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Re: [CLOSED / DISCUSS] One Room Round Robin 2!
Posted: Wed Mar 05, 2014 1:13 pm
by mahric
Did you get hint about the loose stone falling from cave-in? Did you find the scroll? Maybe I should make it easier by adding more hint's or something, I know that it can be hard to figure out what to do because of the new game machanics.
I did the first part, but missed the scroll somehow.
I'll check again later today to see if I can find it.
Thanks for the hint!
Re: [CLOSED / DISCUSS] One Room Round Robin 2!
Posted: Wed Mar 05, 2014 2:31 pm
by JohnWordsworth
Maybe we could add a pick-axe next to the destructible cave-in? The problem is, we have been conditioned to believe that cave-ins are not destructible from vanilla LOG so some players might not think to attack it. Perhaps a pick-axe with a note 'useful for clearing some of the less stable cave-ins' or something could act as a clue.
Re: [CLOSED / DISCUSS] One Room Round Robin 2!
Posted: Wed Mar 05, 2014 3:58 pm
by aaneton
JohnWordsworth wrote:Maybe we could add a pick-axe next to the destructible cave-in? The problem is, we have been conditioned to believe that cave-ins are not destructible from vanilla LOG so some players might not think to attack it. Perhaps a pick-axe with a note 'useful for clearing some of the less stable cave-ins' or something could act as a clue.
I agree, I had a hard time figuring this out (might be that I even spied from editor).
Also I suggest:
It might be a good idea to make the old key (riddle) in first prison room to be accompanied with a message (or key description) like: "This key might come handy later" "this key seems out of place" or something similar. Othervise it might make newcomers to desperately try find a matching door for it in first room (it is a key afterall) where there is none. Or is this too much hand-helding?
Re: [CLOSED / DISCUSS] One Room Round Robin 2!
Posted: Wed Mar 05, 2014 4:40 pm
by Diarmuid
aaneton wrote:JohnWordsworth wrote:Maybe we could add a pick-axe next to the destructible cave-in? The problem is, we have been conditioned to believe that cave-ins are not destructible from vanilla LOG so some players might not think to attack it. Perhaps a pick-axe with a note 'useful for clearing some of the less stable cave-ins' or something could act as a clue.
I agree, I had a hard time figuring this out (might be that I even spied from editor).
Also I suggest:
It might be a good idea to make the old key (riddle) in first prison room to be accompanied with a message (or key description) like: "This key might come handy later" "this key seems out of place" or something similar. Othervise it might make newcomers to desperately try find a matching door for it in first room (it is a key afterall) where there is none. Or is this too much hand-helding?
On the breakable rubble... I know, it's weird as there is no other occurences in the dungeon apart from this room. Maybe we could use the breakable wall that is feature in a couple of spots?
As for the key, there is a small note outside the room (in front of SF's one) which suggests to keep unkown items with you, would that be sufficient? Or maybe add a note that it is rusted and probably not working anymore.
Anyway, the riddle in the vault takes any key, so even if people miss it in your room they can still solve it.
Re: [CLOSED / DISCUSS] One Room Round Robin 2!
Posted: Wed Mar 05, 2014 6:30 pm
by Isaac
A corpse could be in that room, and have scribbled a note to his fellows about being trapped by the collapse, and [optionally] with his stuff under it, and of it being loose, but with his broken arms all but impossible for him to move personally.
Or... how about just boots placed to indicate there being a person crushed under the rocks? [Best option of the two IMO.]
Re: [CLOSED / DISCUSS] One Room Round Robin 2!
Posted: Wed Mar 05, 2014 8:43 pm
by mahric
The room wasn't too hard after I found the scroll.. Somehow I completely missed it :/
More updates on rooms:
- In Kuninga's room, after you go upstairs, you see the swirl key behind some grating. There is a lever that opens the grating and all monsters connected with it, but you can reach through and get the key and just take it without releasing the lava blobs. Is this as intented?
- In Leki's room I had to look up "burn your sins". After I did, it was an "ah, ok..." moment, since I didn't associate sin with the item you needed to use
- Missing columns on level 2, x:9, y:27 and level 3, x:11, y:19
Re: [CLOSED / DISCUSS] One Room Round Robin 2!
Posted: Wed Mar 05, 2014 10:16 pm
by aaneton
Diarmuid wrote:As for the key, there is a small note outside the room (in front of SF's one) which suggests to keep unkown items with you, would that be sufficient? Or maybe add a note that it is rusted and probably not working anymore.
Maybe leave note outside SF room as before but clone the old key and and add a custom item description something like: A very old unusable rusty key.
Re: [CLOSED / DISCUSS] One Room Round Robin 2!
Posted: Wed Mar 05, 2014 11:06 pm
by Diarmuid
aaneton wrote:Diarmuid wrote:As for the key, there is a small note outside the room (in front of SF's one) which suggests to keep unkown items with you, would that be sufficient? Or maybe add a note that it is rusted and probably not working anymore.
Maybe leave note outside SF room as before but clone the old key and and add a custom item description something like: A very old unusable rusty key.
Done.
Re: [CLOSED / DISCUSS] One Room Round Robin 2!
Posted: Thu Mar 06, 2014 4:20 pm
by SpiderFighter
This is incredible. I can't believe what this has grown into, and how dedicated you all are to such an amazing release.
Re: [CLOSED / DISCUSS] One Room Round Robin 2!
Posted: Thu Mar 06, 2014 8:27 pm
by Leki
DM Skeleton (LoG weapons version) is integrated into ORRR2 asset pack so you can get him downloading ORRR2 asset Pack when it's released.