On the topic of our current levels.

3 replies [Last post]
Kenpachi-Espada

Every other day I look to arcade for a fun and exciting gate. Only to see that it's filled with compounds. These levels take so long to complete and barely give any loot. If we could potentially get some new levels in arcade or make compounds better in terms of loot, this wouldn't be such a problem. Compound can also spawn in any stratum. Compare that to clockwork tunnels which gives a bunch of free boxes has danger rooms, is the area where all events have scenarios, it's just great! About boxes though, I have another problem.

Energy Gates

A lot of the premade levels have energy gates, okay that's alright but what's the problem? Putting boxes behind them! Like I said before all of these randomly generated levels have free boxes and these levels make you pay 3 energy for LESS boxes.

A few examples are: Cravat Hall levels, Treasure Vault, Graveyard, and a few Starlight Cradle levels. These are not good uses of an energy gate.

Energy gates should offer the players alternate challenges and provide interesting gameplay to the player.

Examples of this would be: Clockwork Tunnel's Danger Rooms, and the other starlight cradle levels.

In place of all these terrible box energy gates, I would like to see some interesting scenarios. Cravat Hall could offer interesting slime undead arenas which we have not seen before. Treasure Vault could offer fun but difficult challenges where if you succeed you are heavily rewarded with more boxes. Graveyard could have some special rooms too, perhaps utilizing deadnaughts, zombies, and Almirian knights. As for starlight cradle, just do what we've been doing with the other starlight cradle levels. The special rooms don't have to be arenas either. Could also try puzzle challenges or other challenges that are based on reaction time. This may be a bit to ambitious but what if we had scenarios that could only spawn in players of 2 or more? That way we could offer 2 player puzzles.

Repetitive Levels

There's 2 randomly generated levels that follow the same pattern everytime. lichenous lair, and beast den. Can we possibly mix it up and not follow the same patterns? Lichenous lair and beast den both follow the pattern of level > reward > level > reward > elevator. It's so very predictable. Unlike clockwork tunnels which is very unpredictable and can really do anything. Especially beast den, I would love to see more of beasts but that level is too short. The ending arena is the same everytime just a variation in where the enemies spawn and where you enter it from. It would be great if we had more ways to end beast den. Also what if we had dust bunnies in beast den? We don't have many beast monsters as is.

Last Words

Aside from all of that the only thing I really wanna see and play are new levels. While these changes will make our current levels more fun and interesting, nothing beats that feeling of exploring a whole new world.

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

Let me break this down for you.

Every other day I look to arcade for a fun and exciting gate.

Alright stop there it's the same five or so levels over and over again what are you expecting, Half Life 3?

Only to see that it's filled with compounds.

They added a fifth level to the arcade and you're ungrateful for their hard work? And yet you ask for more?

These levels take so long to complete and barely give any loot.

See that's like the whole point of the game, you're not supposed to get loot from playing just paying it's called pay to win it isn't a difficult concept.

I would like to see some interesting scenarios.

Well there's your problem right there, just play the same thing over and over and be happy it works for Fangel and me too so the game is perfect.

Last Words

Thank god its over go eat some prize boxes and play your five levels like a good lad.

God I am salty. What I wouldn't give to see them read your suggestion and actually go through with it like they did when Mr. Nickolas was on their team. :/

Nitronicx
Levels

Compounds
I once heard a suggestion that mini enemies should drop more loot. They drop very little and infrequently so Compounds can throw them at you in heaps without worrying about you earning too much loot. Unfortunately, you really don't earn much loot for killing them.

Energy Gates
Fun fact: Opening these gates pays out more than you think, technically. For example, if you're in a party of 4 and there are 4 boxes behind the gate, you actually spend 3 energy for 12 boxes. If you're deep enough and take turns when opening these gates, you are likely to turn profit. I think. But yes, danger rooms are much better.

Repetitive levels
Compounds also have a pattern: grass > factory > grass/factory > box(es) > arena.

But why these two levels? Are they not varied enough? Then what about static levels that make roughly half of the game? Or is it because you remember all the rooms that can appear in those two levels? I would bet you remember also those in Clockwork Tunnels. I don't see the pattern as a problem or why a vague idea of what follows next should make the entire level boring. Lichenous Lair is varied enough in my opinion, but I agree that Wolver Den could use... something. Don't know what exactly. Maybe it's because of little variation, there aren't many segments for Wolver Den, but maybe it's simply too big and empty.

Kenpachi-Espada
Repetitive Levels

Yeah, Lichenous Lair is varied enough. Beast Den needs work though. As for compounds they have a lot of interesting scenarios but most people do not see them because they skip them.