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About BerserkViking

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    Hatchling [Level 1]
  1. I suggest allowing players to equip each Zombie pair with one hat for each individual zombie (and equivalent for Gnomes and Kobolds). If a player equips both partners with the same hat, it should still only count as only one copy being used. (This might not be too smart if there was a need to tell which individual ½-slot characters belong together, but currently the only thing tying e.g. two Kobold partners together is that they share exp. and thus level up simultaneously.)
  2. I don't know... I think Spidaur-riding is complex enough as it is, and Spidaur cavalry is already weak to most of those things you mention: A Hair Troll or Cyclops can move both rider and mount with a single attack, and AoE will hit both the rider and mount.
  3. That's basically what I said, (except you did it much quicker), except without prompting the player if he/she is sure about removing it from another character. I think being prompted every time would just be annoying. If instead you 1) put an icon on the item to warn that it will be taken from someone else, 2) tell the player whom the item was taken from, and 3) always take the item from a character that's not in use, if possible, then I think that would work slightly better than that. I do commend you for saying more or less what I spend an entire page on in just three lines, though .
  4. Just putting this out there to complicate the theorizing: Have you guys considered the possibility of TIME TRAVEL ? I mean, when you have spaceships and cosmic bears, nothing is really impossible, is it, and besides (PP spoilers:) [Pit People does explicitly feature time-travel in at least one Bonus Mission]. Some of Pit People's monsters do seem rather medieval too, despite being in a post-apocalyptic world. Could it be that they are from the same time (but not necessarily place) as Castle Crashers? (I coloured my spoiler text white. Is there a smarter way to hide text as spoilers?)
  5. I like this idea, but I find that it might confuse newer players, complicate trading and require a lot of reprogramming, so I've come up with this simpler alternative: If the player would equip an item "X" to a character "A", but all copies of item X are already in use on different characters; then if possible, take X from some other character "B" and give to A, and give B a replacement, such as whichever corresponding item A held. Do show that all copies of X are in use - like currently - but use a different icon that suggests that the item can be chosen anyway. If multiple copies of X are owned, but all are in use on other characters, choose character to take it from in this order: A character that is not assigned to any team A character that is not assigned to the currently selected team A different character on the current team This same character (character A) (in case some character type is eventually able to hold two items of the same category) Whenever an item is moved like this, display a message like "X was moved from B to A and replaced with Box Cutter.", but without opening a obnoxious message box for it. This would also help mitigate another, more significant, problem I've observed in the "Let's Play" crowd: Seemingly nobody knows that the Net can be moved from Sofia to other characters. But if you could equip it without explicitly un-equipping it first, like I and gamjuven suggest you should, then the "Net" weapon type would be visible for other characters from the get-go, and more people would realize that this option exists.
  6. Octoclopses show up here and there at random, just VERY rarely. Like Xypherion says, Mr. Whispers (the mysterious quest-giver in trench coat and helmet) has a quest that helps you capture an Octoclops. (I think Octoclopses are made so rare because the way they work might confuse newer players.)