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How OOO SHOULD have implemented missions

9 replies [Last post]
Sun, 02/03/2013 - 15:32
Bzzts

Well, I was completely fed up from SK today after realising how the game was more of a chore than fun and worked out how OOO dun goofed.

So, missions literally destroyed the need for the arcade and so removed most of the variety in the game. For example: FSC has and always (probably) will be the most profitable boss to farm.

Before missions came out, people would have to go through the levels before the boss themed levels, which meant players had to fight all kinds of monsters, in all kinds of places (how I miss jigsaw valley; 'twas so relaxing to play through).

Now, after missions, we are doing the same levels repeatedly (namely FSC), because what player wouldn't want the most money for their mist. This has meant people do NOT face these enemies they would have before the missions and have little variety in the monsters they fight (and no, rock jellies in FSC don't count)

How they should've implemented the missions

They should have made the missions start you out in emberlight/morcroft/depth 0, where from there, you would proceed to the normal arcade clockworks, but the levels after terminal would be mission related. Players would still then have reason to run the arcade as they could get better levels leading up to FSC and missions would provide no benefit over playing in the clockworks.

Now, I'm just typing this up because I'm sad that I have literally spent all my mist on playing FSC (and candlestick keep now that there are black kats; woop, 1% chance on a 1% chance for a book :DDD) for the past 4 months and I miss the sound of jigsaw valley music.

What do you guys think of this? How would you have wanted them to implement it, so that the arcade wasn't ruined?

P.S I know I can play jigsaw valley through missions, but that isn't fun on your own , especially when you get 300cr per level <.<

Sun, 02/03/2013 - 16:34
#1
Klipik's picture
Klipik

They should have done this.

Sun, 02/03/2013 - 16:45
#2
Little-Juances's picture
Little-Juances

Only boss missions should send you to arcade (from emberlight/moorcroft). That would have been enough.

Sun, 02/03/2013 - 17:02
#3
Kitty-Softpaws's picture
Kitty-Softpaws
Thank you!! Finally, another

Thank you!! Finally, another sane player who has common sense and a conscious! Idc what they do, I just want Arcade to be the main attraction.

The players who say that they are fine with the way the game is now, these people are morons.

Mon, 02/04/2013 - 06:38
#4
Thunder-The-Bright's picture
Thunder-The-Bright
+1

no kitty, those people are fine with the missions. mainly because:
less grinding
less energy use
less time taken (on looking for the right gate)
less randomers that get in your party

all good reasons, but so you miss moorcroft, emberlight and the core. they become practically useless, but as some of the background stories (like, the one currently on, or the christmas quest, or this whole game) are actually set in these places, it's not a good idea to leave them.
to me, missions (aside from the tutorial ones) should be like quests, meaning that you gotta do something, but you have to pass through the arcade and do them in the normal clockworks. the main problem of this is that there isn't always a gate for you. sometimes levels (like jigsaw or jelly farm) aren't on a gate, or they aren't in the right tier. but this actually could be good. it gives you time to explore and to craft/ buy gear.

@ kitty: your idea is much like mine, only it jumps the search for a gate.

@klipik: have you recieved some bombs from the guys that like missions? real ones, I mean. with your idea, missions are only for the ones who got to do them. others just don't do them, because the main thing of missions is that you get loot. it's better my idea or kitty's. no offence, huh.

Mon, 02/04/2013 - 07:17
#5
Spicegirls's picture
Spicegirls

Oh don't you miss the days when a fiend stratum before FSC would lower CE prices?

Mon, 02/04/2013 - 10:07
#6
Merethif's picture
Merethif
I can't agree at all with

I can't agree at all with your last statement:
"I know I can play jigsaw valley through missions, but that isn't fun on your own, when you get 300cr per level."
Because fun factor is not related to outcome but to level design (monsters, challenges, maps, puzzles and so on).

To be honest, I've done KoA just couple of times. If I have a time for something more then Daily Prestige I usually just do the regular Arcade runs because they provide more fun then replaying the same mission over and over.

That said, I totally agree with you, that mission system killed Arcade. Not only this, but it also killed the idea of "Ever-shifting Clockwork World", which I loved so much. The problem was mentioned many times on forum since the missions were introduced. But apparently, it's not an issue for OOO/Sega, so I wouldn't expect any changes to the system.

Mon, 02/04/2013 - 11:54
#7
Eltia's picture
Eltia
Cooperstown, ND

Now, after missions, we are doing the same levels repeatedly (namely FSC), because what player wouldn't want the most money for their mist. This has meant people do NOT face these enemies they would have before the missions and have little variety in the monsters they fight (and no, rock jellies in FSC don't count)

Yup that's exactly the problem with missions. Compounding with the Guild Hall upkeep (which requires a constant drain on Crowns), CE inflation gets slowed down but at the expense of making the game more repetitive and little room for creativity.

I think the solution is to bring back the theme of "Ever-shifting Clockwork World". Let players create their own world and bring the creativity back. But unlike the CE market (which OOO has always taken a hands-off stance), the Clockwork construction needs to be regulated so that CW would not be controlled by only a handful of people (and their alts).

Mission system would need a new role in the whole game. Right now, it serves as providing story / lore, nominal rewards (e.g. recipes, equipment, mats) and a quick gateway to profitable levels. e.g. KoA. I think the problem is with the last factor (quick gateway). Completing missions should provide some other kind of renewable convenience rather than a free warp jump. e.g. after attaining Knight rank, each week you can pick from a selection of enchantment that can apply to your knight, such as 20% more mineral harvest, 20% more heat or Treasure Hunter +1 (increases chance of rare drop *cough*Book of Dark Ritual*cough*).

Mon, 02/04/2013 - 12:49
#8
Thinslayer's picture
Thinslayer
Combine ideas.

1) Info missions keep you where you are.
2) Relocating info missions require traveling to a new location in Haven.
3) Supply missions actually require going into the CW to make the delivery.
4) Unique missions have their own levels (as they do now, like the ones with Rhendon).
5) The rest of the missions require delving into the CW to complete.

Tue, 02/05/2013 - 20:05
#9
Doctorofdark's picture
Doctorofdark
I love the mission system

I love the mission system honestly. We get more cash out of our mist and we get a storyline. But the missions for info or delivery missions are "Spam Clicking, Get reward"

One thing I honestly would like is the missions to say how many floors are on the missions. Cause I've had many frustrating moments where after reviving myself a few times after being slaughtered by mobs taking advantage of lag and finding out I can advance to the final floor because i didn't know there was 4 levels instead of 3.....

That and perhaps make the gear rewarded not bound to you. Cause I have my inventory loaded with gear i've never touched and would much better be used to sell of to someone who CAN use it. And that and perhaps a bit more continuity. Most of the time it was me just going to a dungeon to explore a never explored area. Not much story to it. And also make the danger missions a bit more dangerous, and less "Monster spawn spamming"

Perhaps find a way though to integrate it into the arcade. Cause honestly people only use it to get cash for minerals, and spend krogmo coins. Again some missions (mainly deliveries and the occasinal boss mission) should start off with you reaching say moorcroft or emberlight and then advancing to a depth beneath it. Cause as said in previous statements.

Missions killed the arcade

While my complaints may seem childish or noobish, These are my thoughts and what i honestly think could better the mission system.

In short, the mission system is far from perfect I admit that. But, Honestly it has far more pros then it does cons. Just a few tweaks here and their would be good. Just to refine it's ..... rougher..... edges.

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