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TOPIC: Overall Review of the rooms for V4A

Overall Review of the rooms for V4A 1 week 6 days ago #13

I agree a lot with what's been said before.
We played on HC, was considering NM, glad we didn't. The challenge has gone up a bunch, and I like it!
We had an excellent GM, who was very descriptive. That added a lot to it, I think.
Ran out of time on all of the puzzles, although only one we weren't near completing.
Loved that the instructions were displayed all of the time in the puzzle rooms. That was very useful.
Warning: Spoiler! [ Click to expand ]

Bard really needed to work on his lore checks. :/ :)
Overall a good run. High point for me was room 5

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Last edit: by EvilJohn.

Overall Review of the rooms for V4A 1 week 6 days ago #14

Room 1: Friday night was bad. After the change it was fine.
Room 2: Good for the first puzzle.
Room 3: Alright. But I want to equip something else besides Shirt of Shielding :(
Room 4: Disliked this puzzle. It's just memorization. I don't find that fun. Hopefully this one gets an optional combat in 4B.
Room 5: Good combat.
Room 6: Best of the dungeon, both sides. The puzzle is excellent and the combat is interesting too with options on how to tackle it.
Room 7: Good final boss.

Overall: I'm missing the real rooms. There's too many virtual rooms, which can't be explored by golem. I know that's due to COVID but it's hurting the experience unfortunately. There was also only 1 live NPC the whole dungeon.

Also maybe my saves are too low. There's some nasty saves here. That's my own fault though.
Classes Played: Barbarian (29 times), Monk (23), Ranger (19), Rogue (15), Cleric (12), Fighter (9), Dwarf Fighter (7), Druid (6), Paladin (5), Bard (3), Elf Wizard (2), Wizard (2)

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Overall Review of the rooms for V4A 1 week 6 days ago #15

Intro video - Nice!!!!

Room 1 high AC monster on Nightmare - Very Nice!!! I mean..the difficulty is NIGHTMARE. It should be rough, should be really hard to hit, should make you sweat and bleed. Otherwise why call it nightmare? And yea I know there's Epic but nightmare should still be really tough.

The cool new monster (not going to spoil it by naming it but I'm sure everyone can guess which one) - Wow!!! That thing looked super awesome!!! My favorite looking monster ever so far.
"Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world." - Albert Einstein

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Overall Review of the rooms for V4A 1 week 6 days ago #16

The puzzle in room 4 didn't make a lot of sense to me. Why did we need to make this torch? We could have done nothing in this room, taken push damage and had no ill effects other than the damage.

Some effect once you enter the swamp that keeps getting worse until you make the torch.
Or the torch is useful against later monsters.
Give me some reason to make this thing.

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Overall Review of the rooms for V4A 1 week 6 days ago #17

Love the feedback.

I'm thinking you could swap room 7 and the room 6s.

Or MAYBE you could make the last two rooms a choice between:

Room 7 combat then room 6 combat OR room 6 puzzle and room 7 combat.

Then you wouldn't encounter/solve room 6 twice, and would always encounter the room 7 fight, without adding/changing anything.

Room 6 [ Click to expand ]

bpsymington wrote:

Warning: Spoiler! [ Click to expand ]


Opinion [ Click to expand ]


On that note, maybe if you had success in room 6, she could give you a thing to use in room 7 (maybe a salve that would go bad in a day so it's not a token)
I came here to sing and collect tokens, and I'm alllll out of money.

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Overall Review of the rooms for V4A 1 week 5 days ago #18

I loved room 1 and room 7, I don’t often try odd things, they seemed to work for me. DM’s with special rules, or given leeway to make decisions that help the story is a lot of fun.
Warning: Spoiler! [ Click to expand ]

The creepy monster was also really cool, I forget the room, the sound effects were amazingly creepy. Our DM was awesome with his commentary Sunday at 11:36, maybe he had a die 6 cheat sheet for what, it was amazing though.
The flower runes need to be larger or the room better lit, or the camera better, we had so many issues in that room because the team couldn’t see the runes well (someone had zoom issues, not your fault, an issue for us).
The goblet puzzle was great, part 2 is a doozy, maybe we’ll get it next time.
The cell puzzle was unclear? Again I think an issue with the streaming, visibility

Thanks again
--
macXdmg
Monk of the Painda Order
Bard of the College of Sick Beats

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Last edit: by macxdmg.

Overall Review of the rooms for V4A 1 week 5 days ago #19

  • Ramsildor
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We played against the Innkeeper Friday night and thought we had move straight to Room 7, he was Godlike!
"You don't stop playing because you grow old;
you grow old because you stop playing."
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Overall Review of the rooms for V4A 1 week 4 days ago #20

  • NightGod
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Warning: Spoiler! [ Click to expand ]


One technical suggestion we came up with was the idea that there could be an image of a shuffleboard silhouette in the side-window during monster fights so that players could see things like expanded or decreased crit percentages. It would likely also help with tying people back to physical runs in a fun, positive way.

As I reflect back on it, this is one of my favorite dungeons, especially on Sunday when things were polished. Things felt like they were dialed in really tightly so that the combats were challenging, but winnable. I personally thought it was the most balanced dungeon we've seen in vTD and outstripped it's share of live runs, too.

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Last edit: by NightGod.

Overall Review of the rooms for V4A 1 week 4 days ago #21

We've now had a room with 2 different monsters, and one with subdual attacks.

Seems like programming for attacking a particular monster's special X target (equipment, eyes, etc) could be possible sometimes, going forward.
I came here to sing and collect tokens, and I'm alllll out of money.

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Overall Review of the rooms for V4A 1 week 4 days ago #22

I started playing TD due to COVID in V1a last year, I have never been to a game con previously. I fear that will change in the future with TD bringing me in rather than discovering TD because I am attending a game con!

So all of my experience has been virtual to date. Production wise this one was one of the best so far and the recap was lots of fun as well as the hints before the run.

I agree with much of what has been said. From my perspective there were fewer "hidden" clues in these rooms and less to look at if we completed a combat early . This may be intentional and since we are running 3 versions of this dungeon it may be that those will build over time.

I am not as deep into the character classes of those who have played for years - I started out with easier fighter classes and I am now playing Paladin which is fun. One thing I have noted is that one ability on the Paladin card has seemed to have no impact in any dungeon last year or this - "detect evil" while providing multiple uses to mark on the card, seems to do nothing, ever, anywhere. I understand that weapons and skills which are dedicated against a specific type of threat may go years without seeing that enemy type but to have an ability that you mark off which has no use seems to be an ability we might as well scrap going forward. Why waste any turn "detecting evil" if the only evil thing is always the threat in front of you? (Feel free to correct me if I am wrong about the usefulness of detecting evil - I'm here to learn!)

There were interesting alternate solutions to combat in Room 1, Room 6 and Room 7 that I appreciated. Since I only ran this twice i might not be as jaded as Arcanist or some of the other more dedicated players. Yes the combats were difficult but I really love the idea of puzzling out where we went wrong in a combat and what we could equip or try the next time. It does seem like Bloody Nightmare runs or runs with no magic, no healing, etc. are becoming nearly impossible - not sure if that is the point. Similar to that annoying projection last run that made me spring for a +3 UR weapon. (and if that was the most expensive token I picked up in the last year I think my wife would be ecstatic! :laugh: )

I appreciate the work that goes into the production, the dedication of the volunteers and actors. I really have enjoyed meeting the players here virtually, look forward to in-person play and getting all those juicy 2021 tokens while submitting my first transmutes!

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Last edit: by ElvisPrime.

Overall Review of the rooms for V4A 1 week 4 days ago #23

In VTD, I used Detect Evil once where it did something. After Yeti fight, had time to go back and poke around in the door room. After using Detect Evil, also used Sacrifice for one of the few times ...

It's a terrible ability because it really requires having time outside of the primary activity of the room to do anything, and what it might do might only matter to people who find Easter Eggs interesting rather than affecting dungeon progress. For instance, above, it didn't affect the combat nor the sleep mechanic and was only possible because we crushed the combat.

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Overall Review of the rooms for V4A 1 week 4 days ago #24

Ian Lee wrote: In VTD, I used Detect Evil once where it did something. After Yeti fight, had time to go back and poke around in the door room. After using Detect Evil, also used Sacrifice for one of the few times ...

It's a terrible ability because it really requires having time outside of the primary activity of the room to do anything, and what it might do might only matter to people who find Easter Eggs interesting rather than affecting dungeon progress. For instance, above, it didn't affect the combat nor the sleep mechanic and was only possible because we crushed the combat.


Digressing a bit, but:

Cleric's searing light is only supposed to work on creatures that are evil. In theory the paladin detecting evil would let the cleric know if a 3rd level spell would work or be completely ineffective. Not all enemies are likely evil (bear annoyed that you're invading its home cave is being quite non-evil even while trying to eliminate the threat, etc.). In most cases it's probably better to attack than to use the standard action to activate detect, but in odd cases like a doppleganger type monster it could be useful (probably more likely in grind).

I forget exactly which token, but there was 1 during the 2021 set development that would have provided an alternate way to find out if something was evil that got changed during the token rewrite process to remove that part to keep the card ability still having some utility.

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