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redundant thread with no purpose

9 replies [Last post]
Sun, 10/07/2012 - 14:09
Soarel's picture
Soarel

Dear Three Rings/OOO,

It has come to my attention that many players see the game as being far too easy. With no difficulty and challenge in the Arcade levels, players have no reason to use the Arcade rather than do Missions. The reasons for this are usually overpowered (OP) weapons or nerfed (weakened) monsters.

However, through my observations I have noticed that the main issue with difficulty in this game boils down to four factors that may have not been considered:

-Wolver and Retrode nerfs

-Health of monsters

-Traps in levels

-Monster density (number of monsters)

It seems that Firestorm Citadel (FSC) has the most compromise regarding these issues. The monsters have plenty of health, there are many traps, and the monsters are in large numbers. However, the players are missing the core of gameplay if all they run is FSC. The plan I have created to draw players back to the Arcade is such:

--Nerfing Wolvers and Retrodes is a bad idea. These particular two monsters were a challenge and appeared commonly in many levels. The nerfs made them extremely weak and reduced them to mere cannon fodder.

--Monsters must have more health. Aside from Devilites and Lichens, the current roster of monsters seems to be low in the health department. If the health of monsters was increased, then they would have more time to attack and thus kill players.

--Traps must be more prevalent. Apart from Devilish Drudgery levels and Clockwork Tunnels, traps like spikes and bomb boxes are low in number. With weakened monsters, the challenge in levels themselves has gone away. If spikes, thorns, bomb boxes or even missile launchers were added to more levels, they would be much more entertaining and challenging.

--Finally, monster density must be increased. Battle arenas should have more monsters in them to overwhelm players, creating a strategic challenge. With a few weak monsters about, an easy victory is guaranteed. However, with many tough monsters, players must fight together to survive.

Sincerely,
Soarel Fyrex von Krone-Schtauffen

Sun, 10/07/2012 - 14:25
#1
Addisond's picture
Addisond
--

Wolver and Retrode nerfs -
Specifics? I feel that retrodes and wolvers would still be a bit weak even if all nerfs were undone.

More Health -
I feel like overall monster health is okay when you're in a party, but when you're solo it's a little silly to be killing zombies faster than they can attack. But then again, you're solo.

Traps -
Agreed. But brambles only do poison, I can just ignore them as is.

Monster Density -
I'd rather it if they increased difficulty. Less lag. There are a few somewhat empty rooms, but overall I think it's fine. I don't want a hack and slash, and there are much better ways to buff AoE weapons.

Sun, 10/07/2012 - 14:21
#2
Luguiru's picture
Luguiru

This is just your previous thread on the same topic with more bold text and the same "ideas".

"Aside from Devilites and Lichens, the current roster of monsters seems to be low in the health department"

Devilites have high health? Lichens have high health before combining into the big spiked blob?

Sun, 10/07/2012 - 15:31
#3
Soarel's picture
Soarel

This one is the final version, AKA the one that I sent to OOO.

The previous threads were rough drafts of this one.

Sun, 10/07/2012 - 15:38
#4
Oatmonster's picture
Oatmonster
Lick

If they were rough drafts, you shouldn't have posted them. All of your threads have been seen by OOO. Devilites have low health. Adding more sucky monsters won't make them any less sucky. The same goes for your threads.

I thought you left?

Sun, 10/07/2012 - 15:41
#5
Darkbrady's picture
Darkbrady
The wolver and retrode nerfs

The wolver and retrode nerfs are generally agreed that they were overdone. Personally I was happy to see the swing-tracking go, but they totally overdid it, and the wolver nerf was totally uncalled for. This much, we agree on; many of the nerfs need to be undone. And don't forget zombies; their face-eating attack has been removed.

Health? No. Giving monsters more hp doesn't create a challenge, it creates a boring button-smashing exercise. Every solo'd a lichen map? It's boring. It's not hard, just very boring. And I'm aware that you used them as an example of monsters that have enough/too much hps, but the point is that if regular monsters get even more hps, then every level will feel like that. Menders will feel like they never die, mechs will make you want to ragequit, FSC zombies will double the time it takes to run...
No. There's ways of increasing actual difficulty without making you need to hit them more. That increases time, not difficulty. They are not mutually exclusive.

Traps, yes. Could definitely do with more of them. Wolver dens are the only maps I really think would just feel wrong with traps. Not to say that every map should be like a devilite floor, but more wouldn't hurt.

In concept I agree, but your example not so much. T3 arena R3s are already pretty flooded with monsters to the point that most players have to run around in circles taking potshots for minutes until numbers can be reduced enough to actually stop and fight. Increasing numbers there would be akin to just doubling their health; not at all congruent to making it harder, just making it feel like it'll never end.
However, by T3 definitely, we could use density increases to make a large number of areas more difficult, including wolver dens.

Sun, 10/07/2012 - 15:41
#6
Darkbrady's picture
Darkbrady
The wolver and retrode nerfs

The wolver and retrode nerfs are generally agreed that they were overdone. Personally I was happy to see the swing-tracking go, but they totally overdid it, and the wolver nerf was totally uncalled for. This much, we agree on; many of the nerfs need to be undone. And don't forget zombies; their face-eating attack has been removed.

Health? No. Giving monsters more hp doesn't create a challenge, it creates a boring button-smashing exercise. Every solo'd a lichen map? It's boring. It's not hard, just very boring. And I'm aware that you used them as an example of monsters that have enough/too much hps, but the point is that if regular monsters get even more hps, then every level will feel like that. Menders will feel like they never die, mechs will make you want to ragequit, FSC zombies will double the time it takes to run...
No. There's ways of increasing actual difficulty without making you need to hit them more. That increases time, not difficulty. They are not mutually exclusive.

Traps, yes. Could definitely do with more of them. Wolver dens are the only maps I really think would just feel wrong with traps. Not to say that every map should be like a devilite floor, but more wouldn't hurt.

In concept I agree, but your example not so much. T3 arena R3s are already pretty flooded with monsters to the point that most players have to run around in circles taking potshots for minutes until numbers can be reduced enough to actually stop and fight. Increasing numbers there would be akin to just doubling their health; not at all congruent to making it harder, just making it feel like it'll never end.
However, by T3 definitely, we could use density increases to make a large number of areas more difficult, including wolver dens.

Sun, 10/07/2012 - 15:46
#7
Addisond's picture
Addisond
--

Devilites have low health but their health is somewhat balanced since they are hard to hunt down. Lichens have ridiculous health before merging. In my opinion, it's fine to post something that is a rough draft as long as you've actually put some thought into it first. But...

Sun, 10/07/2012 - 15:52
#8
Blue-Elephant's picture
Blue-Elephant
Ouh Shiny

How about adding some people's ideas into it and thoughts before calling it final?

Mon, 10/08/2012 - 06:19
#9
El-Odio's picture
El-Odio
Same old.

You gotta hand it to him, he's persistent. That's about it, though, because the ideas are about the same rubbish like the old ones. The "Fix Monster Density" had eleven -1 and only two +1. Yet you keep shouting it from the top of your lungs. Your "XY Gear is OP, nerf plx!" also got quite some resistence. Now you leave that out and add health as an issue, seemingly not understanding that more time doesn't equal more fun or more challenge. Which is the same problem as with monster density.

To say "It has come to my attention" makes you look silly, most of all if what has come to your attention is wrong. Most of the people who think SK is to easy know that they simply have hit the endgame and that it lacks further content. To increase the difficulty of T3 would also be a big setback for everyone who is still building up on his or her gear. The Gauntlet is a perfect example for this.

But honestly? Right now I think you will just post your stuff over and over again, until no one bothers any more to object after making the onehundredfiftyth thread.

As Elpeo-Kasshu said in one of your previous threads:
"But in the end we'll just end up kiting them and spamming charge attacks. Same strategies apply, just more cannon fodder."

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