I think you misunderstand me, I am not questioning the usefulness of the pink aura but the purple aura. The pink aura's HP regen rate beats the purple aura's HP regen rate even if the latter is maxed out, let alone when it is at lower levels. Having it regen EP doesn't make up for it since it costs EP to use it, you might as well make it just cost less EP. It doesn't even regen enough EP to make up for how much more EP it costs over the pink aura when it's at higher levels.Kyle873 wrote: -There seems to be no reason to use purple aura over pink aura. - At make level, the Pink Aura will give you both pretty fast health regen plus drain enemies HP when you attack, a good way to get back HP fast if you're really low (especially if you invest in Vitality to increase max HP)
In my experience, the Vitalization stat seemed pretty useless since health bonuses increase health up to a very high amount past your max health. Even if you make the stat also slightly increase HP regen rate (Regeneration stat should no doubt still be the primary stat when increasing regen rate), its usefulness would still be in question since with pickups that give huge health bonuses like the soulsphere and especially the megasphere, the player can remain far past his max health for a long time where regen doesn't apply. I was thinking maybe you can limit the amount bonuses/powerups increase your health depending on your max health (maybe +100 or x2 of max health) but I'm not sure if that's possible. If that were possible and you're willing to make that change, then keep in mind that megaspheres would become less valuable for low Vit characters (still very useful since they fully repair armor).
I don't know if there's a limitation with item drops but I'm guessing there is. Otherwise you wouldn't have imps drop the same amount and value of items as higher level enemies such as barons and archviles do and you wouldn't make enemies that drop ammo drop nothing else. I see no reason why Mancubi shouldn't drop any items though. Oh wait, they do drop an item sometimes, a rocket to the face. I assume you meant to make them drop "rocketammo" and not "rocket". Wouldn't it be more fitting to have Revenants drop rockets though?
What is the yellow yin yang symbol and its number in the stats menu for?
Okay, I realize now that the number next to the yellow yin yang symbol indicates how many points above 100 is the current stat cap.
Allowing to use powerups to extend time of active powerups may have caused a problem. With the invulnerability and invisibility charges, it's possible that they can be activated and have their duration extended by their weaker sphere counterparts. I can't seem to extend the time of the infrared and radsuit powerups though. Also, do you intend to restrict the time sphere as an instant use item? I can see the rationale behind that, I'm just asking. Buying/picking up several at once nullifies all but one of them though. Again, I can understand if you want to only limit the time sphere to having only one at a time, but the player can just buy a time sphere, leave the menu to pick it up, then buy another one and it will add to time of the powerup.
-There might not be room for more descriptions in the skill menu, but how about adding descriptions for the items in the buy menu?
-Different sounds for health item use and health item pickup. Same thing with armor items. Sometimes I get confused in the heat of battle and wonder if I picked up an item or if someone damaged me greatly enough to make me auto use an item.
-Indicate the current cap for each stat in the stats menu.
-I thought of suggesting to display the amount you have for each item in the buy menu then I remembered that you have to pick up the items after you buy them so it might only end up confusing to buy items and not see the number immediately go up. Just throwing it out there just in case you have a better idea how to do this.
-Allow access to the shop via the menu. For people who are never in a hurry to buy items and don't want to bind or fumble about an extra button.
-When it comes to changing the text color of items in the buy menu to white when you can afford them, it doesn't take their discounted price into account. (e.g. Stat token is discounted to 19750, you have 22000 credits, it's still color red since the original price of the stat token is 25000)
-Mega token ambient noise is pretty muted compared to the other tokens.
-Check the arrows that show up when scrolling through the inventory items, the arrow that points to the left shows up on the other side of the screen.
Why are there three rows when we can only carry one of each badge type? Could there possibly be more types of accessories planned? Apparently there are, didn't check the previous posts well enough, sorry.
-If you intend on limiting the player to carrying/equipping one of each badge type, then you shouldn't allow the player to buy additional badges of the same types he already has.
-The effects of badges remain when you sell them while they're still equipped.
-Regeneration and Capacity badges have the same color/appearance. Actually, they don't. But the difference in color between the two badges is very subtle.
-Most of the badge icons are misaligned with the boxes in the accessories menu.