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New game+ (restarting with higher difficulty level)

Unstructured ideas, requests and suggestions for the development of the game.
Xero
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Re: New game+ (restarting with higher difficulty level)

Post by Xero »

nyktos wrote:
Xero wrote:I think the point is clear and somewhat degrading to say the least.

I'm not seeing any miscommunication. I think I get the point.
i can understand someone getting upset by the way things are handled here,
but degradation of the community is the last thing on our minds.

we are all very busy, and live in different parts of the world.
not every exchange with the public is handled properly - but we try.

some side notes...

- the coming overhaul of the combat system has the potential to change how stats work
(fine tuning "how things are now" is almost a moot practice)

- there are holes in this game, obviously - it's being built from the ground up
(there are plans for the future that already cover what's being discussed)

some thoughts on your points...

Xero wrote:1. What contributions I have made aren't considered helpful enough to receive recognition.
2. I'm not putting any effort into coding the suggestions so it's not considered for implementation.
3. My ideas aren't well articulated and I haven't considered how this may affect the game.


1. everyone on the dev team has a differing opinion on how things should be

2. everything is considered for implementation,
and others are free to take the game & add to it on their own...
like the amazing BlackBerry version - it even has *gasp* music!!!

:lol:

i kinda want to hear it!

:twisted:

3. did someone tell you that you're not articulating your ideas & such?
or are you saying this about yourself?

[this is not a sarcastic question]

just trying to avoid confusion that text based communications can lead to.
i hope we can all keep discussing things...
i have been extremely busy - but now i hope i can spend more time here
mending?

:lol:

take it easy X

/matthew
I was only reading and translating each sentence then responding in the order they were written. I can only assume it was directed towards thystonius or more likely, towards me. So I thought maybe he's right. I can contribute more and be more helpful. I'll learn to program. Afterall, I was programming q basic when I was only 6 or 7 and writing my own story games (using simple boolean formulae lol) how hard could it be? After I began, I quickly realized this wasn't some easy task and was basically a slap to my face. The message I got was if you don't like this game, script your own game because no one cares unless it's their own idea. I especially like the part about how the "community" can customize the game and balance it. I couldn't help but wonder what % of the "community" is actually capable of programming and what % of those programmers have the time to donate or desire? I'm guessing you can count this group on 1 hand. At this point it seemed more like a statement of intolerance towards suggestions that aren't aligned with his own unless he speaks for the entire developmental team in which case that is worse.
By no means am I angry, in fact I tend to display no emotions in real life, I just don't think this particular approach offers positive construction to the progress of the game. In the end, it's not my game, but I do enjoy it and it is relaxing. If this is really how people feel about my opinions I am perfectly ok with just playing it and not putting any effort into it's development.
Sincerely,
X
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nyktos
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Re: New game+ (restarting with higher difficulty level)

Post by nyktos »

Xero wrote:The message I got was if you don't like this game, script your own game because no one cares unless it's their own idea.
certain aspects of the game will not be changed, but the majority of it is up for debate.
sometimes, even members of the development team can be a little abrasive when responding to certain inquiries...

Xero wrote:At this point it seemed more like a statement of intolerance towards suggestions that aren't aligned with his own unless he speaks for the entire developmental team in which case that is worse.
Oskar has the last say, and he hasn't even responded to this thread...
probably because he wants to address things like difficulty & new game + after the game is near completion

remember that everyone on the team has their own solid opinions & we don't always agree with each other.
and no one on the dev team speaks for any other member, unless it's trivial / casual banter.

Xero wrote:If this is really how people feel about my opinions I am perfectly ok with just playing it and not putting any effort into it's development.
when a suggestion is made, some people on the team dismiss it instantly...
and others consider it - some even push for it to be in the game.

the more people get behind it, the better chance it has to be in the game!
extra experience for quests? that was out of the question...
but look at the last update - BAM we got more experience.

it was a matter of consensus, not dictatorship.
if it's a good enough idea SOMEONE / SOMEWHERE will code it!

language barriers stink, sorry if any of this was unclear.

:D

thanks for listening (reading?)

:lol:

best regards,
/matthew
"Embrace the Shadow"

Image

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
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Oet
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Different modes

Post by Oet »

Hello.

To start off, I know modes has already been discussed (Easy mode for example). I'm not here to talk about easy mode.

My idea is to implement more modes in to AT. First, we have "Standard mode" Or "regular", "normal" or whatever. By other words, the version we are currently playing.
But the thing is - why not add challenging modes? Just examples:
  • Hardcore mode: When you die you lose 100% of your experience, 25% gold and 3 random items from inventory. (or you just lose your character). You can also not use potions.
    Hell mode: Every monster has 2x stats. Legendary items turned OFF. 2x spawnrate on monsters.
    Explorers mode: Map disabled. You also have to kill every monster on your current map to be able to move to a new one. Monsters do not spawn while you are on the map.
I don't know, I'm not the 2013 world cup if ideas winner, but I just know I would think trying different modes would be awesome and challenging!

Also: You might have to unlock the modes buy achieving something in normal mode? Like, "Hell mode *locked* (unlock by reaching level 30 with a character in normal mode)".

Just a tought, just putting it out there. I'm not expecting that many will agree. :roll:


Meanwhile, have fun in the world of AT

Oet
Oet:
Lvl:80|XP:9214538|AP:3|HP:291|AC:351%|AD:51-68|CHS:20|CM:0|BC:135%|DR:1
WA:1|HH:1|Do:1|CS:2|CL:1|QL:3|CE:1|IF:6|Reg:1|WP:1S:1|AP:L:1|FS:DW:2|S:DW:1
RoLS:2|ELYR:1

Last updated 22/01-14
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Zukero
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Re: Different modes

Post by Zukero »

Actually, I could see that in terms of "mods" and not "modes" !
Those could be fairly easy to implement, and released on Google Play as "Andor's Trail - Hardcore explorers edition" for example, making incompatible savegames, while respecting the GPL.

But, but, but... it may drive new players away from AT (by sending them to the derivatives), which may not be a good thing, unless proper description/warning is added both in-game and in-store.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
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Oet
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Re: Different modes

Post by Oet »

Zukero wrote:Actually, I could see that in terms of "mods" and not "modes" !
Those could be fairly easy to implement, and released on Google Play as "Andor's Trail - Hardcore explorers edition" for example, making incompatible savegames, while respecting the GPL.

But, but, but... it may drive new players away from AT (by sending them to the derivatives), which may not be a good thing, unless proper description/warning is added both in-game and in-store.
Isn't it possible to have these options when you start a new game? I'm NOT a good programmer at all, but shouldn't it be quite easy with just a bunch of true and/or false?
Oet:
Lvl:80|XP:9214538|AP:3|HP:291|AC:351%|AD:51-68|CHS:20|CM:0|BC:135%|DR:1
WA:1|HH:1|Do:1|CS:2|CL:1|QL:3|CE:1|IF:6|Reg:1|WP:1S:1|AP:L:1|FS:DW:2|S:DW:1
RoLS:2|ELYR:1

Last updated 22/01-14
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fiernaq
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Re: Different modes

Post by fiernaq »

While definitely something I wouldn't mind seeing in the future, I think this is best put on the backburner till much closer to 1.0 release. I see this as something that adds to the game rather than improving the current game. From a coding perspective, I don't think this would be as easy to do as it sounds.
Level: 58, HP: 102, AC: 295%, AD: 46-56, AP: 2/12, BC: 35%, DR: 4
Gold: 75235 | RoLS: 0 RoL: 0 SRoV: 0 VSH: 0
Skills: IF1, Ev1, Ev2, Ev3, CE1, CS1, CS2, Re1, WA1, HH1, Cl1, HH2, DaggerPro1, LightArmorPro1, ShieldPro1, WA2, Cl2
Equipment: Enhanced Combat Helmet, Serpent's Hauberk, Marrowtaint, Quickstrike Dagger, Remgard Shield, Villain's Ring, Villain's Ring, Leather Gloves Of Attack, Enhanced Combat Boots
Last Updated: 02-Dec-2013
Pyrizzle
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Re: Different modes

Post by Pyrizzle »

Oet wrote:
  • Hardcore mode: When you die you lose 100% of your experience, 25% gold and 3 random items from inventory. (or you just lose your character). You can also not use potions.
    Hell mode: Every monster has 2x stats. Legendary items turned OFF. 2x spawnrate on monsters.
    Explorers mode: Map disabled. You also have to kill every monster on your current map to be able to move to a new one. Monsters do not spawn while you are on the map.
I combined your post with another tread about having a harder difficulty.

Happy hunting!
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
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Oet
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Re: Different modes

Post by Oet »

Pyrizzle wrote:
Oet wrote:
  • Hardcore mode: When you die you lose 100% of your experience, 25% gold and 3 random items from inventory. (or you just lose your character). You can also not use potions.
    Hell mode: Every monster has 2x stats. Legendary items turned OFF. 2x spawnrate on monsters.
    Explorers mode: Map disabled. You also have to kill every monster on your current map to be able to move to a new one. Monsters do not spawn while you are on the map.
I combined your post with another tread about having a harder difficulty.

Happy hunting!
Yep, thank you, I should have thought of that myself.

fiernaq wrote:While definitely something I wouldn't mind seeing in the future, I think this is best put on the backburner till much closer to 1.0 release. I see this as something that adds to the game rather than improving the current game. From a coding perspective, I don't think this would be as easy to do as it sounds.
+1
To complete the game should unlock more difficult modes IMHO.
Oet:
Lvl:80|XP:9214538|AP:3|HP:291|AC:351%|AD:51-68|CHS:20|CM:0|BC:135%|DR:1
WA:1|HH:1|Do:1|CS:2|CL:1|QL:3|CE:1|IF:6|Reg:1|WP:1S:1|AP:L:1|FS:DW:2|S:DW:1
RoLS:2|ELYR:1

Last updated 22/01-14
Pyrizzle
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Re: New game+ (restarting with higher difficulty level)

Post by Pyrizzle »

No problem my friend, that is what I am here for.

Happy hunting!
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
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Zukero
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Re: New game+ (restarting with higher difficulty level)

Post by Zukero »

Oet wrote:Hardcore mode: When you die you lose 100% of your experience, 25% gold and 3 random items from inventory. (or you just lose your character). You can also not use potions.
Quite an easy mod to do, just need to change some numbers here and there. Loosing three random items needs about 10/15 lines of original code. Not using potions could be as simple as removing the health bonus from all potions iyem definition.

Oet wrote: Hell mode: Every monster has 2x stats. Legendary items turned OFF. 2x spawnrate on monsters.
Even easier, just change a few numbers.
Oet wrote: Explorers mode: Map disabled. You also have to kill every monster on your current map to be able to move to a new one. Monsters do not spawn while you are on the map.
Disabling the map is easy (remove the map button !), preventing monster from respawning is simply setting a number to 0. Preventing the player from leaving a map when there are still living monsters requires about 5/10 lines of code.

Nothing that hard. Not being a good programmer means you're a programmer nonetheless no ?

But, having these integrated in the game, and being able to select one of these modes is way harder.
I think you're better off making an alternate build of the game, in order for the community to playtest it (them?), and if worth it, then integrate these variants as modes/challenges/whatever in the original game.

Not likely before 1.0 IMHO.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
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