Pixel Dungeon
This community is a place to talk strategies, tell stories, or discuss anything related to Pixel Dungeon or its many versions.
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1. No hate or adult themes of any kind: NSFW or illegal material, hate speech, personal attacks, harassment, doxxing, bullying, etc. are all strictly forbidden. Crude or offensive language should be kept to a minimum or avoided entirely.
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Since mispd and spd are practically the same, except mispd has much more information, I was hoping that Evan wil incorporate some of these additions (with premission, of course).
I'm afraid I don't copy features from other versions of Pixel Dungeon. I actually try to avoid playing or reading too much about them so that I don't have to worry If I think up a similar feature.
I do think that there are cases where Shattered could show more or less data, but I'm strongly against just information dumping all stats to the player. I hate RPGs that make enemies just feel like a collection of numbers. Accuracy and dodge also aren't meaningful without detailed explanations. Mainly I like to show data that's important for player decision-making. In particular Shattered could probably do with showing a little more data in regards to upgrade scroll usage.
Most people aren't going to want to do napkin math every time they look at the stat block. Personally if I were to include those numbers I'd just put hit and dodge chance there instead of accuracy and evasion. Or potentially just rework the stat entirely to be more intuitive.
I agree that ring descs aren't perfect there, but it's needed to show what the ring is doing proportionally, especially as you upgrade it.
Thanks for the reply. That's totally fair point. I guess that's what makes spd so unique. It surprise me every time how much strategic thinking is involved in the game, and how each game require different tactics. It never gets boring.
I think traits could be more clearly conveyed. What is undead, the difference to demonic, etc, are all very ambiguous. Let alone the hyper ambiguous "Rigid" type.
Enemy types should be conveyed much more clearly esp since some items like the holy bomb are things you don't want to waste on the wrong type. The guards and thieves especially don't seem undead until you hit them with a weapon that happens to affect undead.