Osho

joined 2 years ago
[โ€“] Osho@lemmy.world 3 points 1 year ago (4 children)

After playing with both rings equipped I can confirm Row+1 plus Row+5 = Row+7 (+1 is added on top of +6)

So it means when two rings are equipped there's a transfer of max +1 (capped) to second ring

Formula: Ring+1 plus Ring+2 plus 1 (transfer) = Ring+4

 

Sorry for asking a question for clearing the doubts regarding the calculation of total % when 2 rings are equipped, especially, ring of wealth

For example (screenshot):

I have two RoW equipped - RoW+1 and RoW+5

what's the combined total level (%)?

Is it RoW+6 +1 = RoW+7? Or +6?

 

This is about interesting ideas or strategies to make coming back to Shattered Pixels as fresh and fun each play through after burning over 100s of hours with the great game.

Like talking about self imposed rules or mixing different styles etc..

SPD offers so much room for experiment that I always wanted to know how other (expert or veteran) players make their play through interesting?

To begin on a simple note:

I like playing with swarm intelligence and hostile champions irrespective of the hero type. It brings challenge by default to otherwise normal difficulty which makes it by preferred style in addition to any other self imposed rules

Please share your thoughts!!

8
submitted 1 year ago* (last edited 1 year ago) by Osho@lemmy.world to c/pixeldungeon@lemmy.world
 

I am reporting an odd placement on the floor that looks like a hidden wall but its inactive or doesn't exist though I am not sure if it's a design error and so sharing for Evan to look into it.

Seed:JRC-BKF-RVB Challenge: Barren Land Floor: 16

Here's the video recording of the floor

https://we.tl/t-eTk1VPPkJi

[โ€“] Osho@lemmy.world 1 points 1 year ago

It's not worse. My point was it's not better either.

what's the need for big icons alongside text?

why have a grid like structure than keep the old format and improve upon the original listed fornat with a better presentation?

Current format does not impress in both aesthetic and practical use

My suggestion would be to use the original format (listed in a chronological order), reduce the icon size to the same size as the texts so they don't appear like big blocks taking more space than necessary. Also for any custom notes bring a drop down feature that can hide and show with the floor text without a separate list in the order

 

This is refarding the slot in the journal where the game keeps a track of all the floors and important landmark and presents in a list format.

2.5.0 update has made certain changes that I find it disappointing than the previous one.

The prev format was simple and even highlighted the floor the player is currently on. NOT the case now. It neither highlights nor the presentation is simple but comes with an unnecessary icons attached to every landmark which is quite unnecessary and not appealing.

Also the format of the list has changed with floor details now shown side by side order rather than the straight chronology which was better.

I think there's no need to tinker with the format. It was perfect in its presentation until now.

What's the logic behind adding grass and other icons to the floor details? It's quite distracting.

Please restore the journal to its original format.

 

While playing beta I was shocked to read the changes to ring of haste by reducing the effect from 20% to 17.5%

Now I am waiting for the drop currently to try and experience the changes but Iam really disappointed reading about the nerf

Has anyone tested the ring? Will the turns be impacted to avade the monsters significantly like requires more upgrades than before?

 

I always wonder why can't the game reveal the stats in transparent and detailed manner each time Hero crosses level progression?

We do get a notification in green indicating a +5 boost to accuracy, health, etc

Since Evan is working on the current update that brings maximum details in game then shouldn't we have a minor change to Heros status revealing the exact numbers on accuracy, etc to better understand the vulnerabilities or strengths before investing SOUs on items?

 

After zapping magic missile I had this empowering effect ( at the top ) activated but, as you can see, the effect doesn't actually happen - no increase to other wands levels

AFAIK any wand will have a +1 increase in level the moment you zap magic missile, or am I getting it wrong?

Posting the issue for investigation.

 

Apart from 3 slots (1 artifact, 1 ?, 1 ring) I feel there's a strong need for another column which will also provide much needed expansion for backpack to store few more items too.

But my focus is on the additional slot. Is it fair to have one? I know people will quickly find it problematic on game balance were we allowed to have more but can't there be something interesting that doesn't offset the challenge?

My suggestion is to have 1 more SLOT exclusively for artifact!

BUT it becomes permanent and can't be unequipped to ensure player chooses carefully with consequences in mind. Also this slot becomes available after defeating 2nd boss.

This will solve a major issue I have playing as Rogue or finding a good artifact drop later in the game and prefer not to swap existing artifact after upgrading them to maximum

I am also open for any other use case for 1 more SLOT apart from artifact

Would like community views on this question