Aurora Isles/The Jelly Farm Locked room

8 replies [Last post]
Vigale's picture
Vigale

Let us back in there already, seeing those treasure boxes and party pad each time I go through is such a tease.

http://images.akamai.steamusercontent.com/ugc/480019269557000637/2B41640...
http://images.akamai.steamusercontent.com/ugc/480019269557001123/E96F5AD...

Fangel's picture
Fangel
apparently

Apparently it was a really hard danger room for newbies, and early in the game development this level was on the only "newbie" gate.

That being said, as of now, I want that danger room available because it sounds fun, and I want more danger rooms in the clockworks in general, not just clockwork tunnels levels.

Fehzors-Forum-Alt's picture
Fehzors-Forum-Alt

They should keep it off limits just to tease us.

Blandaxt's picture
Blandaxt
well...

I don't think the devs will ever divert their power to move a few blocks to let us in lol. Not unless there is motivation ;) such as ($$) ahem ahem is involved..Though i would be surprised if they did.

Melonfish's picture
Melonfish
Do not spread falsehoods, Starlight.

If they diverted their power to update various existing missions to implement plot points related to the Crimson Order, they certainly can do the same for this case.

But more importantly doing so would give players a pleasant reason to revisit the level and therefore to explore through the Clockworks via an Arcade gate. This should be ample motivation, considering how easy it is to remediate.

I will stress this one more, there is absolutely no reason not to make this section accessible again. There simply is not.

Vohtarak-Forum's picture
Vohtarak-Forum
the site ate my comment the first attempt

Thanks sk forums...

Anyways, the only mission that was altered to include herex was the great escape, where they added a new floor (without even changing the haven elevator icon), the rest were new missions entirely
edit: I said for herex, not that they didnt do anything else at all, just that the other ones didnt have herex in them
just clearing up a misconception here

Grey havens will probably (and hopefully) not unlock that room where it is now, that floor already has a gate in it (I dont remember if thats the one where you can backtrack and do both arenas or not) and no floors in the game have two energy gates leading to fights (at that point the amount of loot from a single floor becomes unfair, vana anyone?), also of note is that no aurora isles levels have danger rooms

This doesnt mean that they shouldn't add its content elsewhere, though

Melonfish's picture
Melonfish
There. Is. No. Excuse.
    Vohtarak: Anyways, the only mission that was altered to include herex was the great escape, where they added a new floor (without even changing the haven elevator icon), the rest were new missions entirely

The fact that they did change missions for a greater scale still leaves my point standing. Besides, it is not just The Great Escape that was updated for this purpose.

This is also without mentioning the vast amounts of retouches and overhauls the introductory area before reaching the Rescue Camp went through over the years.

    Grey havens will probably not unlock that room where it is now [...]

Citation needed.

    [...] that floor already has a gate in it (I dont remember if thats the one where you can backtrack and do both arenas or not) [...]

Various levels can end up having more than one energy gate, I do not see how that is of inconvenience. And yes, that is the level. And no, those are ranching plots, not arenas.

    [...] and no floors in the game have two energy gates leading to fights [...]

Clockwork Tunnels do have a chance for two energy gates that lead to a fight, during the March of the Tortodrone event.

    [...] (at that point the amount of loot from a single floor becomes unfair, vana anyone?) [...]

If that is unfair to other levels, I suggest the other levels should be improved as a result. Especially Wolver Dens and Compounds.

    [...] also of note is that no aurora isles levels have danger rooms

The Low Gardens has one of sort that features a barricade of Gun Puppies to reach treasure boxes.

    This doesnt mean that they shouldn't add its content elsewhere, though

I agree. But I still strongly insist that this content is sitting exactly where it should be in the first place and should be made accessible.

Vohtarak-Forum's picture
Vohtarak-Forum
ha, "ranching plots"

A battle arena is an arena by any other way you call it, its extra loot that imbalances the floor to the regular payout, so yes, it is different than a floor with energy gates that only lead to boxes

Those are events, which themselves are exceptions to multiple permanent-content conventions
if you want the jelly green giant to be an event I would not be taking this stance (honestly we need more non shadow events)

Sure, if you want to add fighting rooms to other depth types feel free to suggest it, but it doesnt change that this one is still disproportionate to them, think vana vs a regular mission, sure you can tack on floors and make them 5 depths for content, but vana will still outweigh them

I wouldnt consider a few preset rows of gun puppies a danger room, its easily less difficult than the final arena on that floor due to the ability to pick them off safely and one at a time

Unless the floor itself is to change in removing the exploit (so its just one arena with a few extra boxes as a net gain) then the imbalance point still stands, ill note tortodrones which were originally in those depths but were taken out fully (and we know grey havens can cut the room out entirely due to previous floorscape modifications) so theres that option of just making a new aurora isles level and cut/pasting it into that

Melonfish's picture
Melonfish
I may tire myself out from this reply format in the near future.
    "A battle arena is an arena by any other way you call it [...]"

Only as long as it does not cause confusions due to the titular level layout only found in Arcade gates and the other one sharing a similar yet lesser pattern found only in missions, but that is true.

    "[...] its extra loot that imbalances the floor to the regular payout, so yes, it is different than a floor with energy gates that only lead to boxes"

So long as we mention imbalance between this case and the rest, I would sooner call out much of the rest of the level types for being disproportionately low in content and/or high in length, in that order.

    "Those are events, which themselves are exceptions to multiple permanent-content conventions"

I would argue that they should not be event-based in the first place, but your point is taken.

    "[...] if you want the jelly green giant to be an event [...]"

I strongly suggest that we do not bring such crazy and asinine thoughts to the table when it is painfully apparent that this increasingly flawed manner of implementing level content is amongst the least of what the game needs at the present.

In other words, absolutely not.

    "Sure, if you want to add fighting rooms to other depth types feel free to suggest it [...]"

I recall there having been several suggestions on this matter up until now, mostly towards the case of Wolver Dens.

    "[...] but it doesnt change that this one is still disproportionate to them"

While I agree to some extent, this requires no repeat in my arguments.

    "[...] think vana vs a regular mission, sure you can tack on floors and make them 5 depths for content, but vana will still outweigh them"

You severely underestimate the potential of level design. Outweighing the loot payout rating from Firestorm Citadel would really not be all that difficult to accomplish.

Also, to be fair, the mission King of Ashes is itself by far the most regularly visited and revisited mission there is. Merely throwing it out there.

    "I wouldnt consider a few preset rows of gun puppies a danger room, its easily less difficult than the final arena on that floor due to the ability to pick them off safely and one at a time"

The ability is on the side of the player, the room itself only provides a chance to do so for knights with long-range options. The situation is significantly altered when swords in general are the only options in hand.

    "Unless the floor itself is to change in removing the exploit (so its just one arena with a few extra boxes as a net gain) then the imbalance point still stands [...]"

Calling it an exploit is a mistake when it is very clear that Jelly Farm is designed with the clear intention that knights can have the option to clear both rooms and collect the extra boxes at the cost of energy.

    "[...] ill note tortodrones which were originally in those depths but were taken out fully [...]"

Only because they could consistently drop a 4* shield upon defeat. The unaccessible danger room within Jelly Farm was closed down due to being "too challenging to new players", yet it was followed with different options for difficult fights that gradually rendered this reason obsolete over the years. By now, there really is no valid excuse.

    "[...] (and we know grey havens can cut the room out entirely due to previous floorscape modifications) [...]"

Yes, which would be a regrettably poor decision should it turn out to be the only modification applied on this matter. Which leads to...

    "[...] so theres that option of just making a new aurora isles level and cut/pasting it into that"

That is very interesting, I had not considered that. If this is to be the ideal solution, then it may be time to separate the Jelly Farm levels from the other two in terms of sharing the same depth rotation and adjust them to appear one after another in an Arcade gate. Of course, that would be assuming there is either a return of the Sea Petal Pass level or a brand new addition to go with the Low Gardens and Stone Grove levels.