The 20 fatal Usurper flaws
Posted: Wed Jan 05, 2005 3:59 am
Usurper is a great game, but there are about 20 bugs or slight problems with the game, some being major. If these things were fixed, it would really improve the game. In no particular order...they are:
1. The bank can be robbed over and over, especially when macros are set, and a player be able to raise tens of levels in short order.
2. Going home has no balance; the go to sleep option should just be temporarily disabled until you can break into someone's home somehow, in which case the inn doorguards should be available at one's home, and one shouldn't be able to just go home, without having first purchased one; especially not be able to marry before buying a home. the homes should be editable and their prices and possible bonus attributes (extra hit points, armor points, etc. when defending better homes).
3. The monster editor is almost useless. None of the monster settings you change are actually recognized by Usurper except for strength. Strength isn't even strength, it's strength and hitpoints. Higher strength settings results in harder hits and more monster hitpoints. Having all the monsters accurately use all the fields would be awesome.
4. Many of the spells don't work properly, such as a sage's escape spell, and many others. The ones that do are often very weak. When can a spell that hits for 50 hitpoints really ever be all that useful. They should be able to be configured to hit for a certain average, and perhaps be able to specify the standard deviation of the spread...that would be nice...
5. Having the Supreme Being's stats based on some sort of percentage of whatever, and being hard coded, tends to make him weak, especially in customized games. Being able to atleast toggle between that or to the game recognizing his stats like all the other monsters.
6. Teammates you bring to the dungeon all die incredibly fast after increasing monsters' strength. By resurrecting his teammates and fighting in the dungeon, the person can kill many more monsters than ever intended, since his teammates instantly die, leaving all the monsters that were meant for them there for him to kill alone.
7. The experience lost when losing in a player fight should not be tied to monster percentages, and should be independently configurable. You may have a tough dungeon and want no experience lost, but want players to lose experience in a player fight. Lastly, you should be able to specify fractions of percents...to me, 1% is even often too much to use, so being able to say .25 would be great.
8. Fighting doorguards can sometimes result in it missing completely when it tries to hit you. Why does this only occur here? Shouldn't that happen everywhere based on your agility?
9. The \"range\" when selecting a moat monster goes from \"0 .. 8, please\" even when you have more than 8 monsters, making all after 8 inaccessible.
10. Challenging a team at times when they are all busy takes a fight from you even though you didn't actually get to fight.
11. You can be dead and not allowed to fight when your team gets attacked, but be allowed to defend the gym. Seems like you shouldn't be able to defend the gym.
12. It would be nice to be able to set a max number of times you can play hi-low.
13. There is a bug with the inventory/equip/unequip code. You can't properly specify which ring (and maybe neck too) finger you're wanting to add to, resulting in you having to remove both items, and then add the two you want to use.
14. Children should give you more daily experience. Children should also be able to do other neat things, for example, the square root of the number of children you have is that many bonus dungeon fights you get, etc. Children would be very useful, and then should start costing a lot to keep. That should be able to be configured too -- cost per child per day perhaps.
1. The bank can be robbed over and over, especially when macros are set, and a player be able to raise tens of levels in short order.
2. Going home has no balance; the go to sleep option should just be temporarily disabled until you can break into someone's home somehow, in which case the inn doorguards should be available at one's home, and one shouldn't be able to just go home, without having first purchased one; especially not be able to marry before buying a home. the homes should be editable and their prices and possible bonus attributes (extra hit points, armor points, etc. when defending better homes).
3. The monster editor is almost useless. None of the monster settings you change are actually recognized by Usurper except for strength. Strength isn't even strength, it's strength and hitpoints. Higher strength settings results in harder hits and more monster hitpoints. Having all the monsters accurately use all the fields would be awesome.
4. Many of the spells don't work properly, such as a sage's escape spell, and many others. The ones that do are often very weak. When can a spell that hits for 50 hitpoints really ever be all that useful. They should be able to be configured to hit for a certain average, and perhaps be able to specify the standard deviation of the spread...that would be nice...
5. Having the Supreme Being's stats based on some sort of percentage of whatever, and being hard coded, tends to make him weak, especially in customized games. Being able to atleast toggle between that or to the game recognizing his stats like all the other monsters.
6. Teammates you bring to the dungeon all die incredibly fast after increasing monsters' strength. By resurrecting his teammates and fighting in the dungeon, the person can kill many more monsters than ever intended, since his teammates instantly die, leaving all the monsters that were meant for them there for him to kill alone.
7. The experience lost when losing in a player fight should not be tied to monster percentages, and should be independently configurable. You may have a tough dungeon and want no experience lost, but want players to lose experience in a player fight. Lastly, you should be able to specify fractions of percents...to me, 1% is even often too much to use, so being able to say .25 would be great.
8. Fighting doorguards can sometimes result in it missing completely when it tries to hit you. Why does this only occur here? Shouldn't that happen everywhere based on your agility?
9. The \"range\" when selecting a moat monster goes from \"0 .. 8, please\" even when you have more than 8 monsters, making all after 8 inaccessible.
10. Challenging a team at times when they are all busy takes a fight from you even though you didn't actually get to fight.
11. You can be dead and not allowed to fight when your team gets attacked, but be allowed to defend the gym. Seems like you shouldn't be able to defend the gym.
12. It would be nice to be able to set a max number of times you can play hi-low.
13. There is a bug with the inventory/equip/unequip code. You can't properly specify which ring (and maybe neck too) finger you're wanting to add to, resulting in you having to remove both items, and then add the two you want to use.
14. Children should give you more daily experience. Children should also be able to do other neat things, for example, the square root of the number of children you have is that many bonus dungeon fights you get, etc. Children would be very useful, and then should start costing a lot to keep. That should be able to be configured too -- cost per child per day perhaps.