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Few Questions

I have been looking for a kind of casual game, but I don't mean casual in the sense that I don't want much content....or that I dont have a lot of ttime to play...I mean casual in lack of seriousness. I heard of this game a few weeks ago, and so I decided to check it out again. It sounded just perfect for me, so i downloaded it and started to play. I liked the graphics and the funny voice overs. It seemed great until....about 30 minutes later...I was thinking..."what is this, what am I supposed to do? am I suposed to just keep killing things in the Algernon dungeon forever? Is there nothing else?" My question is simple...what really is there to do? I mean....I know this truly is a hack and slash game..I get that fact. Though after that dungeon, will it bring me to another city with other dungeons or what? Or is that one city the only city...with only one dungeon? I"m just a little confused.

Comments

  • rhinokrhinok Member UncommonPosts: 1,798

    In short, hack-n-slash is all there is to do, for now.  To answer your question in more detail:

    • There are ten dungeons, eight of which have sub-dungeons (I might be slightly off with the level ranges, I didn't have time to check):
      1. Dew  Valley (levels 1 - 5, three levels deep with a boss)
      2. Algernon (levels 6 - 20, seven levels deep with sub-dungeons and a boss)
      3. Algor's Terror Dome (levels 10 - 25, seven wwwlevels deep with sub-dungeons and a boss)
      4. Vergrim's Vexation (levels 15 - 30, seven levels deep with sub-dungeons and a boss)
      5. Widower's Nest (levels 20 - 35, seven levels deep with sub-dungeons and a boss)
      6. Frump's Misfortunte (levels 25 - 40, seven levels deep with sub-dungeons and a boss)
      7. Mutantous Malaise (levels 30 - 45, seven levels deep with sub-dungeons and a boss)
      8. Embercore (levels 40+, 7 levels deep with sub-dungeons and a boss)
      9. Shadow's Embrace (levels 45+, seven levels deep with sub-dungeons and a boss)
      10. Horrific  Dungeon of Legend (levels 25 - 100, the hardest dungeon with the best loot drops, technically 13 levels deep [level 1, then six "stages" with upper and lower levels] with six bosses and gajillions of hero and champion mobs)
    • There are a ton of quests (the descriptions for which are freakin' hilarious - the "stories" for the game are really in the quests) for all dungeons through Mutantous Malaise
    • Arena-based PvP is coming within a couple of weeks
    • There's only one city - since the game revolves around instanced dungeon-crawling, not world travel or exploration, there's really no need for any other cities.

    Of course, there's no one game to satisfy every gamer's cravings.  For whatever reason, DR meets my needs--for now--and I'm having lots of fun playing it.  FYI, here's a quote of the list of of things being added with the new build:

    Multiple Characters Support

    We've added the ability for each account to have three characters. This has included reworking the character selection and creation interfaces to support this awesome new feature.



    Item Linking in Chat

    This new build adds the ability to link items in your chat window, allowing other folks to see the name and attributes of items that you can see. Here's how it works:



    Hold CTRL down when clicking on an item or item name anywhere in the game to have a clickable link show up in your chat box. Anyone receiving a chat message from you with this link can click on it to see the tooltip for the original item.



    This new feature required us to totally rework our text-entry system. The improved system is nice, but this additional work has caused some unforeseen delays.



    Regional Server Support

    We've added support for regional servers to the game. The world selection screen has been adjusted to show a regional flag for each world. Example regions are: USA, UK, Germany, France. Just select the server that best suits your location and preferences to log on! We will be opening up European servers once this is deployed.



    The game is still not yet localized, so the only supported language is English.



    Membership Required Servers

    This new build has support for worlds that require membership to access. You will know which worlds require membership from the handy "Membership Required" tag you'll see for them on the world selection screen.



    PvP Worlds

    This feature is one of my personal favorites! We've added PvP Worlds to this new build. You'll know which worlds are for PvP because it says as much on the world selection screen. PvP Worlds are different from "normal" PvE Worlds in several ways:



    PvP Worlds are for PvP only. You cannot access monster-killing dungeons on a PvP World. We've taken this approach for the first pass of PvP to maximize the number of players that are available for matching. Without PvE dungeons on the world, we can increase the user limit dramatically.



    "Townston" is replaced with a darker "Pwnston" on PvP Worlds. Pwnston provides access to the bank, skill trainers, vendors and new PvP access point NPCs.



    Clicking on a PvP access point NPC will allow you to enter the queue for available PvP session types. This coming build provides two PvP session types:



    Group Practice - This session type whisks your current group off to a small PvP free-for-all map where you can practice killing each other to hone your skills. This session type has no time limit.



    Group vs. Group Deathmatch - This session type automatically matches your group against another group of similar strength in a 7-minute match for supremecy. At the end of the match, the side with the most points wins!



    Matchmaking is performed based on sophisticated wizardry and number-crunching which takes the overall strength of groups into account... not just level. So, it's entirely possible for a level 50 solo player to be matched against several lower-level players. It's our hope that this style of matching will help minimize waiting times while also providing variety to the combats and strategies involved!



    We've also made many balance changes to make PvP work well. Here's a list of some of the balance changes that only apply in PvP sessions:



    1. All players are "Pumped Up" in PvP, giving them increased health.



    2. Knockdown effects between players are replaced with a knockback and movement speed debuff. For example, having Butcher used against you will not knock you down. It will only knock you back and temporarily reduce your movement rate by 30%.



    3. Level difference has no effect on hit rates, critical hit chance or resistances in PvP.



    4. Damage reflection percentages are significantly reduced in PvP.



    5. Fear effects are modified in PvP as well. For one, all fear effects have a chance to be interrupted when the target takes damage. Also, when a fear effect wears off of a player, that player receives a temporary immunity to fear.



    6. Potions cannot be used in PvP.



    This PvP is fun, and I'm looking forward to you guys getting in on it!



    Lag-free Movement

    We've been working hard on our movement code this build to remove the ever-present lag with character movement. The results are great! This new build allows you to move your character immediately, without having to wait for server feedback.



    New Dungeon!

    There's a new dungeon in this build... complete with new monsters and a new boss! It's specifically built for level 75-100 characters. Enjoy!



    More Quests

    Yes, even more quests are in this build!



    More Items

    Several new weapons and armor sets are in this build... as well as a bunch of new mythic items.



    More Skills

    We've added several new skills to this build, my personal favorite being the new "mana shield" skill.

    ~Ripper

     

  • Is pvp going to be p2p?

  • rhinokrhinok Member UncommonPosts: 1,798

    By p2p, do you mean "members only"?  The devs haven't ever stated that, so I would assume that all players, members and free-players could participate in PvP.  Actually, there are some complicated mathematics behind the PvP matching system:

    We do take armor into account... but in a way that you cannot just enter the queue naked and trick it .



    We're tracking your maximum-achieved strength and using that to match you. We reset that calculation whenever a member converts to a free player. It should be pretty accurate and hard to fake out.



    steve

    ~Ripper

     

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