgate out of there when the inevitable surrounding occurred.kazak wrote:the low light radius and lack of perma-lit rooms just makes that play-style awful: Kill everything in the corridor, take a step out. Wait. Nothing. Wait some more. Nothing. Take another step. Wait. Take another, find yourself looking at 2 yellow ritches (that can apparently outrun you), the little bastard that rushes and pins you, a red one shooting fireballs at you, and you several steps from the sanctity of the corridor. A lot of the time getting swarmed is simply unavoidable, and at especially at early levels, getting swarmed means dead. It would be less awful if the rooms or the baddies were lit and you could have a reasonable chance of avoiding getting mobbed like that--have some warning before they're two paces away. Am I the only one?
Re: Yeeks are unplayable?
I got lucky and found a sun infusion. Helped a great deal with the lighting issues in the early dungeons.
Re: Yeeks are unplayable?
I agree it makes sense, despite its annoyance. Maybe a more thematic type of lighting, like phosphorescence or bioluminescence (is there a difference?). I'm currently living in Puerto Rico, which has some pretty beautiful bioluminescent bays. Given the visual appeal of the weather effects in some of the other areas of the game (Trollmire, Old Forest), maybe the starting Yeek areas could get some sort of ephemeral glow.yufra wrote:Thanks kazak, lighting actually did come up on IRC. The lack of lighting makes sense for the dungeons (submerged ruins, ritch tunnels), but I think at least the yaech dungeon could use some more static lighting.
Actually, I kind of like that--rather than the floating clouds and mists that tend to shade and obscure other areas, could there be something with an opposite effect on some levels? Rather than obscures, it pulses and lights with a dull phosporescence? It could be a really visually attractive feature, rather than a non-sensical fix to a gameplay limitation, though I don't know if the game mechanics would allow for something like that (not a coder, I).
And with regard to the ritch tunnels, does the engine allow for, maybe, little burning fires scattered about that provide some dim lighting in a certain radius? The dungeon does abound with little flame-spitting bastards after all.
/Just trying to think up things that could actually be thematic features, rather than concessions to bad players...