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TOPIC: Spolier Free Feedback for V1

Spolier Free Feedback for V1 5 months 1 week ago #37

Wade Schwendemann wrote:

edwin wrote:

raptorov wrote: One thing that VTD did better than in-person True Dungeon:

You could actually hear the NPC's! And the audio intros were easy to hear. With the ambient noise of TD, often, if you are not close up on the NPC or audio, it can get lost a bit. It was awesome that the characters and narrator was seemingly speaking to only you.


I like the fact that the text was presented on the screen for the various rooms. It help to clarifying what was being said.


I didn't like that the audio and text seemed quite off.

A very minor complaint to be sure.


Did the last run of Saturday and it was synced up better.

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Spolier Free Feedback for V1 5 months 1 week ago #38

Marcques Domask wrote:

Wade Schwendemann wrote:

Marcques Domask wrote:

Wade Schwendemann wrote:

Acherin wrote: Firstly, . If I were to improve on the system I would allow for more creative solutions to defeating a foe. This of course would add a bit of variability in player experience and would require the DMs to have more creative power/responsibility but I think that it would work well for VTD.


DANCE OFF!!!


Finally, a combat challenge specifically for Bards.

Or so one would assume.......


But NO!



Wizards (Mages?)




Seriously.

Best.

Danceoff.

Ever.


Only if we somehow get a Necromancer subclass to summon back up dancers...


Someone tried to summon backup dancers. The backup dancers may or may not be missing this week's allowance.
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
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Spolier Free Feedback for V1 5 months 1 week ago #39

  • Harlax
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Wade Schwendemann wrote:

SageSTL wrote: I completed my first run with a Team Synergy group tonight (and have another scheduled tomorrow). I was happily surprised overall--considering the limitations of the platform, and that this was something that was pulled together relatively quickly, I thought that it was well done.

jedibcg wrote: Combat was the biggest disappoint that I was not expecting. The digital effects of attacks I felt were worse than the practical stuff or dm descriptions we have got in the past. I understand others may not feel that way but I found them low quality. Combat itself I found boring. Wait for my turn and report my damage dealt. There will be no great stories of someone bumping someone into a 20 to slay the monster. Or when the wizard bumped the Barbarian off the 20 dooming the entire party. Though you could still get the story of a player making a bad choice or great choice for the party. We don't get to see the look on everyone's face when they reason that someone has saved or doomed the party based on a slide or a choice. There was also no wow in combat for me. Not of the things faces were impressive props over zoom, maybe they would have been in person, I don't know.


I agree that combat was the weak point for me. I really enjoyed the puzzles--not as much as in person, but it was still quite fun. Combat is just lacking in this format; just reporting the numbers is very different from the feeling of intensity or urgency you feel in person. As much as I enjoyed the puzzles--if VTD was the only option going forward, and combat continued to use this format, I don't think I'd continue playing.


Not even once per dungeon, for the XP?


XP is an interesting question. I am certainly going to go for all I can get.

Should there be an annual cap on XP. Say 6000. Otherwise let’s say you you can get 6000 from 3 dungeons at GenCon. And another 4000 from 2 virtual dungeons. Do we really want that pace of reward advancement? Or do the reward levels get revised upwards?
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Last edit: by Harlax.

Spolier Free Feedback for V1 5 months 1 week ago #40

Wade Schwendemann wrote: Someone tried to summon backup dancers. The backup dancers may or may not be missing this week's allowance.


I was informed by Mrs. Dance-off that the 'back-up dancers' refusing to shake their booties on Zoom was not an acceptable reason to withhold their allowance :-(

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Spolier Free Feedback for V1 5 months 1 week ago #41

Marcques Domask wrote:

Wade Schwendemann wrote:

Marcques Domask wrote:

Wade Schwendemann wrote:

Acherin wrote: Firstly, . If I were to improve on the system I would allow for more creative solutions to defeating a foe. This of course would add a bit of variability in player experience and would require the DMs to have more creative power/responsibility but I think that it would work well for VTD.


DANCE OFF!!!


Finally, a combat challenge specifically for Bards.

Or so one would assume.......


But NO!



Wizards (Mages?)




Seriously.

Best.

Danceoff.

Ever.


Only if we somehow get a Necromancer subclass to summon back up dancers...


If we can summon skeleton back-up dancers, I will wear my David Pumpkins jacket on our next run.
We have met the enemy and they are ours:Two ships, two brigs, one schooner and one sloop
September 10, 1813

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Spolier Free Feedback for V1 5 months 1 week ago #42

Overall, my group really enjoyed it!

Good:
- The intro scene and monsters were very well done. Puzzles seemed good. Overall, it did a nice job of re-creating TD as well as possible under the circumstances. I liked the text.

- I really liked some aspects of the combat design, but will probably need to wait for a spoiler feedback thread to offer more detail.

Possible improvements (mostly raised before)
- It would have been very nice if the puzzle clues got added to the screen as overlays on the bottom once we saw them. One puzzle could get most of the clues in the golem view at the same time, and was much more fun than another where we had to remember several clues to try to solve it.

- I'm sure you guys have thought about puzzle mistake vs push damage, but would it make sense to have some kind of formula? (I.e., if you push without any guesses, you take 16 points, but each mistake (a) costs you 8 points but (b) reduces the final fail damage by 4 points). That way the penalty for making an educated guess wouldn't be quite as bad. On the other hand, I guess people on multiple runs could brute force a puzzle under those rules by making a guess or two each time.

- Agreed that more time in the muster room would be nice. If there was a way to open them 30 minutes before the start time, that would be awesome.

- Agreed that rolling for damage isn't as fun as sliding, but I don't have a better solution, (I'd be interested in hearing from rogues).

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Spolier Free Feedback for V1 5 months 1 week ago #43

jpotter wrote:

Wade Schwendemann wrote: Someone tried to summon backup dancers. The backup dancers may or may not be missing this week's allowance.


I was informed by Mrs. Dance-off that the 'back-up dancers' refusing to shake their booties on Zoom was not an acceptable reason to withhold their allowance :-(


Lol.....

Well, I am on her side.
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 

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Spolier Free Feedback for V1 5 months 1 week ago #44

If combat was rolling a d20 instead of the d10+10, I think it would have slightly improved improved combat. The pregen fighter which would be used on normal gets a 20 for hit on a 2. I don't know what the highest on AC on normal was, (I don't think it was higher than 20) so only missing on 1 doesn't seem balanced right.
Pregen Barbarian and D Fighter are a +7 to hit, so they are missing 1, but getting 19+ on everything else).
Pregen Monk is a +6, so lowest possible hit on BOTH of their attacks is a 18.

I don't think it would have 'fixed' combat but at least it would have given more of a chance to miss for some builds. Using only rares found in standard packs the fighter is a +13 to hit. Meaning a standard rare build fighter minimum hit is 25 (missing on 1's). A rare build fighter hits most monsters on Nightmare expect on a 1. I am not talking about how much damage they would do or how survivable that build would be on Nightmare just their chances of hitting monsters when rolling D10+10 seems off to me. That might have been part of the reason that combat was more boring to me. Unless the monster did something to you so you couldn't attack it was too easy to hit the monster.
You either discover a star or you don't. You arrogant punk.

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Spolier Free Feedback for V1 5 months 1 week ago #45

I have a few thoughts:

* After my first run my biggest complaint was not being able to get into the room early. It was a PUG and we spent most of our time setting up Zoom and spreading out treasure enhancers. Once people had gone through once and had Zoom configured and knew which tokens were going to be verified it went significantly faster.
* I'd suggest DM's calling for "Party Buffs" before going down the list in party card order. This happened on one of my runs and allowed the Bard to do Lore checks and get bardsong up and the Cleric to get prayer/bless. This seemed like a good idea for every round of combat.
* Would it be possible to alter the AC overlay to include party-wide bonuses? For example, if bardsong is +2/+2 and prayer is active it shows the target AC at -4 in Zoom. Would be easier than trying to get that across in a constrained time for combat. To me this also seems cleaner than attempting to track this on multiple people's devices.

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Spolier Free Feedback for V1 5 months 1 week ago #46

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I'm ok with the combat system. I know a sliding system was tried in the Patron runs. I'm guessing it didn't go well.

Some monster "mechanics" could be added to make combat more than just clicking the button and anouncing the results. Limited information to the DM absent a party card might be a barrier here, But adding something that requires strategic choices could spice things up. Like the Beholder a few years ago or the Ogre Mage.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Spolier Free Feedback for V1 5 months 1 week ago #47

During my coaching session, our total treasure count was not verbally confirmed. There was a lot going on, and I was the ticket-holder for me + 2 players. I had all the nuggets in my possession, but one of my players had his CoA in his possession. I think this is what caused the count to get screwed up.

Anyhow- I didn't think to ask until epilogue...my fault. I think the anticipation and flurry of keeping two player builds open in front of me made me overlook this during coaching. The epilogue volunteer was fantastic, confirmed the count, and explained what would need to happen if the count was off. Unfortunately, I didn't realize until he told me "48" that the total was going to be for all 3 of us. I thought the count sounded right, so I didn't want to take too much of the volunteer's time...especially because he was clear he needed to get the room ready for the next batch of players.

I'm sure it was an exception and not the rule, so hopefully everyone else got their counts up front and were able to confirm them. In the end, my group was only -2 on our count, so it's not the end of the world. I just figured I should bring this up in case it happened to other groups as well.
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Spolier Free Feedback for V1 5 months 1 week ago #48

Guedoji wrote: 1. Fix the app and get it a bit more usable, it's not currently intuitive. It was such a pain when we had it reset between each turns and trying to teach non active or new people to use it can be frustrating.


Cranston gave the technical reason for why this was happening. IIRC he said it's only happening on Android. I told my group to set their screens to never time out for this reason.
"IMHO we like to solve problems here on the forums that are only perceived problems due to a myopic view." -Bob Chasan
My Elemental build
My trade list
Do you have Onyx polymorph Potions?

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