Version b1.033 - bugs and suggestions

Diablo 1 HD, codename Belzebub - General forum.
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Wingard
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Post by Wingard »

The charging enemies are TOO FAST, this is UNFAIR, they can kill an average character with a single charge
I 120% agree. Charge was annoying even in regular Diablo, and is simply unfair in Belzebub. There is a DAMAGE and there is a MOBILITY. Lets have them NOT have both of these. I sugest 50% reduction for either charge speed or the charge damage. Or like 25% reduction to both of these at the same time. Something HAS TO be done about this, please!
The character sheet and the stashes remember their last opened page; please do the same for the Spellbook page as well, because whenever it is closed, it resets back to the first page.
This.



New suggestions that came to my mind:

- let the Unsummon skill work on Firewall and Lightning wall
simple yet smart, eh? :) on higher levels walls duration is above 30 seconds, waiting for them to vanish is very boring, especially for characters with no Teleport spell (or no patience).

- Cain's identyfying process could really be shorter
Asking if we are sure if we want to identify may be good if we own less than 500 gold but is annoying in every other situation. Also "the identified item is:" screen is useless, it doesnt even show any informations... ._. but even if it would i consider its useless, checking items out is much more comfortable through the inventory screen.

- Waypoints having a door icon on the minimap (yellow square)
No need of creating a new icon and both doors and waypoints are some kind of passages, so it fits. :) Besides doors will never spawn in the middle of a room so it wont make confusion.
Or any other icon, but please, just make them visile on the minimap!!

- increase a space between icons of buffs for ~10 pixels
currently if we have two effects on us with a timer the timers dont have enough space in between them, which may confuse player sometimes as the digits are so close to each other they make a whole new number together

- warning sound when the long-duration effect (elixir, infravision, mana shield) is going to wear down
For example a clock ticking sound every second when the timer reaches 10 seconds left. Or we could have a single sound warning that the effect has ended.

- Make Mana shield be applied by our Sorceror character automatically when entering the dungeon for the first time in a new game
For us, the forgetful ones. :wink: But for everyone else as well, as I see no invalid things about this idea.

- drinking a health potion while having mana shield turned on will restore mana instead of life
At the moment health potions are practically useless to a Sorceror from the point where he gets a mana shield. Implementing this change would even out the potions value to him, especially these that he found in he dungeons.
Remove the Mana Shield icon from atop the player's head, it gets in the way a little, and it's enough (and even more useful) that there is an icon with a timer in the upper-right for it.
- i was going to suggest the same thing but also expand it a little.
How about this: Having a Mana shield on would change the colour of our Health orb to blue. This would be a very clear image to the player that the mana shield is turned on, and would also nicely go along with my previous suggestion about health pots restoring mana.
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Constance
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Post by Constance »

Elle wrote:2. This looks even WORSE because the OPPOSITE works for the enemies![…]
Actually I had already reported this in this very thread : http://awake.diablo1.eu.org/post2501.html#2501
Elle
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Post by Elle »

Oh umm... I kinda forgot to add this one, but maybe it's better that it goes separately. This one's item and crafting related.

Could we be allowed to see an item's ilvl and qlvl in the plain sight, right under the item's name, in two lines or on one line together? I remember from somewhere that it's very doable; and it will make item management easier to get a hang of. This too could go into the G menu, enabled or disabled.

By extension, how about the mlvl under the monster healthbar?

I'm suggesting this because this is not a competitive MMO community, and thus I see little reason ti disallow players from seeing details like this. Maybe it will spawn some interesting conversations as well.
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radicool
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Post by radicool »

The character sheet and the stashes remember their last opened page; please do the same for the Spellbook page as well, because whenever it is closed, it resets back to the first page.
Yup, second to this.
- let the Unsummon skill work on Firewall and Lightning wall
I agree, there should be some of way stopping firewall.
- Cain's identyfying process could really be shorter
Yeah this has been suggested many times. And an identify all would be cool.
- Waypoints having a door icon on the minimap (yellow square)
Definitely agree. Don't use a staircase icon though, they need their own waypoint icon.
- warning sound when the long-duration effect (elixir, infravision, mana shield) is going to wear down
- Make Mana shield be applied by our Sorceror character automatically when entering the dungeon for the first time in a new game
- drinking a health potion while having mana shield turned on will restore mana instead of life
No, no and no. My opinion, but I don't like these ideas.
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Paar
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Post by Paar »

radicool wrote:
- let the Unsummon skill work on Firewall and Lightning wall
I agree, there should be some of way stopping firewall.
Maybe a player could be immune to his/her own spells? The same for friends with PVP disabled.
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Constance
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Post by Constance »

Hmm I also noticed the character refuses to put crafting materials in the shared/trade stash.
I don't quite get the point of it: if you don't want characters to share such items, players will just find a way around it, such as transfering items and salvage them on the character we choose to craft with…
Elle
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Post by Elle »

Paar wrote:
radicool wrote:
- let the Unsummon skill work on Firewall and Lightning wall
I agree, there should be some of way stopping firewall.
Maybe a player could be immune to his/her own spells? The same for friends with PVP disabled.
I dont think that the game knows what a firewalls is, once it's placed. I think that it places individual flames on the ground like the coding says, and afterwards does not keep a track of something like "This arrangement of flames makes up a wall". Please make us immune to our own firewalls and lightningwalls! It's annoying when their duration goes up, ESPECIALLY because I place them mostly in front of me, so when the enemies are dead, I want to walk there next. I second this.
Constance wrote:Hmm I also noticed the character refuses to put crafting materials in the shared/trade stash.
I don't quite get the point of it: if you don't want characters to share such items, players will just find a way around it, such as transfering items and salvage them on the character we choose to craft with…
I was going to write about exactly this when I sat down. My warrior says "No!" as if it is the most disgusting idea ever, or as if the shared stash will asplode from it.

Bah, you've returned me to the idea of crafting.

1. Make all the crafting recipes shareable. When you unlock them for one character, you unlock them for everyone. Store the known recipes, in code, as you store the shared stash (same or separate file). This is no worse than using a shared stash to twink your other characters, but you would not be forced to have a recipe-knower in mothballs at all times. If the level requirement is an issue... move the level requirement to the crafting page instead, so that a newbie cant craft a higher level recipe.

I have a new recipe for my sorcerer now, but I dont know whether to give it to my warrior whom I maybe wont play anymore, or to my sorcerer who will not have access to the warrior's recipes so I'll still have to switch him out later.

2. In the anvil salvage output, you can choose NOT to pick up the raw materials. They stay there across sessions!! Like a chest, but just for raws. Unfortunately, you cannot place your raws there once they are picked up. Please allow them to be left there! Perhaps also shared between characters! Also, I dont know if it's a problem to stop people from placing other items inside, but I dont mind; we have huge capacity chests for that.

3. When crafting, make the recipe draw everything that is needed from THIS pile, instead of the current (separate) one next to the item. I mean, all of this is is sitting on the anvil already?
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Jofuss
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Post by Jofuss »

4. Let Heal other work on Golem
Nuff said. I think its pretty genius idea, there will finally be a reason for Heal other to exist in Single player mode. We can always have healing reduced for our clay pal for balance issues if needs be.
You can already do this...
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Wingard
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Post by Wingard »

You can already do this...
Woops, sorry, i didnt know that :oops:

@edit
Healing golem is very mana costly and not efficient, its like always better to make a new one as long as cooldown isnt a matter. I guess its a wasted potential of this spell due to its mana cost scaling with character level.
I dont think that the game knows what a firewalls is, once it's placed. I think that it places individual flames on the ground like the coding says, and afterwards does not keep a track of something like "This arrangement of flames makes up a wall".
Well Elle we could always make it know what a firewall is once its placed. :wink: You yourself said that the possibilities are endless (in the thread about unused rectangle of interface).
But yeah, being immune to own wall spells is an alternative too.



Some new suggestions from me:

- currently when we hover the cursor over the monster we can see his min max health and max max health (for example 200-300). instead of that i suggest a hp counter, showing current hp and max hp.

- advanced picking up algorithm
Currently when any item enters our backback it lands starting from the upper left side. This means that dealing with this:
Image
can lead either to this:
Image
or this:
Image
depending of which thing we will pick up first.

But what do you say to creating an advanced algorithm in the game for it to recognize when is an item that takes 1 square of space enters the backpack? (buying, picking up, Shift+LMB from the belt/stash) Such items would be placed from the left BOTTOM part of the inventory. In this game 3 squares of height is the biggest value for an item so 1 square items wont be in other items way there.

So the final result would look like this...

Image

... without us having to worry about order of picking stuff up or entering inventory and rearranging their places. :D That would be very useful in my opinion. I know that we could probably use even better mechanics like sorting and such but this would be a good start i guess.



Yay or nay?
Elle
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Joined: 10 Apr, 2014 22:11

Post by Elle »

Wingard wrote:Yay or nay?
This is how Diablo 2 worked. It was a pretty neat feature because it fit items pretty neatly where they would create the least clutter. For example if a neat 2x2 spot is found, a helm would be placed there when picked up.

Additionally, I like how in the last schreenshot the potions go along the bottom row. This is good, because most of the cluttery equipment (armors, weapons, staves) are three blocks tall, so a single row of potions along the bottom would make for less overall clutter.

Plus, and yes this has been asked, I agree that I dont want incorrect potions, scrolls, elixirs, to go into the belt where another item is already being used. Such as scrolls of town portal jumping into my mana collumn.
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radicool
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Post by radicool »

Bugs:

- Using Apocalypse, I killed about 10 Succubus' at one time. This caused a very loud death sound. It could be intentional to add to the effect of killing so many at once, but I thought it could be a bug because the system may have tried to play the same death sound 10 times, causing a type of overlap. If this is this case, it may damage people's speakers if they are turned up high, or be unpleasently loud to the ear. This appears to happen to any type of unit given you kill many of them at the same time.

Image

- You can remove infravision on your own units like the golem.

Image

- Lever to river of Flame is toggable after the area has been opened up.

Image

- Infravision appears to sometimes persist even after death. Once it glitches, it cannot disappear until you refresh it with another scroll and wait until it fades. Notice in screenshot I have infravision effect on the knights at the bottom, yet no buff icon at the top right of screen.

Image

Suggestions:

- I've found Apocalypse to be an overpowered spell. Not because of the damage, but because of it's mecahnics. Simply how the spell functions is overpowered. 0 skill is required to hit every unit in the room for massive massive damage. It's just plain overpowered. Additionally, I hate Diablo having this spell for the same reason. It's just this nasty spell which almost kills you which you cannot even hope to dodge. Simply altering it's damage slightly will not fix it. Maybe a 40 second cooldown could work?

- Golems move too slow when frozen. Like, its not 50% of thier speed. They move at like 5% speed. This would be ok if it only lasted 2 seconds, but its a tedious 12 or so seconds.

- Also, it would be cool if Golems could move at the same rate as you if not faster so they can keep up. They're constantly falling behind, particularly if you have move speed items or used move speed spells.
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Wingard
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Post by Wingard »

New version of a mod is avaliable, i suggest to rename this thread to simple "Bugs and suggestions" and stick it for it to remain on time and not to let people forget many important things that were noted here.
I've found Apocalypse to be an overpowered spell.
Good news bro, new patch makes Apoc cost more mana and do less damage. :)


I found a music related bug:
Lead your character to the area type (Tristram, Cathedral, Caves, etc.) then exit it using New game option. You will return to the screen with choosing which hero to play. Here minimize the game and then maximize it again. This will make the game play the music of the area type youve left. Proper menu music starts to play only after clicking Cancel to return to the main game menu.

I decided to see these new classes. By using Animate zombie skill i managed to get my necromancer's life points down to 0 and not die: http://s18.postimg.org/xull40q9l/what.jpg
Also i dont see where is the 5s cooldown on the Asassins Stealth ability. If we cancel it early by right clicking the icon we can still cast it immiedietaly. By the way her voice is very girlish, she should get a youger avatar. And please, let her not look like a man on it, she kinda does right now.
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Constance
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Location: Tristram

Post by Constance »

Just noticed this:
After using a Thaumaturgic Shrine in the Dungeon, some Library tomes, probably those which had nothing before, look like this before being activated and like that after, which is different from usual.

Oh and, a suggestion about crafting (might have been made already, but then I missed it): it would be really nice if one could transfer all magical properties from a magic item to a non-magic one that goes to the same equipment slot. For I guess we've all seen those useless rags and capes with a really cool percentage of armor bonus and wished so much for being able to get that on a Full plate mail xD
Please note that I'm not talking about upgrading "Diablo II" style where the output armor depends directly on the base of the already magic item.
Of course it should be pretty expensive to do, so it doesn't break the balance of the game too much. How about let's say, 20 golden oils to transfer the properties from a blue-named item, and 30 to transfer from a rare item?
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Jofuss
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Post by Jofuss »

Just noticed this:
After using a Thaumaturgic Shrine in the Dungeon, some Library tomes, probably those which had nothing before, look like this before being activated and like that after, which is different from usual.
Yeah I've notice this but never remember to post it.

If you have a level that has any library pedistals on it, even if they originally did not have anything on them, after using the Thaumaturgic Shring, every single one will now be able to have a scroll removed from them. The sprite does not change correctly so that they are a stand with nothing on them and when you recieve the scroll, they invert to either an open or closed book and is now not activatable.
Nomic
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Joined: 15 Apr, 2014 0:03

Post by Nomic »

By the way her voice is very girlish, she should get a youger avatar. And please, let her not look like a man on it, she kinda does right now.
Do a google image search for Rhona Mitra and then tell me she looks like a man. :shock:
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