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Minor Tweaks, Fixes, and Suggestions

5 replies [Last post]
Mon, 07/11/2016 - 16:36
Playerman's picture
Playerman

My main idea with this thread is just to list a few small changes that could be made to the game, that I happen to come up with. A few of these are echoes from previous suggestions made, that I feel are still reasonable ideas. Feel free to critique any of them. :P

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1.) Fixing Equipment Status-Displays --- For armor, change status resistances to be more uniform across star-levels. Have a low resistance fill up one bar, and max up to four (maybe halve those numbers, since stacking status resistances could run off the display-bar).

2.) Fixing Equipment Damage-Displays --- For both weapons and armor, 5* level equipment tends to have the problem of having the stats run off the bar completely, so players don’t get a good idea of what the defense on an Ancient Plate Helm is, for example. You could potentially change this by having new bars overlap a full bar, similar to how health points going over thirty pips looks like.

3.) Create a fire-crystal sink --- Veteran players will tend to build up massive stockpiles of lower-level fire-crystals, so I suggest finding ways to help players get rid of them. One idea I have is to allow the crafting up of lower fire-crystals to higher levels. It would take 5 Shining Fire-Crystals and a couple of crowns to craft 3 Radiants, for example. Another method I can think of is allowing the players to craft fire-crystals into usable heat-packets, which can be applied to gear to add a *small* amount of heat to them.
*Edit* - Rarities could also be shared in a community heating/crafting station, that would take resources from multiple people to craft or forge an item up.

4.) Improving the Shield Bash --- Currently, the shield bash isn’t very user-friendly; it takes a while to execute, and the player is very vulnerable to damage while using it, despite a shield already being raised. My suggestion is to either shield the player in the front completely/partially, or to lessen the time taken to execute the bash.

5.) Increasing the difficulty of Elite Mode --- Right now, the only difference between the three difficulty modes (normal, advanced, and elite) is an increase in monster damage and health. To make the game more challenging, I would like to see a return of the very old monster A.I. that allowed some monsters to trace the player as it prepared its attack. This would bring back the challenge of the currently helpless monsters: zombies, retrodes, (alpha) wolvers, and maybe a few more that I’ve forgotten.
*Edit* - Alternatively, a new gamemode highlighting these old mechanics could be introduced.

6.) Give a more in-depth tutorial for Sprite-Feeding --- The majority of incoming newbies in this game tend to have trouble with feeding their battle sprites, though it’s very important for leveling them up. I’m pretty sure this is became the missions introducing sprites lack a description of this process, so my suggestion is to add that.

7.) Make Dashing and Bashing easier on New Players --- I find that the default keybinds for the dash and bash to be rather hard to execute, let alone remember. While this is easily changed once you fiddle around with the settings, new players have a trend of glancing over these two mechanics, because of the strange keybinding (Why use a modifier key for a mechanic that is used constantly?). My suggestion is to change them to something friendlier, or to at least stress the mechanics more in the tutorial levels.

8.) Option to not show Equipment Models --- When your mouse hovers over an item, a model of the item appears alongside the stats of the item, which can cause a sudden drop in frames for a moment (up to a second or two, if the computer is already stressed out). My suggestion is to allow an option in the settings that allows the player to switch off the model display for equipment, if they wanted to. This wouldn’t extend to accessory displays.

9.) Option to remove Screen-Shaking --- Well, this one is pretty self-explanatory. :P

10.) Daily Rewards --- This is a suggestion that has been brought up several times, but I still think it is a very good idea, that could be implemented easily. Currently, the closest thing we have to this is prestige, but that doesn’t end up doing anything for a player, other than giving them a badge. You could either add a standard daily-login reward, or addition rewards on top of prestige for daily prestige missions.

11.) Changing the Badge to include Achievements --- Right now, the only thing our badges next to our names does is show how much prestige we’ve accumulated, so I suggest letting the player choose an icon from their list of acquired achievements to display beside their name.

12.) Make “Lichen Your Luck” easier to obtain --- The required numbers to obtain the Casino achievements are unknown to the general public, mainly because the description for the secret achievements are all “???”, despite having already achieved them. Changing their descriptions would at least show an achievement hunter what they’re up against.

13.) Add some pointless NPCs --- Knights with stories, knights with nothing to say, anything. We need more of them! Let us bug the knights occasionally seen walking around Haven, for example.

14.) Make scenario rooms more common --- Scenario rooms were a great way of establishing what the clockworks are like, but they’re far too rare to really mean anything. I would like to see new ones added, and have them all pop up more often.

15.) Let Costumes be able to be Unbinded--- The alternative currently is to vendor costumes for 1 crown each, which isn’t a very good option in of itself.

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***Edit 19 July, 2016 --- Added Suggestion 6-15, edited Suggestions 3 and 5
I probably want to organize this in the near future.

Mon, 07/11/2016 - 22:27
#1
Tablechair's picture
Tablechair
I love that number 5

I love that number 5 suggestion. I would love to see it come to elite difficulty.

Tue, 07/12/2016 - 01:15
#2
Fangel's picture
Fangel
hmm

Valid points. Shield bash is alright as it is however it has more offensive usage than defensive usage, and people usually think "shield = defense" and therefore mess up shield bash usage. If anything I'd make it usable at any shield health but always take away 50%, potentially breaking your shield.

And for the fire crystal sink, I've imagined a group crafting/heating station for a while where it costs 66% more items involved, however all players pool resources in together. If you had 1 elite orb, a friend had 1 elite orb, and a veteran had 15 elite orbs and you wanted to craft an item, you and your friend could pitch in 2 elites and the veteran could add in 3 elite orbs and you'd craft your item! This respects all bindings, however it will always be cheaper to do it alone (however, should you not have the resources, it'll be more difficult).

I know I would personally help players make 5* items and heat 4* items a whole lot because I have a huge abundance of those items. It would also act as a rarity sink, and we need those in one way or another.

Sat, 07/16/2016 - 14:47
#3
Teddysmacker's picture
Teddysmacker
I agree.

A lot of these points are valid suggestions and would be a nice implementation to the game.
However, I would think a new difficult mode above elite should exist altogether.

Elite right now has a nice balance to it in terms of the other modes, which is why I think we just need another one.
However, if one were created, it should have the same box drops as elite, as they're fine the way they are.
I would rather have the actual gain be from monster drops. It isn't very worth it sometimes when a monster drops at around 10 or 15 crowns on average.

Tue, 07/19/2016 - 03:31
#4
Playerman's picture
Playerman
Edited

Went ahead and added 10 more suggestions to the list. Thanks for the feedback, guys. :P

Tue, 07/19/2016 - 11:32
#5
Fangel's picture
Fangel
oh geez

That's a lot of extra suggestions.

Dashing and bashing both make sense as is - modifier + attack = combative dash, and modifier + shield = combative shield move. Additionally they were running out of buttons on controllers and a modifier allows controllers to use all the new features just as well as the keyboard players.

If anything, the modifier key should just be more responsive. As is sometimes it doesn't behave (at least for me).

Screen shaking really should just be toned down heavily. Mixmaster bullets do not need to make the screen shake, however things that don't happen frequently (drakon firebolt, spark of life) can retain their screen shake, however some should have their range of effect lowered so my screen doesn't shake and when I can't see what's causing it. Similarly, hexing haze shouldn't make my screen get all wonky if I can't see the player using the haze.

Casino achievements just need to be a bit more transparent. As is we don't know how we get them, how many there are, etc. Once we have those numbers given to us it'll be easier to figure out how to get them. With the casino showing up semi-frequently, I'm fine with each achievement taking a while to get, especially when desirable items are on the casino wheel.

Random NPCs would be nice. Like the veteran knights in Haven when tortodrones first came around, I'd love to have some more tiny bits of "lore" speckled around from the environment.

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