#q-and-a
1 messages · Page 34 of 1
So apparently spazz is an insult exclusive to the British. Also good point Major. If you don't like people talking in voip then mute them. If you don't like the way other players name them selves because it hurts your feelings then report them/turn on streamer mode.
That's a very broad brush to tar everyone but okay.
And it's not specifically British. Where did that come from
I'm. Sorry you cant use your name. I just put out why I think it might not be allowed.
A spazz where I am from is someone you can't predict, they tend to do the unpredictable. A loon if you will.
I googled the insult and it shows me a bunch of british english dictionaries and also in the "People also ask" there is this question - What does Spazz mean in UK?
Oh Loon... there is a good one.
I have no idea how it works. I couldn't use SirtilbotTTV but I could use SirtilbotTV.
Don't be sorry. I have nothing against you ^^
Your follower took your name then
Nah I got the same message as spazz reported before
I doubt any of my followers even care enough to do that lol
I seen plenty of TTV names
Yeah me too
Maybe with the extra T it was tryna make the word titty or something fuck knows
Either way, @devs please fix the name filter, it is too strong.
Or at least tell us what the issue is If the filter tags something.
I mean cummybear was playing with Pestily for 2 playtest
Cummybear... is allowed, but Vague and Spazz is not..
Which means I could more than likely make the name cumstain...
Thats an insult
Woah that’s a weird dark and darker link
Thanks!
Filters imo are just meh in general. Anything can be offensive if used 'correctly', and slurs only have meaning when you allow them to. Its tiring to have stuff filtered out all the time.
And im australian. Half the stuff the average person would say would be deemed offensive elsewhere, when its not at all offensive here.
is there going to be a way to change the FOV in the upcoming playtest?
Hope not. Increasing feels like giving myself a headache or being disadvantaged.
Hope so. Increasing feels like it would prevent giving myself headaches.
so next test will be from 6th-12th february?
Probably not that exact, but it will be around then
The profanity filter will be much better in the future.
Your name should be okay when it is fixed 🙂
do i automatically get in to the next play test if i was apart of the last?
if not is there a way I can sign up now?
No. You specifically don't get to join the playtest. (joke)
lol thanks
Everybody gets to take part in the playtest regardless of were you in the last one or not
perfect . thank you guys
Did anyone test whether magic damage effects rouges bleeds/poisons?
Rogue rupture was magic damage.
is mr Graysun a developer?
Awesome thanks!
Out of 26 of their employees only one isnt a dev. So odds are. Yes.
@timber mist Do the devs read all of the suggestions in "d-and-d-suggestions"? I noticed that the ones that get a high percentage of up votes are marked green, but there are lots of suggestions that should've been marked green that are still marked blue because the stats didn't get calculated.
Can someone tell me where the doors that require a lockpick are? I've played for 34 hours and never seen one.
There were locked cells in the jail.
when is the next playtest?
f e b r u a r y
There was also a locked metal door that wasn't just a cell
It was closer to the center, around one of the altar of sacrifices, if you couldn't lockpick it you had to backtrack a little and go around the altar of sacrifice room
i mean this is one of the few games where my name isnt offensive in it. so its quite nice.
In spanish spazz doesnt mean anything. I hope you enjoyed this information 👍
How did people get access to previous playtests? Do we know how to get into future playtests?
The games steam page had a button to request access that was auto granted when you clicked it
Wait it was? I thought the tool tip stated physical damage for rupture but poison weapon was magic, never tested on a dummy myself for rupture though so unsure on that
Might of been a glitch, I did big magic damage on first hit with rupture on the dummy.
Interesting, I'll note that for later thanks ☺️
Will the stricter licensing for D&D derivatives have a negative impact on the game's development, since it seems to draw a bit from D&D?
So many games take from dungeons and dragons, the class system isnt copyright material. I don't think copy right will come into play at all unless if dark and darker somehow steals lore from dungeons and dragons.
Hope so, but fear of something like mimics being iconic to D&D and having to take that out would suck. Those suckers get me everytime.
Yes they get read, it just takes some time.
I always write down the suggestions/feedback that I believe should get more attention.
Which ones are currently your favorite? 😛
That's amazing
Top secret! 
when open beta ? cba to play on a playtest 
I will literally paypal you $200 if you get the interaction box for small lootable items like bangles/gems/rings and stuff to be both solid so there's no gap in the middle and also slightly larger so that we don't have to do the weird jiggling around infront of shelves trying to get the hitbox for a tiny item
I wonder if a mechanic/skill/ability for rogues to lock doors would be viable or break the game's flow?
Maybe not unlimited, something like the traps
how often are Troudbadour apps looked into ?
Everyday, very big list.
Basically I start where I left off 🙂
<@&988703997378584596> I just got a direct message from Mee6. Is that the Discord bot? The message says "That word is not allowed here". I have no clue which word this is referring to.
This means your message got automatically deleted because a word was in the filter list.
How can I support this game as a 3D artist?
I forget. Can you hear the dark swarm approaching?
Not as of Playtest 3.
Is there anyway I can play this?
Feb. 6th you can
awesome ty
yea i doubt it would be an issue as almost any game can have a mimic. unless they start making anything be a mimic. as it can be in D&D then it wont be a problem. cause in D&D a house can be a mimic. just about anything can be to be honest.
But was Rogue's Poison Magic Damage as well?
im not sure then taking out mimics would matter regardless, i think it was just an example
but its hard, because even if they do all DnD classes, and all take inspiration from them, they still wont be close enough to ever be considered infringing, unless ability names are all the same, and mechanics become more similar, which they arnt.
they would need to do a lot to infringe on DnD.
Yes.
As much as I hate it, I’m actually quite surprised at how accurate you need to be to pick up items
when is the next playtest?
should be today but i dunno what time
you are joking O.o
do you got a link for it?
no not at all you see it coming out wiht steams next fest so whenever the next fest starts is when playtest will be active i think
there stands nothing with a new playtest 😮
aaaahhhh#
it says that it is coming early feb
alrighty ❤️
the next fest is today
Read #📢announcements it will always have info relevant to a playtest
it just hasnt started yet
what he said
yess steam feast starts on 6. February 😄
no way lmao
so one month to wait 😄
dude you gave me a little bit of happiness 😄
yes you happiness and me a major let down dude i cleared my schedule for the week for this
hi!
bruh haha 😄
i feel like an idiot
when will the game be available to download on steam for the next open testing?
next month
during this event? Steam Next Fest will take place February 6-13, 2023 @10AM Pacific
yess
okay, perfect. Thank you
its like a combo of genres and things i like
dnd, rogue-like, escape-survival
it's basically Dungeons & Dragons x Escape from Tarkov
hence why we call it Escape from Darkov
Hey quick question does anyone know if the new OGL 1.1 that Wizards of The Coast is going to release for new dnd edition and all others retroactively will affect this game?
I don’t see why it would
yeah, this game has taken inspiration from DnD. They are not even close to the same games.
and inspiration on almost... base edition
So no playtest today?
Wasn't the event supposed to start 3 hours ago
next month
Read the third paragraph
feb not jan
It’s literally in the most recent post in announcements
rip
“In February during”
do we know if, say, a fighter or a barb's Will stat will affect the damage that they do when they're Ignite'd by a wizard? or if the wizard's Will affects them either?
since that ignite dmg should be magic dmg, i'd think any magic dmg + gear the fighter wears should raise their dmg while ignited. but also wondering if a wizard with high Will gear will cause their tms to do more dmg
So is the BR ring going to be a permanent mechanic?
do they plan on having bard added for next playtest? or is that going to be down the line
they said they wont have time iirc
ah ok
yes.
unless it isn't. idk i'm not a dev. but it's been there for all 3 playtests so far. seems likely.
they need a way to push players closer together
yeah, plus its perfect for this type of game
its better than just a flat out timelimit to escape
they kinda want people to people pushed against each other and fight over limited portals
When is the next playtest?
In theory, in February's Steamfest (6 - 13 Feb)
pd: good pfp
thanks
Has there been more info regarding randomly/procedurally-generated maps? Maybe a stand-alone game mode (Standard, High-roller, Random).
not really no
im pretty sure they will prolly add more rooms that can spawn in a dungeon
like randomly
but the layout for the dungeon should remain the same
True, I just can't help but fantasize about spawning in a dungeon, not knowing what to expect in the next room. Maybe it's two gold chests right off the bat, maybe it's a room chalk full of traps, maybe it's monster you haven't yet encountered. Adapting on the fly to what's thrown at you as if it was a real Dungeons and Dragons game being run by a Dungeon Master would be so satisfying IMO.
I get that the game needs to be fully focused on getting the basic game down though
oh yeah no doubt, they will probably have that in the future when more monsters are made
then they can have different variants
and etc

they have interest in doing so, but have stated its very difficult to do correctly, and if they eventually did, would be much later down the line
Can you see your own suggestions?
yes
what do people mean by 'forest map'?
is forest goin to be floor 1 or do we know yet?
Forest seems to be outside of the dungeon, in a sort of forest ruins environment.
Just based on its concept art and how the devs described it.
sounds sick. Hope they add alternating paths
You have a link to the art by any chance? no biggie if not
Its on the front page of IRONMACE.com
sick, thank you
It is also supposed to have more players, I have heard different numbers, someone was saying floor 1 = 33 , floor 2 = 16 floor 3 = 9 in the real game which kind of makes floor 2 the odd man out since it doesn't have a number of players that is divisible by 3.
I wonder if it will keep the same lobby? Like you're on floor 3 with the same people from the previous
Or if it will combine servers
Supposedly combining servers so that you have full numbers on each level
yeah, they would have kept lobbies if it worked, but its clearly not working
too few people decide to go down
Although I wonder how rare/difficult that will make trips to floor 3 since you are going to have only a handful of survivors
And most people are full on loot after going through just level 2, not counting starting on level 1
well, if the lobby is full, id say the same chance as it is now.
maybe a little less.
if noone goes to 3, noone gets the good loot, which amps its price
I'm saying it could be lower, a lot of groups I was in went to floor 3 because we knew we would be the only ones there and it would be a loot pinata essentially
the higher the price, the more likely most consider that 'full on loot' to be garbage tier loot anyways
especially when you can survive b3 with base gear, solo half the time
not when there are others, for sure
Yeah well that's what I'm saying, when you know there are going to be 9 going there and there is survivorship bias where the people going down were going to be the "strongest" from their lobby and you already have collected loot, it's a much much bigger risk than it was going down in the last play test
surely they will add bags, or maybe drop points where you can send loot down during the game? Like a 2x2 of items that can be upgraded
once the devs get to balancing the game more, closer to release, it will matter more
right now its just mechanics.
i imagine the less that go down, the higher the loot value will be tweaked, and the lower the rest will be tweaked.
giving large incentive to go down
Agreed, and I have some faith in this team given their decision making and statements so far. It's just a challenge that I see being ahead of them
i dont know if its that big of a challenge because of that. its mostly tweaking
lots of people wont go down regardless, and thats fine. so many dont seem to like the risk involved. i love it
my biggest complaint is that the circle often just killed me there.
I kinda wish there was a separate stash that would be limited to holding grey-white gear. So players can build up a stash of base gear sets for going in while still having a limitation on how many "great" sets someone can have at a time. That way white gear doesn't become completely useless after you have essentially extracted a few times / if you are doing lesser geared runs you are forced to spend extra gold on buying stuff from merchant that you have a high chance of replacing during the run.
i imagine the devs will add things that extend the stash later anyways.
like moneypouches. things to hold treasure, things to group potions, ect
Maybe, I know a lot of people think that but I don't know if they have made any comments on it. There is value to having a limited stash, I just think that there shouldn't be quite the same limitations on having "bad" gear vs having a huge stash full of great gear
they've spoken about it before in that they are looking at things, but thats about it
sucks that its hard to move gear between characters though. i dont understand that choice
I honestly didn't find it that hard as long as whatever character you want to give stuff to has extracted once. Just extract once, join traders guild, give gear to friend, friend gives to your other character
yeah, but you cant do that with low level gear at all, or potions
well, not without it costing more than they are worth
I mean you kind of can? You just fill up the trade window? It isn't 15gp per item, just 15gp for the whole transaction
You just have to transfer a decent amount of stuff at once, not an item at a time
do you need to actually trade something?
no
But you do need gold to pay the transfer fee, so technically need to extract once with at least 40gp worth of stuff to start transferring to a character.
yeah, thats kind of the problem lol
the whole reason id transfer items is so that the new character doesnt have to go on greys lol
It isn't a problem if you have enough money/items. You just make sure you transfer gold to the character on the first transfer. Going off memory you can trade like 1 gear set + some gold/consumables per trade window.
has anyone attempted to explain why the game is balanced as it is?
balanced how? the devs arnt attempting to balance the game much till release
that is what im asking, how is the game balanced, has anyone attempted to explain that?
the game isnt balanced, was my point
How is the game unbalanced
Y’all are on crack
im like a pug so chill
Yeah, because they played wizard.
how exactly is the game balanced atm? wizards are useless at the start, and scale to by far the best in the game. rogues can one shot with much less investment than their target. clerics boost clear speed to stupid amounts, while also being amazing in 3s.
its not in a bad state for sure, but i wouldnt call things balanced right now
so everyone is op isnt that balanced?
im trying to find someone who is attempting to explain the game in terms of what is actually balanced right now
everyone op doesnt mean balance
You are just wrong and don’t know what you are talking about. Wizards are good at the start and don’t scale much because they rely on spells not good gear
but everyone isnt op
wizards scale like crazy, you clearly havent seen full geared wizards.
They don’t
I have seen a fully geared wizard in action and it is stupid.
they dont scale with armour, books give great damage bonuses aty high rarity, will gives cast speed and great damage
they take skill and scale like crazy
They don’t need any weapon or armor so no
naked > base gear. they scale better with secondaries than any other class in the game
I go naked as rogue too. But a fully geard wizard is way faster than anything in the game.
so we are talking about wizards, are wizards op?
the speed and damage is light years beyond anything ive seen
as i said before, wizards are weak early, very very strong later.
yeah is that balanced or what
not at all.
okey
the devs are not balancing the game till EA or release
i love this game, its a very interesting game, strategic game too.
yeah ok I hear you
I think they are working more on melee mechanics than balance per se
so nobody thinks the game is balanced
Why are you talking about balance but only talk about wizards
haha what is one supposed to talk about then?
im not bothering with you anymore. you're clearly not interested in actually having a conversation, and im sick of having to attempt to clarify literally everything
How the different classes interact with each other?
that is an interesting subject, what would be the most obvious interaction to talk about?
cleric fighter?
maybe ill go into game discussion, sorry wrong channel.
Usually when talking about balance in games you would talk about how the different classes interact and which ones are stronger and which ones are weaker
like which class takes which class?
Like which class is the strongest and which class is the weakest
And you want a game where the winner of the fight is not dependent on the class but the players skills
lets go to game discussion
You are so right and so wrong. Wizards are good at the start yes, but with better gear and more perks they slap hard and agility wizards are gods.
Wizard is cracked right now rofl
A wizard with starting equipment can quick cast two fireballs one after the other. But a wizard with epic tier gear can start casting their third fireball once the low tier wizard hits them with their first fireball.
You don't even need to cast two fireballs pretty much ever. One Fireball and one Zap is a kill on every class apart from maybe Barb
Yeah the wizard is currently the best class, but the game is not unbalanced. There always have to be a best class and rn that’s wizard but they aren’t way better than other classes
Maybe in a 1v1 situation but come on dude "Pretty much ever" not even the best of the best consistently hit 3 people with two fireballs.
Uhh, no. Not even close. Wizards are also discount Rogues and discount Rangers on top of having powerful spells.
Prob just because of the 20% faster perk not the gear
No, its because of both...
I'm just talking about the damage required. I know you're probably not gonna have 100% accuracy here, but I'm just saying that even a starter Wizard is cracked, especially with Fire Mastery
This proves someone has no idea what they are talking about. Wizards scale the hardest with gear because they can double dip on +flat magic and +flat physical damage since they are a threat at range and up close with ignite+dagger. You can turn a 11dmg magic missle into 66 damage with only flat damage bonuses and even higher with stat adding on to it. Your dagger damage with ignite gets the flat magic damage bonus and flat phys damage (which items can have both).
Anyone that has played this game with any solid amount of time while evaluating gear understands how broken +flat damage enchantments were in the last play test.
Yes I agreed, im really only pushing back on the prospect that a heavily geared wizard isnt far more cracked.
Someone gets it.
Wizards suffer from very low Strength at the start. This means that +STR gear is a LOT stronger on them. A Fighter with +10 All Att would only deal 10% more Physical Damage, but a Wizard with +10 All Att would do 30% more Physical Damage.
Combine that with spells and the Rondel/Crystal Ball/Crossbow setup and you're a nightmare
This logic doesnt make any sense at all. Someone with already high strength benefits way more from strength buffing items. Wizards with higher strength is nice but not something you should solely be focusing on.
I will say I don't like Magic Missile because it does have a lot of disadvantages, even with the pretty high damage. Granted, if I had something like +10 Magic Damage I'd probably change my tune lol
Also using the percentiles like that is a bit deceiving considering that they would scale logarithmically not as flat percentage increases.
It makes a lot of sense. Having less than 15 in any stat results in some pretty nasty debuffs. STR normally just increases Physical Damage by 1%, but each point less than 15 reduces your physical damage by 3%.
Well, I normally focused on a shank wizard setup, so Strength was a welcome addition lol, both for the damage increase and the extra health for tanking hits (which was basically never necessary, but useful nonetheless).
This is pretty circumstantial as I wouldn't really play the wizard as a frontliner as much as I would play it ranged. I would only really care about str buffs if it was + all attributes.
I found that agility was the best stat for wizards. Getting behind people with invisibilty+haste or just outrunning them to turn around and magic missile them or slow them was the best.
+All Att is absolutely insane on Wizard, as it minimizes his debuffs (or gets rid of them entirely) while making his buffs absolutely insane
Ignite strength is a really good strat for wizard yes, but agility has more versatility.
Out of all classes I would say that wizards are the ones that make use of the most of their stats haha.
Yeah, the focus on STR is mostly for starting out. +Physical Power and +All Att proved to be incredibly broken
You guys are missing the forest for the trees, yeah + attributes are nice on wizard but they are nothing compared to flat damage bonuses which imo either need to be capped or removed entirely as an enchantment. On 1 or 2 items it isn't an issue but it absolutely broken when you have a full set/near full set of that gear (which people had during the play test).
Will There be a second Testphase? Soon or near the Future?
And that holds true for literally every class in the game
Funny thought. Increasing your will would help mitigate any potential self harm chain lightning, fireball, or bending missiles would do to yourself.
Feb 6th most likely. And it would be the fourth not second.
flat damage > +all attributes > anything else. And imo they need to make it so that you can get items that are +1 stat which has higher numbers than the +all attribute max, i.e if you can get +3 to all attributes on an item you should be able to get +5 will or +5str etc
Idk man I actually want people to feel powerful with really good gear, It isnt easy to get or keep unless you are some of the best players in the world.
You can make people feel powerful without just making them oneshot
Its meant to be an arms race against the fighters that can get to a 90% damage reduction with buffs and armor.
How are fighters getting 90% damage reduction to magic?
All Att is so good on a Wizard, though. Because you are:
-> Increasing Physical Damage (Rondel/Crossbow)
-> Increasing movement speed (great with Haste)
-> Increasing Magic Damage and Casting Speed
-> Increasing Physical Interaction Speed
-> Increasing Spell Capacity/Memory
It is possible to get a 90% physical damage reduction. Magic is actually probably easier to resist on a Barb
I didnt specify what reduction its for, im sure if they get the right gear they can decrease magic damage significantly, but the set up ive seen was for physical damage reduction only.
I would like to see that, I played mainly cleric and I stopped wearing heavy because heavy armor didn't seem worth the speed tradeoff. I would love to see screenshots of even the 90% reduction because that sounds well well beyond anything I saw. Plus, guess what it still doesn't even matter because those +flat damage bonuses I was talking about come in a +true damage form so resists don't matter LOL
I donIm confused now, do you want people with good gear or not?
Metal helmets and armor was good, and metal gloves/boots were trash IMO
The time I saw the 90% damage reduction was in a livestream in this discord from my teamate and I didn't screenshot it. But I know for 100% fact that orlanthiTTV has footage of them with such gear.
me and my friend argued about this and we both want an answer :do you lean to more pvp style like adding a ranked system with player matchmaking and hidden mmr and like focusing on the pvp side or you are leaning towards adding more pve like more dungons and more lvls more spells charcters and more floors and the pvp side is just there to make game more challenging ?
MMR is bad. I will not elaborate
I want people to play with good gear, I just think that good gear shouldn't solely come via increasing damage to the point of 1 shotting people. I am for % damage increases but flat damage is broken and exploitable on certain abilities (i.e low base damage but fast attack i.e magic missile where you can get a 600% increase over the base damage)
that what i sayed
Just bring up Hunt: Showdown and ask that community how well MMR worked
@runic warren Agreed, I am normally for MMR based matchmaking but this game would be horrible for it
At the moment they are adding to both aspects. Its already confirmed we are getting more classes, items, weapons AND monsters, maps, and traps.
I agree on % based and not +damage based, for sure
yes is the pvp just there or there main focus is the pvp
I'd say it's sort of in the same vein as Hunt: Showdown
You just need to get to an armor level or skill level to counter any one shot tactics. Most weapons that one shot are slow as hell anyways. Based on what you have said, maybe try not throwing your best armors away in favor of speed and then complain that you get hit and die.
my friend kept saying they need to focus on the pvp side or game wont be fun i was like baby it is dungone crawler it is a pve game if u remove pvp game will still be fun like very fun why focus on the pvp side
Well, that's the thing. There's no -Damage reduction buffs, but there are +Damage increase buffs
I do wonder if Perseverance can actually counter true damage rofl
Tell them that you are both right, PVP is getting loads of updates and so is PVE
@quartz bear You keep talking about weapons, when the biggest abusers are magic users (and hint, wizards and clerics can allow others to take advantage of +flat magic dmg which will bypass that heavy armor you keep talking about and I still want to see a screenshot of someone with 90% resistances because that is well beyond what I know is possible from my personal experience but I will admit I could be wrong on that)
Also the game is more PVP focused than PVE honestly.
all the devs did is add a server and the ability to dameg other ppl (not making ut sound easy) if they didnt the game will still be a fun game to play alone or with 3 people with out the pvp of other people in a server
I have been talking about armor and weapons. Not just one. I mostly go back to weapons because I know its the only thing you have truly had an issue with, you ahve said multiple times you dont want items to scale to one-shot and believe it or not but the weapons themselves contribute the most to damage. (Unless you play cleric with buffs like me that is tee hee)
Hey, a new guy on server here, was literally popping in to ask about difference of PvP and PvE levels because the game looks really interesting honestly (sadly missed last beta due to family tasks), but at same time I am honestly worried if the game has lot of emphasis on PvP. Like, is one expected to just murder everyone not in their party or did people form alliances mid-run or stuff like that?
Oh for context, the guy with 90% was 55% and the livestreamed footage was after a shrine of protection.
For me, it was fairly rare (although I tend to be pretty bloodthirty, even as a solo rofl) but it did happen
Spam casting protection or taking protection pots makes it almost impossible to one-shot you btw.
It isn't the weapons, you get +flat damage from every item slot. Honestly if you have +50 damage (or +100 if double dipping) from your gear you can be using any weapon and mowing down most people.
Protection is only physical
I said weapon contributes the most. Not that it trumps every single equipped item all together.
Wouldn't +50 be unreasonably difficult to get?
They are only talking about the highest end of item buffs.
They want it nerfed.
+50 might be tough especially with a small population of players but the thing is you don't need purples/oranges to get 90% of the value from the item, you can have greens with just that 1 enchant and you are money.
Thanks. What little I've seen this reminds me a lot of Escape from Tarkov, and I remember few rare times there where people met, waved at one another, traded some items and each went the other way instead of risking losing their gear in a shoot-out.
Mostly just curious for sheer fact that, well, I kind of hate PvP games with loss involved because I am at best mediocre PvP player...
It is easy to find green versions of those items with the player base we had, I was running with people that had multiple sets of that gear last play test
Yeah full green were cheap and almost as good as full blues and sometimes even purples.
Because the value of a top tier enchant on a green is better than a purple/orange with bad enchants in most cases (excluding like weapons)
I understand why the closed alpha testers probably didn't spot how broken the +flat dmg enchants were because if you have a small population you probably aren't getting enough of the items into the economy to allow for people to create the specifically broken gear sets (you also need to have people that would theory craft it to begin with)
The bonuses really did make a difference, I WANT THAT.
Its not like the reason I dont want the nerf is because I dont see that its powerful. I dont want it nerfed because I want it to feel powerful.
Someone that grinded out epics that all grant bonus to true damage should 100% one shot all clerics that just bought white/grey plate armor for 60G in the merchant tab. This is coming from a CLERIC>
To counter bonus to true damage, grind out strength items, its an arms race. Now RUN.
Some builds just counter others. Why would I want to mitigate it so the hardcore grinders gain little to no bonuses to fighting starter equipment scrubs?
If you hate being one-shot by everyone. Instead of complaining, just become the guy that one-shots everyone. Come on.
@quartz bear So my main point is this, you can still have bonuses that feel very impactful. But you don't need to have those bonuses that are specifically broken for certain class / weapon combinations. For example, we have been discussing how strong magic missile becomes based on the flat damage. Compare that to fireball. Fireball goes from 30 damage --> 80 damage on direct hit (20 --> 70 on splash), which is 3x the damage on a direct + splash / 3.5x on just splash. But it is literally 6x the damage on magic missile.
The same comparison holds true on melee weapons. It will turn 2hders from being a good size damage number to a big number, but it will turn a small number into an insane number for fast 1hded weapons.
So the smaller the base damage of the attack normally --> bigger the impact of the bonus which generally coincides with ease of landing the ability / weapon and the speed at which it can be used.
Damn.....you know that actually makes a hell of a lot of sense and I see now why you kept mentioning "But that damage reduction doesnt work against magic." We already know mages are cracked, but I think the main issue lies in how the wizard interacted with the game rather than how items interact with the wizard.
Reducing the power scaling of wizard or just nerfing their base damage should help with this issue.
true damage is just a bad mechanic in general with this kind of game. It just invalidates other player's build choices so there is no actual interaction going on
I think the issue is with the items it's just that wizards are the biggest exploiters of the flaw, rogues being 2nd (probably tied with a cracked cleric) since both can double dip but rogue can do it a lot safer
but rogue doesn't get quite the same double dipping unless buffed by a wizard/cleric
If one class is the one that is abusing damage bonuses to instant kill any competition than maybe that class is the issue and not the items.
I think that isn't the case because a wizard without gear is not comparable at all to one with top end gear, while other classes don't have nearly the gap imo
It doesnt invalidate strength builds. And technically armor builds invalidate all other builds except for true damage ones so your point is invalidated.
armor builds invalidate themselves by becoming slower
Yes, wizard is way stronger with more gear. So slow the scaling that gear has on magic damage.
I feel like you haven't looked at the numbers enough Holy, defensive stats lose the arms race so hard that it isn't close, especially because there are true damage variants like I stated and because as I commented earlier, the single stat items have the same cap as the +all attributes, you can't really get enough str to combat the amount of damage increases in the game.
Thats just a give and take. You can still be fast enough with buffs or other item bonuses to not have to worry about being to slow to kite or run away.
There are diminishing returns on hps from Str, there are no diminishing returns on +flat damage bonuses
Also I would rather be able to take 5 shots to the head and be slow than 1 shot to the head and be zooming.
nah you would just be slowed even more by longbow shots and just die anyways because you failed to use terrain
Ya you might be right about the speed decreasing debuffs. I may be a bit biased because I mostly played heavy plate cleric and stomped rangers that pelted me with a dozen arrows but I still had half health. Whenever I took off armor or was in starting gear I felt very weak and I am almost certaintly was because I took WAY more damage without armor. With my playstyle of rushing enemies and bonking them I think the benefits of wearing heavy armor is more psychological and feeling based than cold hard facts and numbers.
The thing about the last play test is that there wasn't much data you were able to really to individually collect on what happened in a round. It could be difficult to know how geared someone was that you killed/died (mainly because if you survived and you had sole access to their body you likely just did a quick glance while looting rather than really evaluating and if you died you might not have always checked every single item someone had equipped via observer mode / they could have died before your team fully died). You also don't know exactly where you got hit / how much damage each hit did. A lot of it was just based on feel. Just like with wizards, there is a huge difference in the damage output of a default gear Ranger and one that was fully geared properly.
This is why I think a lot of balance discussions at this point are kind of meaningless because there were just generally so many variables involved in any specific fight (i.e difference in skill / game knowledge / gear / positional advantage / starting resources ). I think all that can really be pointed out is things that were obviously way too strong or way too weak to the point of being big outliers.
After running in a group of 3 for an extended period of time (our comp was normally either Wizard or Ranger + Cleric (me) + Rogue) I found it far more useful to go with lighter armor on my cleric but a big shield so that I could keep up with my faster allies to keep spells on them and rely on blocking with my shield since you can fully mitigate a hit with your shield/dodging compared to partial mitigation with armor.
The devs themselves straight up said "Game doesnt need balancing until its released"
Yeah and I think my comments support that. Nothing I have said have anything to do with balancing specific classes. It was just identifying something that was completely broken as far as itemization that was fairly agnostic of class although some were bigger abusers than others. You will never see me making a comment saying a specific class is op/needs nerfs at this point.
Whenever I had leather or cloth items that granted me better bonuses than my plate armor I swapped them out and then equipped my best agility increasing items such as rings and pendants. Going the zooming build was something I only did when I knew I would be able to get fast enough that getting hit wasnt as likely.
Saying items need a big nerf but mostly focusing on how wizards abused it is a part of the voice that wants wizards nerfed whether you like that or not.
No because I think there should be a complete removal of flat damage bonuses as an enchantment. Other classes can be very big abusers of it as well it is just very easy to point it out with wizard because it's very easy to demonstrate the impact with numbers people can see. The damage/attack speed of specific weapons is a lot more abstract to people than explaining the impact on magic missile. In fact I think other classes can be better abusers in a group setting (i.e Rangers + cleric/wizard using triple shot or the spread shot can do insanely silly amounts of damage)
The spread shot can literally do like over 1000 damage with all 5 arrows damage combined with the right item set/enchants lol
idk....I dont like the idea of removing damage bonuses at all. But maybe you have a point. I dont think im the one to have the strongest opinion about logistics and statistics. Im more talking from a gameplay perspective and really enjoying getting damage bonuses and trying to counter other peoples damage builds.
When I heard about how true damage bonuses worked I was actually very happy to see it in the game, as it meant people could counter my heavy armor and I had a way to counter other clerics and fighters heavy armor. But I can see why from a balancing perspective this might not be a good feature and thus some took the news negatively.
It wasn't just the "news", it was actually playing with it and seeing it in action. You seem to see it as an arms race but it really isn't because the defensive side of the equation isn't anywhere close to comparable. But I've discussed this for long enough and I feel pretty confident the Dev team will do something because it is an issue that has been brought up in numerous places with a lot of support behind it. I didn't even touch on the super rare possibility which makes it even dumber as I saw a screenshot of an item that had +15 total damage increase (3 different +5 enchants but I kinda ignored that because I feel like those items will likely be very rare but they just make my argument more valid). Anyway good night and take care.
G'night and for sure the devs will balance anything they see is broken like the current interaction with the best armor you can get and the best damage you can get being drastically different.
The tl;dr is that in order to have different abilities work with things like flat damage, we need to have abilities have a sort of Added Damage Effectiveness % that tweaks all sources except for True Damage
Flat damage is fine as an idea, it's just that for example a shot with a crossbow should benefit more from it than the longbow shotgun or triple shot
Why would a 40 dmg slow firing weapon benefit from 15 dmg more then a survival Bow with triple shot at even 20 dmg the bow would benefit from 15 flat way harder
You don't know how to read, please try again
Solid thanks for the slap in the face
When about is the next playtest gonna be
Does the game use normal colliders/hitboxes for weapon hit detection? Or is it using a raycast based system similar to Mordhau/Chivalry? The precision of the hitboxes made me think it might be the latter
6th - 13th of feb
Oh
Hello, when is the next playtest?
brother the answer is literally the last message
omg my bad...
lmao
What’s stopping you guys from doing a paid closed beta? I’d support it, games fun as is.
something like it is coming Q2 2023
Interesting fine then haha
I believe it's slated for Q4 this year unless that changed recently?
so any date between October 1 and December 31, 2023 if things don't change
Here is what the dev's said in their last Q&A
: Is there a way to support the game financially?
A: We are looking into things like Kickstarter and Early Access
early access would be way better so that more people can reach out
kickstarter i know as platform but i dont know how to use it 🤔
what does armor actually do? like how do armor points work? what number of armor points gives you what percent damage reduction?
wasnt the EA planned in Q2 and the full release in Q4?
btw yea, it's fair and i agree
but what i meant was more, id like to support as early access model instead of kickstarter
kickstarter is probably good still, cause it should be way better than ea in term of % (not sure)
but hopefully they dont do some exclusive stuff for who support in kickstarter only
and excluding the people that supported only in early access
id support even if there wouldnt be "extra" stuff
usually companies do that to compensate with pre orders 🤔
@burnt badger Can we pay like $50 to keep playing this amazing game? Me and my friends are going through withdrawal and need more Dark and Darker!
Do the Devs plan to put the game into a beta much like Escape from Tarkov?
The game will have a early access period likely starting around Q2 of this year
So it is safe to assume that it will be some time before the game reaches the point that the game will be played year round with or without a mandatory reset and update?
My mandatory reset do you mean a wipe?
Yes my apologies that is a better way of putting it.
The game will have regular wipes when it is done as well, like other extraction games
Thank you vary much for answering my question I look forward to Dark and Darkers future and future game play.
I would rather the implement more gear death than periodic wipes tbh
trash rate on death, durability etc
https://darkanddarker.wiki.spellsandguns.com/Stats is the closest info I can find
Wipes are kinda needed for getting new players into the game
I think that's a really limited method of getting new players into the game
People don’t want to play a game where they can’t even get into it because everyone else already has great gear
Will people who don't currently have the game downloaded be able to play it during the February Steam event?
I'm super keen to try it
Yep
Hyped!!!
how do i become a play tester
You are a play tester
oh, does that mean i can play it then?
Yes! In February 🙂
ok thank you
i agree
hopefully they dont wipe even char levels at least with the perks as well
cause that would be just exaggerated
I would like them to at least experiment with gear death
a new player might even find green or higher rarity items from a body not looted
i think wiping it's not a guarantee
new players might even buy the game at mid wipe and not even knowing how it works the game
and still having the issue in finding people with all the stuff farmed, cause they farmed in guiness world record in less than one week
wipes dont really solve the issue and its not even related to "new players" but also returning players as well that had the game already
is the game gonna cost money
yes
how much
not been announced yet
alr
getting rid off from such battle royalish mechanic as wipe i think it would be better for the game
at least it would become way more unique than it is already than other generic tarkov based games
My personal guesstimate would be the equivalent of 20-30 euros (if it goes early access in the current state).
it will go in early access in an improved state probably thanks to the playtests.
early access planned to be in Q2 it seems like
The testing is still just in alpha stage and some of the systems being tested is the experience gain rate/leveling curve/character progression and the effectiveness/impact of each perk.
So wipe every test makes sense.
So I've heard as well but it was not in the original release plan.
Until they make an official announcement we can't be sure but I strongly suspect and hope that the Q2 early access will indeed happen.
yea im fine with that
but i meant more when the game will be fully released in Q4
it will still have wipes
and i'm not a fan of such thing in games usually, but it's fine i might adapt 🤔
Well I feel the same way but we'll see, the devs are not yet 100% decided on a wipe cycle after full release but it seems more likely than not.
I think wipes will be better for the shaping the proper player mindset though, so that you have an incentive to hunt for and stack loot but at the same time you don't have debilitating gear fear and are not afraid to use your high value gear.
thats true
hopefully well get some small cosmetic for each season we partake in
id prefer new updates, as in new maps, enemies, weapons when wipes drop
and cosmetics maybe, but hopefully no fomo stuff and that also everyone can get them by playing
the adventure points system was cool
could give a sense of progress, id see it as you can progress maintaining certain cosmetics even after wipes
like the blue torch ect
at least those 
that would be nice
Yeah, that would be awesome.
If there is potentially going to be different races, will there be racial passives?
From the dev QnA: "We are still experimenting but yes. We want to include more customization. "
Do we have an exact date on the new playtest yet? Also were there plans to remodel the trading menus? I think the worst part of the game was the trading combined with the lack of inventory space
The date has already been posted as Feb 6th-13th.
ty
Do we know what the next alpha test-version is going to include (relative to the previous #3) ?!
thats a question that would be answered in the FAQ, if it had an answer
Do blue pots receive any form of DR?
how do i get in on this?
read the FAQ
well faq me sideways
Can you break open locked chests?
If you play barb and/or have a two handed weapon and the chest is not brass, iron, or the gold ones yes you can
next alpha playtest will be last or there will be more?
<@&988703997378584596> Is it possible for me to delete some of my own suggestions from d-and-d-suggestions?
That's not possible. Which one you would like to delete?
Can I dm you a list?
Sure
Just a geniune question, how can someone link to a discord channel post on the discord app?
Do you mean like this? #q-and-a message
Press down on the message you want to copy and there should be an option called "copy message link" if that's what you mean :)
when the next playtest starts how do i play. i dont see an option do download it anywhere only add to wishlist
Yes like that but the problem is I am on a mobile phone using the discord app..
I think the next playtest is on february
Yes, if you press down on the message a menu should appear with that option
when they release the playtest it will give you the download option
np
I can only copy text not the link.. are you doing that on the app itself?
Yes
I would assume at some point
They usually release the patch notes/updates/changes closer to the next play test
I didn't use smash until the last day of playtest 3 and it was by far and away the most fun I had with my buddies.
Is it possible to buy a molotov or lantern in the shop?
No
Pretty sure I'm caught up on all the Dev Q&A's, but wanted to double check on something...Has anyone heard about hotkeys for spells? Or possible QoL improvements for spell selection in the radial UI?
The doctor said if I can't play Dark and Darker in 24 hours, I'll be dead... Can you save me?
Okay, I'll go first.
No, didn’t sound like they were doing that but unclear
Are Guilds already talked about being added?
Not yet
Any idea if we will get data from playtest 3 like we did 2? I really loved the breakdowns
Yes, hopefully sometime this week 🙂
When they say they want as many maps as possible does that mean that they will allow modders to make custom maps at some point?
Or will there be a map contest perhaps???
Thank you, that’s very appreciated
Mr Devs, The next Playtest will take place during Next Fest will it marrior the dates and start time?
I wish to see a few things this playtest. Friend list, being able to purchase more than 1 item at a trader. Do you think we can see that this playtest?
Not sure about the friend list but for sure selling and buying more than 1 item, a developer said he wanted to add it really badly
is the playtest recap coming anytime soon?
Yes they have said guilds are a must have.
Idk where you got this information. It is false. SDF said guilds are something they will for sure implement.
Yes judgment is a damaging skill clerics can pick up. For this playtest it was nerfed to only 30 magical damage though.
It does more damage to undead too?
I wasn't aware of it damaging players so I used it to clear groups of undead
@IRONMACE Dev
Is there a plan to allow an investment to be made with your company.
Shares/etc. I have a very strong feeling regarding this game if this gets at least 2 more explosions like it had on AlphaTest #3.
50k players is good but this has so much more potential.
Dont rush, listen to community, be a humble Dev and you have a 200% success guaranteed with this.
They already said that they wanted to keep ironmace like it is, and dont plan to ask for investors @gritty sluice
Pitty, but a good decision probably. Fear of $$$ driven development. I get ya.
Still I wish you all best of luck and cant wait for the next playtest 🙂
Devs are Power BI enjoyers 😮
No its just that they dont need it atm. Its an error to think like that, spending 2 or 3M is really easy when you try to product something but having parts of ur company is way harder when you grow. Its just another type of investment, they know they can succeed by their own, so why try to have few millions to supply when you can have way more later?
i have huge hopes for this project. Since Dark Messiah of Might and Magic Multiplayer experience i did not have this feeling up untill the Alphatest #3 (my first/only so far touch on this title).
As i said i wish all the best wanted to support and if possible invest as i see huge potential as they do. Its good to hear that they are grounded ppl and want to do it their way. I just hope this does not mean only their way. But so far i've seen quick community responses and effort.
when is the playtest 4 release?
Feb 6-13th
Hello all,
My Q would be: Are you guys planning any creator programs? Since it's done remarkably well during alpha playtests it would be a great way to advertise even further
ty
We currently have Troubadours!
If you meet the requirements, use the link to apply at the #📢community-announcements channel.
Thanks 🙂
@timber mist You guys actively going through those apps still? I applied prior to the last playtest, been waiting to hear back.
I sent you a DM 🙂
@muted onyx Yay Power BI! But you guys really need to edit those default visuals. Throw some style in there. I recommend mixing your PBIX reports with Figma to have cleaner, prettier dashboards with a more digestible output.
But most importantly, you need to have consistent legends across multiple graphs. especially if they're on the same page. Example: Buy Count(Class), Sell Count(Class), Trade Count(Class) has the color Pink for Rogue, Barbarian, and Cleric. Should be the same color throughout if you have consistent graphs.
There are some other things that stood out as bad practice, but I figure you won't read this anyway. Just some tips from a data scientist 🙂
Actually we do read these.
Don't tag SDF though please!
Thanks for your feedback, I will pass it along 🙂
Just tagged him because he posted the graphs. My bad.
Btw guys question about dark and darker dose it have SEA server? What r the server available during playtests
I’d like to see a lot of thoses stats balanced by the amount of played game by class. For example in the kill by class we can see that wizard has lower kill count than any other class, but this is most likely because wizard has the least game played too. It would be awesome to have thoses stats balanced in order to have the average kill per game per class. That would give some info on which class are the most powerfull to pve. That’s just an example but i think a lot of stats would provide more information if they took into account the number of game played by the class
When is open new pretest
Holly crap, I've never seen a developer drop so much data before to the players. G-damn.
Also huh how do I enter the testing? I really want to play.
i hear the next phase will be at the steam next fest in Feb
Last time you just needed to apply for the playtest on the steam page and it pretty much gave you access instantly, I assume next time (start around feb 6th) will be the same
Thanks a bunch, I'll set a calendar to make sure I get it this time around. I don't want to miss this game!
this game is top5 for me i will set a calendar right now
In the Data charts: is there a high roller class %? curious if the mostly even normal lobby class disparity is still the same in high roller
I enjoied playing that game on the beta test so much i wanna take days off work for the new beta coming up. When is it going to happen so i can schedule a week off work?
feb 6th
So i gotta time getting sick with the beta perfect
Oh well im just planning a week paid off work ... lets go im so excited ...
Have the devs said whether they will add a dodge mechanic?
They have movement speed stats (agility) that determine how fast a character is with overall movement. Adding a dodge ability would kind of make agility redundant. But maybe a dodge could be a special ability in the future?
can ironmace just use like battle eye anti cheat to stop cheaters?
i dont think they will, they've said they want to keep combat simple and don't want to get into mordheim-like complication in combat
In the data, does anyone know what hacktype1 2 3 etc are?
im pretty sure thats the different weapon swings like mouse one mouse 2 ect, but thats a complete guess
not sure it is as its in relation to people banned so i think its different types of hacks like esp, teleport etc
ahhh you are very smart thank you
For the Buy/Sell Counts in the recently released stats, is this referring to items bought from and sold to NPCs?
when can we see a rise in the mongolian playerbase in the dark and darker community?
Get some friends in to play during the next playtest, word of mouth is a super strong driver.
Why does the long sword require 2 hands?
because it is long
lack of muscle mass
sure
A long sword irl is less than 5 pounds
He said they will eventually, but not anytime soon. “Not yet” is a valid answer, so don’t jump down my throat for no reason, thanks 👍🏻
i didnt ask
if you want a serious answer, it's probably for balancing purposes
so you can't benefit from dual wield with it, use a shield with it, etc.
Still weird
Could maybe call it a bastard sword and make the arming sword a long sword
Or something along those lines
Especially considering the arming sword can be used by other classes other than the fighter
I'm sure they're going for each weapon having a certain niche, rather than them all being completely accurate
the falchion already serves as the "better one-handed sword for fighter"
Which is also strange
and the zwei is the "slow two-handed sword"
so the longsword is probably the "medium two-handed sword with parry"
Ug
The Data shows the game is ready for early access no?
no, it's just a recap of what happened during the playtest #3
yes it is ready
The game is always ready, they clearly dont want to do it and they must have their own reasons
As much as it pains me
Will the game be free when it fully comes out or paid for?
when next playtest?
most likely to be able to focus on developping the game while not having to maintain/police the players/servers in the meantime, that's smart but painful for us 😦
For the game data that was released today, can someone confirm what “game count by class” and “totalplaycount” is?
do shields block spells?
having withdraws. can we get another alpha yet?
it does for magic missiles, not sure for others, but i think others as well
@analog patio it will have a price but the amount isnt decided yet
@floral otter Around Feb 6, official start time still to come
I will be out of town for the play test, you guys running any makeup tests?
when will there be another test code thingy
How can i start noe?
By waiting til feb 6th
will i keep my save from the last playtest?
nope @leaden plover
darn
no game ever does?
this is my first playtest game
Will Ironmace tell us what the changes are prior to the Feb 6 playtest (patch notes), or do we just have to play and find out? It's a silly but important question.
Was there a release today of planned changes?
Usually an hour before or so
they will tell you
but not everything but they will just keep it vague, i.e "new monsters" "new weapon" "new spells"
but they wont go into detail
The game seems clearly not ready for early access. Having to manage and dedicate resources to live play sets back time development significantly, and it nowhere near done. I'm optimistic about a Q4 release for early access, and please don't waver from the traditional one-time pay model. Heck, I'd lay out 20 or 30 dollar subscriptions over each year to play this game, but if it's a-la-carte microtransactions in a f2p model I can't imagine that being healthy.
Are we going to get more PVP relevant statistics in the future? That's the balancing I'm most curious about is the player interactions.
Also, did you hire or consider a contractor someone who specializes in data collection and presentation? A lot of the data graphs you dumped for us are kinda interesting but while there's some stand-out useful data, most of it is difficult to parse.
Hey how do i sign up for the feb test?
Wait until February 6th then go to the steam page
@high moat I thought this said Q2 for the early access?
@timber mist I saw that sdf hates stamina systems, but does that mean there's no chance Ironmace will make their own new stamina system? And is it possible that we'll see a dodge mechanic?
Idk, hadn't seen that. I have only heard Q4.
bro no need to tag dev's lol they read this constantly 😄
dodge is never coming
i read in last Q&A forum that early access is planned on Q4 2023
perty sure way heavier lol
i; need to duble check i thought it was earlyA q2 and release q4 but I would not put monety on it
i would definitely pay for this game, i love it
Ill drop 1kusd if you let me play right now
Have the ever tried knockback or attack disruption for two handed weapons? Might be useful for those slow swings
Are there any weapons where you press for a weak attack and hold for a strong attack?
i dont think so...never happen to see one
as someone who went to medieval combat training for a few months, even the light stuff gets heavy really fast when you need to keep swinging it lol, especially true when wearing armor
I see a lot of youtubers still releasing content. Is it because they recorded a lot and publish now or do they have access to servers?
i dont think the dev are running servers only for them..and also it will not have enough players to play with
Does the caster's willpower and or spell power affect the duration of buffs and debuffs they cast on others? And if so, by how much?
old gameplay/recordings
soo anyone know whether Rangers traps are gonna be tuned slightly? like not proccing the trap if you sneak over it like the traps throughout the maps?
theres been a couple of scenarios where they are just straight up broken. E.G. the circle is closing in behind you and a ranger is blocking the 1 door with a trap - theres literally nothing you can do at that point and feels a little too busted
usually you can jump them or disarm them
the amount of times i hit the doorway and boop right down into the trap is too damn high 😛 could definitely be a skill issue tho
the only thing thats wrong with the ranger trap atm is the fact that sometimes you cant even click on it.
otherwise its mechanically great
maybe depends by the geometry of the maps and the timings
you can also jump crouching by doing space + ctrl
im pretty sure you can jump it.
click as in disarming them? maybe the hitbox might be smaller
but once i managed to disarm it when i was trapped
yeah, sometimes when you stand on one theres a body its clipped in, or something else over the top
i had an instance where there was no trap to click on under something
also question number 2: is it just me or does it feel like the circle closes a bit fast? sometimes if you get pve'd like crazy you dont even have time to loot the first room you walk into before the circle closes on your ass.
Also prevents you from circling around if a team is blocking one entrance - not sure whether other ppl felt this way but imo itd be nice to have a little more wiggle room in terms of movement that way
yeah, i absolutely hate the circle speed. but id like no circle at all.
it doesnt damage much, but i dont like it. id like some alternate mechanic
i guess do the closing circle after 50% of the time has passed? first half of the game you can just go ham and then after a bit it forces you to either extract or move down a floor
if it isnt gonna get removed at all that is :p
maybe. im not sure what the solution is, really. devs will likely just tweak speeds for a bit
ah that might be a problem actually
maybe changing in way where you need to spam "A" and "D" to disarm might be good
preventing that problem
cause if there's a body over the trap it might be problematic
yeah, absolutely. they know of the problem at least, because they did remove the minigame involved.
just not to the exact extent of it
for what it comes to circles i think it's because they exist probably to make sure people know where portals could spawn
even though of course it's possible to hear them as well without seeing the circle but the circle at least gives some sense of orientation
but id like also as well something different because circles look like very battle royalish to be fair
like a generic mechanic, not that there's something wrong but im also for something that might be different as well
they could always make more static areas for portals (with some randomness) from the center
like... its definitely another problem, but i feel like the randomness doesnt matter that much
Game in its current state is awesome. I wouldn’t dream of changing the circle. It works. It forces PVP. It makes the game harder. It’s another thing that makes you go oh crap oh crap oh crap. I love it.
there are other better ways to encourage PvP though.
and give that feeling.
like... tarkov has the same feeling, maybe even moreso. no circle.
Tarkov most certainly does bot have that feeling
Not*
Regardless. This is the wrong channel for this. Goodbye
not sure if it forces pvp, it could
but people if they want, they can also avoid pvp and camping, because some portion of people want to go in the next floor such the Inferno maps to get better loot
now people that start from the very first floor, they usually don't loot and don't engage in pvp because they want to wait for the red portals
how does it not? the ending time, a lot of the time definitely gives that feeling, the only problem being raid length, which can be much shorter.
also, wounds definitely gives that feeling after a fight.
the one we played wasnt even the first floor anyway
i dont know if 'forcing' PvP actually helps the game, tbh.
people are forced enough with the need to escape via portals.
But there would still need to be a timer at least
I like the fortnite force field just because it keeps the game intense
yeah, absolutely. the round cant go on forever.
it could be that the last portal closing ends the round, but im not sure i like that
could just be a timer
i mean the closing mechanic is okay because sure it forces some kind of movement toward the centre, which is cool... but it happens too fast imo
the amount of times i've looted a player at extraction only to find that they had looted 3 items makes me think they were constantly running from the circle rather than actually engaging with the content provided on the map. Slower circle closing allows for more map knowledge to be applied, less forced movement which for some classes eliminates a particular disadvantage (aka, being forced down one path because circle closing and being chased by 6 NPCs, only to find yourself met at a door with a trap and 2 ppl waiting there like "ha ha, either wait there and die to npcs/circle dmg or come here and die to us" vs being able to move around and enter through a different point).
Maybe just adding more players to the map (not sure how this influences currencies, rarity, xp extraction spawns etc) could eliminate the "lack of forced pvp" if one were to slow down the circle?
is it really that important that people are forced together, though?
it could easily be incentive that pushes people together, like a good middle loot spot, to push people there early and to fight over said loot.
thats FAR better than circle currently is
i like the mix of runs where sometimes i can shoot for the sick fights, and sometimes i like a more chill experience that builds up more slowly
agreed. though there are a couple of areas on the map already that do have this (library, central room, boss room with the 4 buff statues) - but now you only have time to clear one, given that you spawn at the right place, and even then sometimes you can clear the npcs but cant loot because circle is now closing already.
I do prefer pvp over pve... by miles, so im all for the higher probability of encountering ppl through a particular mechanic, but just make it a little less gimicky id say 😛
the problem with them is mostly that you can loot them quickly, and easily, and the loot isnt really worth the risk.
getting to said loot needs to be slower, take time, and be rather generous.
that way, you cant just get there 30 seconds quicker than everyone else and have it all in under a minute.
The game relies on pvp to fill up what its missing for its pve, thats why theres the circle imo
my point is that the circle fails to succeed at that already, AND feels bad.
it needs to be replaced, not removed.
I liked the idea of instead of circles it was entire rooms
possibly. id prefer the idea for something to fight over above all.
theres nothing like a fight over more gain than the clothes off the other's backs.
But thats what high roller is for
sure, but at that point, why not make non high roller PvE?
im not saying thats a good suggestion at all, but thats effectively it
PvE only?
Has Ironmace said anything about implementing more anti-cheat for the next playtest? I know they've mentioned anti-cheat in general but next playtest is gonna be bonkers.
obviously its a bad idea. PvP is what makes the game. but better than average loot for fights in both high roller and normal maps is a good idea.
correct. my issue is the speed though, what @desert remnant says atm it doesnt fully succeed at what its supposed to do and feels more like a nuisance than a "oki time to move on" - which is what i feel it should be. Tweak it just a little bit (again not sure how exactly id do this, im just thinking out loud) - slower speed or later start - just to give players a little more time to run through the map they want to - and toward the end, not get forced into really awkward situations that provide advantages for come classes/teams
anticheat will not come before release. costs far too much upkeep to try
The whole aspect of this game is a steep skill curve that makes you feel highly rewarding when you break through this ‘great filter’
It took me over 5 games to survive a match for the first time
But damn did it feel good
so, take this from my perspective. i win over 50% of my PvP fights. the Ai is a joke, and i never lose to it, and clear them quite fast.
i STILL think the circle is too fast and makes the game dull
There just needs to be a game mode that doesn't have the swarm, let the players gravitate towards what playstyles they want.
The circle is balanced with the rate at which you get loot
If the circle is slower you get more loot
yeah, basically. the loot game isnt really relevant, as loot can be balanced around whether there is a circle or not
They would have to nerf the value of loot by a lot to slow down or even remove the circle
its not the problem. being able to explore and do whatever isnt something you can do, and that does feel bad. i dont like being forced into random areas that may just screw me randomly, because of that.
At least in high roller you can kill players with loot
if i want to strategise, i want things to be more static and less random.
You dodged the problem though
which is what?
You have to solve the loot issue
To be able to have more time to explore loot needs to be nerfed
Because then progression is too easy
sure, what of it? as i said, loot is balanced around the circle. in the same way, it can also be balanced around there not being a circle
so i fail to see your point
More time equals more loot equals an easier experience getting out and on future runs
You ruin the balance of the game
who said anything about more time?
Lmfao
the circle being gone doesnt necessarily mean the room lasts longer
it can still close in the same 10minutes.
Then write that out lol
like.. all of the reasons you've said its a bad idea are things that are trivial to fix. not only that, they are things that need to be rebalanced constantly anyways
Being free to access the better outer rooms though equals more loot
I know Ironmace pulls a lot of inspiration for Dungeons & Dragons and some direct pulls from the game IE: Barbarian’s Rage ability… my question is Does Dungeon and Dragons updated OGL policy affect Ironmace and Dark and Darker’s development?
Highly doubt it
And those things to balance are not trivial
It's not using the srd or ogl 1.0 as base nor is it using any wotc trademarks so it should be good
ok I'm late to the discussion about the circle but @desert remnant do you have any ideas on how to make is better? Like more game modes, different map layout, or really good lot in the center of the map?
But probably no mind flayer enemies for us
no, dark and darker is not DnD material.
Makes sense, and good answer! The only thing I can see being an issue is product identity like you’re saying about mind flayers. It specifically mentions unique abilities, monsters etc.
depends on the size of the map really.
test 2's tower made a great PvP spot, but was also problematic due to how easy it was to get past. an example of what im thinking of would be that, but you'd have to kill all the AI to open the door with good loot inside. takes a bit to get to, giving others a chance to get there and fight you for it.
a miniboss or something.
even multiple at different points would probably work for the lower maps, since you have more people there anyways.
I'm playing devils advocate right now but with the system you just discussed, it would be a lot easier and unbalanced for people who play in groups. I am a solo player and its going to take me way more time to clear a room of AI and all of the people who play in a group will always get the best loot. I looked over the graphs that the devs gave out and most of the player base are solo's.
as a solo, you could easily wait for them to engage the AI, then exploit that, correct?
i play exclusively in a group of 2, and that doesnt bother me. theres also the fact that this is a game that will be balanced around 3s, which is what it was and will be continued to be designed for.
you should never be expecting access to the best loot as a solo.
without fighting hard for it, at least.
for now it seems also balanced for solo players, perhaps some classes does better at least when in solo compared to others
totally rng in the end, entire teams might die to pve and then you could loot them all and escape later
yeah. theres also the fact that losing the circle and allowing good fihgts over this loot would allow the solos to go and loot other stuff.
I understand that but most people are solo's and the devs need to get paid eventually and if you exclude half of the game. I just dont think that is feasible.
sounds like a skill issue to me
i dont see how its excluding half the game, though. if you're worried about something because a 3 might walk on you, thats already in the game involving literally every room in the game.
^
Also, thats wat invisible potions are used for
go to a corner, chug it, now they cant see u
they can hear you and swing to every possible area
group players dont need more advantages. if a team of 3 cant always clear the pve element of the loot room how is a solo ever even supposed to attempt it
like.. im not sure how you'd complain about a rush objective when it basically gives you either a place to go for a 1v3 fun fight, or a place to AVOID because you're scared of 1v3
its best case, no?
Usually u chug it when they are busy
I'm talking about the way you suggested with clearing each room before you can move on. That is not a good option for the game as a hole.
the reality it's that even as solo you can kinda kill any mob in safety, the thing is that with a trio you are way more faster and time is essential
as solo you waste time and it's on you if you want to waste time, it could be detrimental
Well, that depends
So you can just walk into the loot room then clear it then get all of the loot?
if u dont try other classes, then u dont know how they manage the times for difrent types of gamestyle
as i said, clearing the entire room would be needed for the good loot.
if u want pve and loot, cleric, one Q and most mobs will be at 10%hp or less
yeah, cleric is insane for clearing
the loot room can be anywhere really. it's just that some places have more loot than others
From above:
" an example of what im thinking of would be that, but you'd have to kill all the AI to open the door with good loot inside. takes a bit to get to, giving others a chance to get there and fight you for it."
he sugested a static gaurded loot room
you can do exactly that with a cleric and a fighter/ranger.
also just a rogue, if you loot and lock enemies behind doors works as well
and can potentially survive more in hiding if things go wrong
yup
dont need 2.
group players dont need more advantages
yup, and if u are a good rogue, u def know that u dont need to wear shoes
yes
so, what you're saying is that we cant make the game more fun if it only benefits 3s?
the team size the game was designed for?
as far i can tell, teams of 3 are more prone to friendly fire
bro you argue for people. state your opinion and let them respond with how they feel.
I never said "we cant make the game more fun"
The feature you are suggesting would largely only benefit group play widening the gap between solo and teams.
they can also drop all of their gear, while they are chased by 3 people and getting the maximum speed and they will take distance and manage to escape
at cost of sacrificing their armors but it's worth probably
i usually dont use shoes cause yes it's more silent
no, you didnt. but in response to this making the game more enjoyable, you state it shouldnt be done 'purely' because it effects 3s better than solos.
which is effectively that. you didnt say it, but thats where that argument leads
thank you for telling me what my argument "actually" meant instead of listening to what I had to say. goodluck with your idea 👋
i mean, you didnt say anything other than that.. so, it wasnt really an argument.
just 'oh no, solo players, so sad'
as i said, solo players benefit from places to fight over loot, because you can either fight there too, or go somewhere else where they arnt
uhh.. what?
What did you not like about the zone again? And people lets all be nice we are just discussing how to make the game we all like better.
mostly that its randomness that isnt needed, and pushes a pace that prevents strategy really.
actually, if it were static, i may not mind it as much
i think there should be ways to manipulate it
or stuff that gives immunity to the fog for a bit
game is in early development
nothing is final
why would game length change without the circle?
because people would be camping 1 room
i imagine it would still be the same time length, still have the same portals in the middle, and still required to seek and fight them
and it'd make content somewhat stale if that were to happen
you'll have people just running around looking for people camping
you see circle, makes you move. makes people run into each other
for more organic gameplay
I agree i think the static would not be a bad idea but i do think its a good way of balancing the game for everyone. I can creep in the darkness of the zone with ample heals waiting for the chads to leave.
then they will not loot and wasting time maybe
cause the timer there will be still active, regardless if the circle is not there
and you have to escape still
wouldnt it be more organic without the circle though? people running into each other because they just crossed tracks is far more oraganic than a circle pushing it
thats my point. people will do it though.
i imagine the game would just end with the last portal
circles good imo. makes people think on the fly.
whats wrong with people wasting their time camping though?
everything? 😄
they probably won't get better loot, but realistically as i said earlier the circle exists also because it gives an idea where portals could spawn
they do it already in the middle, so camping for PvP isnt really part of the conversation
It would be most organic without, but the circle is the middle ground you want for tension and contention over portals. Otherwise everyone gets out.
without the circle not sure how portals can be handled
you may not find them in time
why does the circle have anything to do with portals and tention in escaping? again, that would still be there, and likely in a similar contended area
portals could be marked in a circle like fashion, without damage outside it.
if you have no circle, you have no idea where portals could spawn
Camping is a non problem
if you lose the circle, everyone takes blue portal. with circle, you gotta think on the fly, and potentially take red portals if you're stuck.
if they spawn
cause it's rng, they don't spawn near to players, even if it looks like
the circle keeps every single game unique. every plan, strategy is different every time.
it looks like because the circle get more smaller
there are ALWAYS the same number of portals, spawned randomly in the current circle.
yes
starting location, different players and different layouts are enough to keep the game fresh.
without circle, you may not find them maybe
What about use this Channel for its purpose and not for whatever you are on
i mean, the circle itself could still exist only to show portal locations.
There is a beautiful game discussion just above
starting locations are static, easy to determine where players have spawned. obviously different layouts are coming. but still, circle keeps it fresher
i dont really think it does.
but portal locations would do the same, no?
assuming they were random and 'findable'
thats it though, you could be running around the whole map to look for one. at laest with the circle, you know you're gonna be nearer one when the circle comes in
again, why cant they be marked within an area with the damaging circle existing?
because thats completely voids all your arguement about the circle.
you're saying no circle, but circle on the portals?
makes 0 sense.
does it though? it doesnt force you in early, you only need to go in to escape.
guys how many can you be in party?
the argument is not enough to or freedom to explorel.
3
3
The circle is fine as is
thats the whole point on the circle, to FORCE you in
thanks
my entire argument is that alternatives can do that better.
thats the problem with people coming in halfway xD
I think the circle does keep the game refreshing but @desert remnant I understand what you are talking about but I just don't agree with you. So we will just have to agree to disagree. Hope you guys have a great day!
because other games have circles?
right now it goes to fast to force you to think on the fly. you have to be ahead of the curve to do this properly with the current implementation
and other games also dont have circles.
I don't see that happening. circle has also better rng with bosses, puting a timer on how fast you need to go through inferno
timer not connected to circle, seperate argument
matter of fact, this mechanic atm removes your ability to think on the fly as soemtimes you're forced movement into 1 specific direction, rather than being able to evaluate positioning and adjust accordingly
that comes down to map knowledge though
some circles early on overlap the boss room, it s not disconnected
but thats a good point. sometimes the circle would remove your ability to fight the bnoss entirely.
many times i had to track back to be able to get into a positive position due to the circle, thats thinking on the fly
that is, imo extremely bad
the boss should always be accessable, and you shouldnt get screwed mid fight
correct but with slower circle, you can shine and show the world your map knowledge more so than current implementation
it also leaves some enemies that are still alive behind
the game is free to play for anyone right now?
I don't think so, boss kills should be something planned for accordingly by going fast through inferno rooms
Not something you can squeeze in after clearing 4 rooms
game isnt live atm
sometimes the inferna circle closes over the boss room first closing.
thats not enough time to kill the boss, sometimes not even to get there
That when you just extract and retry
^
they said bosses in the inferno maps technically are bosses for the B2 floor
yes and that's fair, not every inferno run should give the opportunity
quick games.
great mechanic. cant kill the boss because of circle, just do it again.
thats actually a poor argument.
every run should have the opportunity.
this is the point, quick games. 12 min games, forced circle, means you get into another game much much quicker than waiting around
Things aren’t always gonna go your way
I mean it's about inferno having more than one purpose, that being to kill the boss
when is it live? 😄
by going through 3 floors, and fighting 2 parties over the right to fight the boss, you should get a boss.
6feb-13feb as it stands currently
assuming you can kill it.
if you want the game to be easy mode, why play at all? its designed to be hardcore. its advertised as hardcore
^^
if 1 raid doesnt have what you want, extract, got again.
you get a good oportunity regardless, you can mine, farm rooms, kill boss. these are 3 options that I think make it worthwhile to get to inferno even without 100% possibility to kill boss
besides, bosses dont always have good loot on them
you can waste 1-2 mins killing it, for it to drop a grey dagger
boss loot is besides the point
RNGesus
thats completely beside the point. if you cant do one of the main lures to go down to b3 each time, thats bad.
yeah, what the boss drops is irrelevant
or, in the words of many people, gitgud.
this is also how i approached tarkov, i had a goal for every raid. This raid i go here and look for items A and B, next raid i go to other area to farm for C and D, etc. that is solid
it kinda is?
If you have the gear to fight the boss, you will have no troubles getting to b3
i believe part of my argument is that its not related to skill, right? not getting an attempt on a boss isnt a skill flaw.
its a game flaw.
if it takes you longer than 1 min to take a boss down, its defo skill related.
i feel like opinions regarding gear and loot are irrelevant, we played only 66% of the game with bosses moved from a level to the other and game progression was made a lot faster than it was intended
i mean, if you think thats an acceptable time frame, you're insane.
its hardcore. its ment to be exactly that, hard.
yeah, what loot drops is whatever. its about the ability to play.
not "oh heres a boss room lets spend 5 mins farming it"
Seems pretty reasonable to me
its about being quick. using everything at your disposal in those short 12 mins. you dont get what you want that raid? thats cool, extract (or die) and retry.
that, right there is the point of the circle, replayability, not waiting or rushing around trying to find a blue portal that could be on the other side of the map
It’s definitely not 12 minutes
plenty of time
Yea probably
its barely enough time to fight. but again, the amount of time is a seperate argument
i feel like some 3v3 fights each with a cleric can last more than 6 minutes lol
I think this is irrelevant, the game feels like it would benefit more from the mentality "you can't plan what you do so you need to become good at recognizing opportunities and being able to harvest as much as you can" than from the mentality "i am gonna try to enforce my plan so I can guarantee what I am looking for".
Basically scrapping vs farming
I prefer scrapping
then if it does, thats the content on that raid. you either died or won the fight, get their loot and get out. easy. then try again next raid
yeah, thats why i like that they are making maps more random.
its great for the game.
Too many people want this game to have easy mode locked in or unreasonable quality of life changes that take the ‘Hardcore’ tag completely off this game. Sometimes the circle doesn’t go your way but others it does. It’s a great core mechanic to keep you playing rather than getting everything you want in a single run
i dont think the circle is really related to the difficulty.
The whole concept adds to the risk and reward theme of the game
this is perfect. yes. every raid you gotta think on the fly (which has been my arguement) some opportunities wont be available to you.
the game can always be made more difficult. i felt like as it was, it was pretty easy, talking about AI
I agree with darknesse that the circle does not necessarily enforce thinking on the fly
Another issue, but yea ai was too simple
Could cheese almost anything in the game
how does the circle not enforce thinking on the fly?
its random, you gotta think on the fly
yeah, im sure there are better options. im no developer.
"cant go this way, its a dead end and takes me away, need to find another way"
i even think it limits the extent to which you can think on the fly now (in terms of total map knowledge and possibilities regarding strategy and positioning)
my ideas arnt necessarily good, but the problem does exist.
Because the circle does like 5 damage
Referencing the ai system?
nah, middle rooms to fight over loot i think
solo man comes across a 3 man, solo man runs back into the circle to find a new route with heals, 3 man has a choice, follow or stay safe.
thinking on the fly.
sometimes yes, other times you don't make a decision because you get forced into it by the external parameters. etc: time, what room you are in, etc. If you are on a long hallway and on one side there is the darkness and on the other one there isn't you don't have to make a choice, you just go
none of that really relates to the circle, or requires it though. the same thing exists without it
it's a good example, I would just not say that it's very common
you still need to adapt based on location, direction and risk of pathways
i didnt say EVERYTHING had to be thought of on the fly. yes the game forces situations. but thats also good. its called problem solving 😄
all of those qualities also exist without the circle, though
how though
in fact, i feel like the circle removes options, or doesnt give them.
yes but @desert remnant's point is that you probably get forced more into a pathway than you get to make a decision of where to go
which i can see as being possible
how, lay me down some examples. because all you've been saying is "none of this is relevant to the circle" when it actually is
Also stops stupid stand offs as without the circle it’s just farming simulator it forces fights which at the heart of it this is what the game is pvp
this.
more available decisions = more rewarding to think on the fly to escape. right now people just run wherever and deal with the consequences.
exactly
he just said remove the circle, not remove the timer. maps would still be 10 minutes long
thats the whole point
The problem is the gameplay weve experienced isnt the big picture. The loot is overtuned compared to lack of difficulty. When more features replace their present alpha version things will make more sense. I would like a bigger overall map with less loot density and modular rooms and then the circle would feel more impactful as well for cutting off the map.
this is funny. im almost done, because most people bring in arguments completely unrelated like that.
act like removing the circle changes random other parts of the game
The circle is a key component to the pvp though as otherwise it starts to become stupidly slow for pvp. It’s good that it draws players to a middle point where you have to plan an exit
your arguement is to remove the circle, and now people are disagreeing you're like "im almost done".
the game is ment to be hard. end of story.
as i said, its because the arguments are unrelated, not because they disagree.
timer isnt related to the circle.
nor is loot.
it kind of is.
Quick question.
When the game is rdy for actual launch, will it be purchasable or f2p
And if purchased, do you have any idea of the price? 🙂
his point was that there would be better mechanics to implement than the circle that would do what the circle does
The circle isnt hard, its just tightening gameplay and makea combat less methodical and more rush down brainlesa
ok, people get more loot because no circle. its too much loot. devs tweak loot numbers down.
its not really related.
you cant get to some loot due to the circle. therefore the circle affects your "looting" capabilities. which SHOULD be different every single raid.