Road to Legend Feedback ideas

By Zjet, in Descent: Journeys in the Dark

Being that the app is an introduction to many to the Descent game and universe, it needs to be wayyyyy easier. It's just too difficult even for experienced players. The difficulty needs to be tweaked.

Personnaly i find it so easy comparing to a game against a true overlord that it is close to be boring :) . Fortunately there is that Peril effect that gives a little spice to the whole thing. Clearly i wouldn t want it easier.
Edited by Rathamanti

If the quests in the app are designed with the idea in mind that the players are going to make sub optimal decisions for the monsters when given the opportunity than you may be making it harder by randomizing the choices. If this is what your group likes go for it. However, if you are finding it too difficult try making the most hero friendly choices and see how that goes. That is the way we have been playing and I haven't found the quests to be all that difficult so the next time we play I am going to try and make the choices as if I were the OL and see how that changes things.

If the quests in the app are designed with the idea in mind that the players are going to make sub optimal decisions for the monsters when given the opportunity than you may be making it harder by randomizing the choices. If this is what your group likes go for it. However, if you are finding it too difficult try making the most hero friendly choices and see how that goes. That is the way we have been playing and I haven't found the quests to be all that difficult so the next time we play I am going to try and make the choices as if I were the OL and see how that changes things.

Sure, I guess that's the way we'll have to do it. I just wish we could have an absolute minimum of control of the monsters.

Being that the app is an introduction to many to the Descent game and universe, it needs to be wayyyyy easier. It's just too difficult even for experienced players. The difficulty needs to be tweaked.

Personnaly i find it so easy comparing to a game against a true overlord that it is close to be boring :) . Fortunately there is that Peril effect that gives a little spice to the whole thing. Clearly i wouldn t want it easier.
I can't help but wonder, when you talk about the RTL-quests being very easy/very hard - do you make good or bad choices for the monsters when they have several options concerning where to move, and whom they should attack when they have several viable targets - or do you randomise? My group gets trashed by the app, but we insist on randomising where the monsters spawn, where they move and which heroes they target when there is a choice. Having the power to mind control the monsters ruin the immersion, in my opinion. But the "take X damage out of he blue"-peril destroys us, so we feel we have to make the monsters dumb when possible besides rushing through the dungeon to stand a chance

Just out of interest: do you own many Lieutenant packs? My group almost never gets perils with damage, most of the time we get Belthir/Skarn/one of the Farrows and so on. I own almost all Lieutenant packs, so my guess is maybe that's the reason so many people seem to get it so often and my group almost never sees them? Or is it just "Luck"?

If the quests in the app are designed with the idea in mind that the players are going to make sub optimal decisions for the monsters when given the opportunity than you may be making it harder by randomizing the choices. If this is what your group likes go for it. However, if you are finding it too difficult try making the most hero friendly choices and see how that goes. That is the way we have been playing and I haven't found the quests to be all that difficult so the next time we play I am going to try and make the choices as if I were the OL and see how that changes things.

That is exactly how we play it, perhaps we are just gluttons for punishment. We always follow the apps instructions when it comes to activations, but when a choice as to placement or target is presented to us our instinct is to think like the Overlord (both my sister and I have ran campaigns taking turns as OL and Heroes). This has led to some crushing defeats in Forgotten Souls, Nature's Ire, Dark Elements and now the new RtL app. But we enjoy the challenge.

That's why I feel like the section in the RtL rulebook on decision making gets it's perfectly. Don't waste too much time debating, if you're having a hard time make sub-optimal choices and chalk it up to the monsters being dumb as rocks. Having too easy a time? Think like a ruthless Overlord and crush those Heroes.

Sometimes the game will tell (very rarely in our experience) a monster to behave stupidly.

Example : Barghest is told to engage, but he skips because he's already adjacent. Told to attack, alright done. Told to do move action and retreat. Well, the game does not keep track of positioning so it doesn't know that if it retreats it's going to leave the objective wide open for the next hero to waltz in and win the quest! Better have that Barghest Howl instead.

Being that the app is an introduction to many to the Descent game and universe, it needs to be wayyyyy easier. It's just too difficult even for experienced players. The difficulty needs to be tweaked.

Personnaly i find it so easy comparing to a game against a true overlord that it is close to be boring :) . Fortunately there is that Peril effect that gives a little spice to the whole thing. Clearly i wouldn t want it easier.
I can't help but wonder, when you talk about the RTL-quests being very easy/very hard - do you make good or bad choices for the monsters when they have several options concerning where to move, and whom they should attack when they have several viable targets - or do you randomise? My group gets trashed by the app, but we insist on randomising where the monsters spawn, where they move and which heroes they target when there is a choice. Having the power to mind control the monsters ruin the immersion, in my opinion. But the "take X damage out of he blue"-peril destroys us, so we feel we have to make the monsters dumb when possible besides rushing through the dungeon to stand a chance

Just out of interest: do you own many Lieutenant packs? My group almost never gets perils with damage, most of the time we get Belthir/Skarn/one of the Farrows and so on. I own almost all Lieutenant packs, so my guess is maybe that's the reason so many people seem to get it so often and my group almost never sees them? Or is it just "Luck"?

To be honest, as long as you own the relevant token + stat card from the set they're used in (i.e. Ruins for Ariad) you can actually get away with adding lieutenant in and using the card that comes with the campaign. It's not an exact match, but it certainly dials the peril down a bit and stops the X damage spam a little.

Edited by Styfen

Having just been screwed by starting a side quest using the Trollfens expansion tiles when I have not listed it as being owned, I would like to see:

a way to interrogate quests to get a list of the required tiles before committing to it

incremental saves so you can back up if things like the above happen. Maybe do a full save after each quest or when you return to the main map/town then an intermediate save for the actual quests.

Having just been screwed by starting a side quest using the Trollfens expansion tiles when I have not listed it as being owned...

That type of bug should be reported. The side quest should not be playable (it should not even appear) if trollfens isn't in your collection. What your are asking for (verifying it only uses tiles from expansions you own) is supposed to be done auttomatically already.

Feedback Idea: Manual Save

Let me save my game state in RTL any time I want, as often as I want, even if it is "just because". Further, allow me to save multiple states.

Video games have been able to do this since the dawn of time. Just allow say 10 slots, let me save the state into one of 10 slots, and should something go wrong during game play (say, for example, you tell me to use pieces from an expansion that I didn't even select as something I own), I have the ability to restart from a previously manually saved point, rather than having to start all over.

And no, your auto saves do not help. If you want to keep the auto-save feature, have it save to slot 0 all the time.

I have submitted a bug report as soon as I packed the game up on Saturday. Not had a response yet.

I still want to be able to interrogate quests before I select them (in the same way you can look at monster skills in a quest) as I now have no faith in the app's shoddy programming.

I would also like to see a manual save option, or multiple saves, at least one main save after a quest and a secondary save at other points.

Until then, I won't be bothering with the app as I don't consider it fit for use.

as I now have no faith in the app's shoddy programming.

That seems a bit harsh. I think the app is brilliantly programmed. To take a versus game and make it co-op with the use of an app has been revolutionary.

I concede it there will be bugs, but that is with any newly released app. I say bravo to FFG and rate this app as brilliant with a few bugs and a couple of enhancements needed.

If they implement either incremental saves or a manual save option (something most computer games have been capable of since the 80s) so there is a level of redundancy and a capability of recovering a campaign then I will give it a fair shot.

Until then, there is no way I am wasting a massive chunk of my time on something that could be broken at any point with no chance of return. Luckily I was 'only' 5 hours into the game.

I'd mostly like a single-step "undo" button - I'm sure I've screwed up the balance of our quests numerous times by accidentally ending a heroes turn before I'd indicated that we'd eliminated a certain group on his turn, and other such stuff-ups.

Also, the ability to update the materials available mid-campaign - I accidentally marked off a set I didn't have (honestly, those H&M set names are so disconnected from their contents, I have trouble keeping track of which is which), and we've had to proxy a bunch of stuff as a result, because I couldn't remedy that error.

After I heard that this was an issue I just looked up what the name of each side quest was for the expansions I don't own and just avoided them. Problem solved for now. Other than that issue the app seems to be working just fine.

If they implement either incremental saves or a manual save option (something most computer games have been capable of since the 80s) so there is a level of redundancy and a capability of recovering a campaign then I will give it a fair shot.

Until then, there is no way I am wasting a massive chunk of my time on something that could be broken at any point with no chance of return. Luckily I was 'only' 5 hours into the game.

I'd mostly like a single-step "undo" button - I'm sure I've screwed up the balance of our quests numerous times by accidentally ending a heroes turn before I'd indicated that we'd eliminated a certain group on his turn, and other such stuff-ups.

Also, the ability to update the materials available mid-campaign - I accidentally marked off a set I didn't have (honestly, those H&M set names are so disconnected from their contents, I have trouble keeping track of which is which), and we've had to proxy a bunch of stuff as a result, because I couldn't remedy that error.

I agree that manual saving and Redo button are both reasonable requests for a future update.

Really sucks to hear you invested that chunk of time just to get frozen out of your campaign by a bug AnimalMkIV. If I were you I'd just use similar tiles or draw it out on graph paper.

I haven't had anything noticeable, bug-wise, in my campaign so far. I also own everything released for D2ndEd because I'm a freak of nature... so I have an advantage.

Edited by Luijod

It's great marketing: "Hey guys it's telling us we need 'Trollfens', hang on I'll run to my FLGS and pick it up. Be back in 20!

It's great marketing: "Hey guys it's telling us we need 'Trollfens', hang on I'll run to my FLGS and pick it up. Be back in 20!

ROFL! Truly diabolical "marketing"!!!

I would love to see random boon spawns of other heroes appearing on the map. Not sure how it would work but there are 50 of them and most never get used...

A feature I'd like to see, which should be pretty simple, is to be able to add or remove heroes mid campaign. It will likely take several play sessions to complete a campaign and folks might drop in or drop out (drop in being more problematical) or you might decide that the current hero you are playing is awful.