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One question I and a lot of other players would like an answer from the devs/GMs on.

13 replies [Last post]
Fri, 09/09/2011 - 17:01
Gwenyvier's picture
Gwenyvier

Is the lack of heat/crown drops in the new danger rooms a bug? A simple yes or no will do.

If it's a yes then we eagerly await it being fixed. If it's a no then I at least am sorry that you put all the effort into creating new ones that will see very little use due to bad risk vs reward payout.

~Gwen

Fri, 09/09/2011 - 17:19
#1
Mayaura's picture
Mayaura
How about the lack of heat in the candlestick keeps?

Love the design, hate the lack of heat payout.

Fri, 09/09/2011 - 17:30
#2
Nick's picture
Nick
Developer
We are evaluating the payouts

We are evaluating the payouts on Danger Rooms and will tweak payouts if deemed necessary.

Previously, Danger Rooms were too lucrative and the 'prize' for entering one wasn't necessarily awarded to you for completing the challenge. You were able to gobble up a fair amount of crowns from monsters (not to mention hearts, etc to keep you going). In order to make them more dangerous, we added monsters that have loot restrictions in their drops and tried to move the real reward to after the battle.

Fri, 09/09/2011 - 20:13
#3
Notbob's picture
Notbob
I have to object to calling

I have to object to calling the old Danger Rooms "too lucrative". The main reason for doing them was the risk vs. reward--they were tough, but if you survived you got a lot of heat and coins from the monsters as you went. Treasure from boxes has never compared. If they payout is lowered, then is it really worth spending energy to do the DR?

Fri, 09/09/2011 - 22:10
#4
Schwarze's picture
Schwarze
I second Notbob's

I second Notbob's point.
Sure, some rooms were easier than some, but most were tough as nails, and the pay was all the more worth it.
Besides, in the direct satisfaction of seeing your enemies fall, loot is involved. You feel empty inside when the kill earns you nothing but the ooze of a squished slime on the floor, or the smoke and bolts from a beat down machine.
It feels so good when you can run around the arena and hear the sweet sound of coins falling into your purse :)
However, if the final payout is effectively balanced to match what one would normally get from the battle, then it is suitably fitting for the risk-reward. Makes the entire room even more of a gamble though. One could talk about how it'll be more CE expensive, but that's not my style...
Just my toughts!

Fri, 09/09/2011 - 23:01
#5
NicoyaKitty
Legacy Username
I'm not really feeling the

I'm not really feeling the hate for the drop rates in the new danger rooms. Granted I've only run one so far, but given they can frequently spawn on the first level of a tier it wouldn't make sense for them to pay out as much as a latter stratum arena or something, on an E per E basis. You'd just end up with people manually looping the first level or two of a tier to farm coins instead of actually having to slog past basil before the real goods are delivered.

Now, I'm all for optimizing returns, within reason; I like getting more loot as much as anyone. But, at the same time, it's easy to lose touch with playing the game just to enjoy the game. I was concentrating on some arena-heavy gates for a while to cook up some gear, and I honestly found myself wishing that they gave less loot, because I was fighting between the monotony of yet another arena with the knowledge that I'd have to grind a lot longer if I stuck with regular levels. If I could count on a more even return across the different level types, I could just enjoy whatever the clockworks served up rather than grind the same three rooms over and over.

Honestly, I think this could be fixed fairly easily (well, relatively speaking), if more levels were brought into line with the arena mechanics. That is, providing a basic challenge up front with basic rewards, and then allowing optional, harder challenges with even greater rewards. Like, the deconstruction zones could be a perfect example if it weren't for the fact that they're incredibly easy from start to finish and have a pretty lousy payout. That one Cravat Hall level would also be an example if the choice wasn't quite as stark as "do nothing, get nothing and just jump on the elevator" vs "do the whole level, no turning back"

I think the basic conflict is trying to juggle a crown/ce ratio with a crown/difficulty ratio. Most levels have a basically flat crown and difficulty profile across the map, whereas the arenas and the danger rooms have a sharply curved one. As such, balancing the payouts strictly on the crown/difficulty curve, as it's sort of done with the arenas, ends up favouring arenas far too much when looking at it from a crown/ce perspective. Since the difficulty also scales with gear, you end up with the difficulty risk basically getting lost in the noise so that sufficiently levelled players only see the crown/ce ratios.

I think danger rooms as they exist currently are almost the right answer, but not quite. I'd rather see a sequence of the new danger rooms replace the three tiers of arena we have right now to at least spice those levels up a bit, and something else to even out the crown/ce and crown/difficulty curves for the other levels.

Fri, 09/09/2011 - 23:41
#6
Dirt
Legacy Username
The amount that seems to drop

The amount that seems to drop from Danger Room chests seems t have increased, so I don't think it's much of an issue.

Sat, 09/10/2011 - 00:01
#7
Xombie's picture
Xombie
Yarg

Solid read. Love the gig.

The crowns in early T3 (towards vendor) seem lighter atm. But the back nine still have some tang mats.

I think 000 is trying to stave off some Platinum.

Ya print money it makes money.

Luv da Kek o' da Game.

~X

Sun, 09/11/2011 - 06:40
#8
Madfruitz
I thought it may be the case

I thought it may be the case that the developers wanted the reward to be after the DR (despite the fact that no ones really benefiting by getting some coins then dying) however limiting heart drops feels a little cheap AND the reward being at the end doesnt really work out as boxes dont drop nearly as much as the monsters, as well as missing out on multiple opportunities for lucrative mats. I like them, but they definitely need some tweaks..i won't be buying anymore energy so i've got to really watch what i spend.

As someone who solos a lot, the chance of dying and having to either pay 10ce (making the room an instant loss) or having to outright leave the clockworks for one death and missing the rest of the levels the current danger rooms arn't even close to worth it (and i can never get people in groups to do them anyway so)

interesting to get an update in any case

Sun, 09/11/2011 - 09:28
#9
Bluescreenofdeath's picture
Bluescreenofdeath
I am completely fine with the

I am completely fine with the idea of limited drops during the fight with a bigger payoff at the end. Problem is the payoff just is not there. I think the danger room treasure room itself would need an expansion just to make up for it. It is not just CE vs winnings (which is currently unprofitable), its time spent. The time (let alone CE) required to complete the new danger rooms is no where near proportional to the loot. The only other thing that would make these danger rooms worth doing would be to add a new Danger Room Token and add new weapons at Brinks to spend them on.

For now danger rooms are just no longer worth the time to complete (especially for soloests). A real shame. I was sooooo exited about the new danger rooms...

Sun, 09/11/2011 - 09:32
#10
Glowing-Ember's picture
Glowing-Ember
Wow

+1 to the Danger Token idea. Would definitely make them worthwhile quite immediately.

Sun, 09/11/2011 - 11:26
#11
Gnomzer's picture
Gnomzer
make it a +2 on the tokens

XD nothing more to say

Sun, 09/11/2011 - 11:41
#12
Rommil's picture
Rommil
+3

not like i need another thing to grind after...but, yeah. love the idea.

Sun, 09/11/2011 - 13:09
#13
Madfruitz
Well it's either that;

Well it's either that; something unique to danger rooms, be it a token..material, etc. Or they significantly increase the reward, lots of time, difficulty, 3mist and a MASSIVE risk if solo for next to nothing? no thanks

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