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Poll > Wells Of Luck / Idea To Improve On Maybe > Possbly A Repost
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Mar 8 2010 01:50pm
Quote (McClain @ 8 Mar 2010 09:13)
Thank you. Jesus.


Amen
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Mar 8 2010 07:17pm
voted "Hell NO", mostly because of paparick but would of voted no either way. I don't see the point in "testing". Maybe my reading skills aren't up to par with your writing skills, but I cannot see what "testing" will do other then tell you what's going to happen. What is the point in that? Is there a penalty for testing? I mean if the test says that there will be a warm light, would it only do 50% of what it would of done if you "gambled" it? I just cannot fathom what the purpose of testing it is other then waste time in a cata game.

I also voted no because I think this would not benefit ls playing in any way. This would null the requirement for a rogue/monk/ninja in your group if you don't wish to fall down a td(maze/mirror maze). It would also potentially bring the catas to a crawling pace because many groups would probably want to be democratic about it and vote at each hot spot. Making any warm lights/eps/tds/spins be a choice instead of thrust on you would degrade the challenge that we currently have(don't think it's a challenge?? do mirror maze).
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Mar 8 2010 07:31pm
if the well is empty how is there a rope in it O.o?
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Mar 8 2010 07:32pm
Quote (HoR_Rahl @ Mar 9 2010 01:17pm)
voted "Hell NO", mostly because of paparick but would of voted no either way. I don't see the point in "testing". Maybe my reading skills aren't up to par with your writing skills, but I cannot see what "testing" will do other then tell you what's going to happen. What is the point in that? Is there a penalty for testing? I mean if the test says that there will be a warm light, would it only do 50% of what it would of done if you "gambled" it? I just cannot fathom what the purpose of testing it is other then waste time in a cata game.

I also voted no because I think this would not benefit ls playing in any way. This would null the requirement for a rogue/monk/ninja in your group if you don't wish to fall down a td(maze/mirror maze). It would also potentially bring the catas to a crawling pace because many groups would probably want to be democratic about it and vote at each hot spot. Making any warm lights/eps/tds/spins be a choice instead of thrust on you would degrade the challenge that we currently have(don't think it's a challenge?? do mirror maze).


One of the best responses lately...

#Test... this was implemented for the group to decide what they want to do... do you want to take on 5 times EPs? (that being the worse case scenario)
..Also... you pointed out a good valid point... yes I think it would be good to reduce the % return factor of life/mana if tested prior

#Trap Door... this was implemented to give more depth in gaming... basically... not every Trap Door can be seen... even by a good thief type character.

As a whole... you can still opt out (select NO)... this means you can always carry on the same path...

I do like what you said... great critism... thank you.
______________

Quote (Djsem @ Mar 9 2010 01:31pm)
if the well is empty how is there a rope in it O.o?


A well normally consists of liquid (water)
Normally... there is a bucket at the top to draw water out...
Hence the rope

This post was edited by izParagonzi on Mar 8 2010 07:34pm
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Mar 8 2010 07:35pm
Hell NO (Paparicks Quote)

59.77% (52 Votes)
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Mar 8 2010 07:47pm
I would also like to add this

Quote
History
Ladder Slasher began as a simple text-based RPG written and developed in 1996 by Paul Taulborg. In 2006, it was ported and updated to a new platform for players of todays generation to enjoy. The game takes a simple premise of straight forward hack and slash combat and adds a fierce competition, without the fluff of modern day RPGs. It was released on d2jsp.org on August 26th, 2006, after many weeks of extensive beta testing by many volunteers from the d2jsp forums. In early January 2008, the text-based version of the game was rewritten to be real-time graphically based, which was widely welcomed by loyal slashers, and brought in many new people eager to play this new version. The game is constantly evolving, with updates that give non-stop incentive to continue the quest in different ways and at your own leisure.


the bolded part is one of the reasons that ladder slasher is successful. Your suggestion would add the "fluff" of rpg games without really making it in depth enough to be as interesting/entertaining as other rpgs. Ladder slasher doesn't compete with them because it's not one. This suggestion would start ladder slasher down the path of rpg.

Still voted "Hell NO"

Thank you for taking constructive criticism well

Edit: I do like your suggestion, just not for ladder slasher =/

This post was edited by HoR_Rahl on Mar 8 2010 07:49pm
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Mar 9 2010 12:59pm
Quote (HoR_Rahl @ Mar 9 2010 01:47pm)
I would also like to add this

the bolded part is one of the reasons that ladder slasher is successful. Your suggestion would add the "fluff" of rpg games without really making it in depth enough to be as interesting/entertaining as other rpgs. Ladder slasher doesn't compete with them because it's not one. This suggestion would start ladder slasher down the path of rpg.

Still voted "Hell NO"

Thank you for taking constructive criticism well

Edit: I do like your suggestion, just not for ladder slasher =/


Yes... it could/would add a little fluff... maybe something different... like:
"You can feel air from this well"
This basically tells you it leads to another area in the maze, but you have to walk through the tunnel / kill any monsters lurking inside / find any treasures...
Basically a mini map that leads to another location of the "original" maze... not a TD

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