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I suggested two things that people really didn't like. What do you think?

11 replies [Last post]
Tue, 01/28/2014 - 17:30
Fehzor's picture
Fehzor

The first one was that levels would be locked.

What this means: Is that every gate, levels like clockwork tunnels would only generate once. If I went on Ruby Pawn gate, and there was a CT level at depth 15, then every single time I went to depth 15 and got that clockwork tunnels, it would be the same clockwork tunnels.

Why I wanted it: The idea was that currently, every single gate is exactly the same. I've explored the entire clockworks after I've done a few hundred clockwork tunnels levels, and there isn't ever anything new or unusual or exciting. I don't look forward to new gates often, because there isn't any reason to. They're just going to be the same thing over and over.

I think, that the game would be better if every new gate in the arcade held something new and cool. Maybe that danger room that I saw forever ago will spawn. It would be nice if the game incentivized "exploration", like it said that it would when I signed up.

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The second one was to make hipstery junk weapons rare and unusual.

What this means: That weapons like shard bombs, the iron slug and winmillion would be made rarities, much harder to find and craft. Specifically, their recipes would be split into unusual methods of finding them. Like scenario rooms with rare merchants that only took gel drops as currency, or underwhirled drip, or after 7 seals are removed.

Why I wanted it: I feel like it would make those weapons more interesting. Like currently, if you're using winmillion or pepperbox, people look down on you. Like they don't understand why you're using it, or what the purpose is. Further, I feel like new players are likely to pick these things as their main gear and then regret it when they get stuck 3/5s through the game when they can't damage the roarmulus twins with their deadly crystal shard bomb.

The roarmulus twins LOVE surprises.

Instead, it would be nice to see these things treasured by knights- to have them go out of their way because they know that deadly shard bomb is actually quite useful for danger rooms.

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What do you think?

Tue, 01/28/2014 - 17:32
#1
Poomph's picture
Poomph

My favorite suggestion of yours was having missions unlocked by scenarios in the arcade. Now that, that's a real Arcade Redux.

Tue, 01/28/2014 - 17:36
#2
Fehzor's picture
Fehzor

That's probably my favorite idea too, poomph. I think that it would really make the game just.. work with itself, rather than against itself-- instead of all the great content from the missions making players feel lonely, it would make the great content from the missions look and feel great.

I should really combine that or link it into the megathread with the two I mentioned above. I was considering bumping it up, but wasn't sure if I should revise it- or how- and wanted more opinions on specifically these parts of it.

Tue, 01/28/2014 - 17:41
#3
Megawatt-King's picture
Megawatt-King
Let's see.

I don't know much about the 1st idea, but I wholeheartedly disagree with the second.

You see, even if you make every single one of the "bad" weapons super rare, they would still be bad, and nobody will usually pick such weapons as their main. In fact, they only would only for completion-ism, bragging or to gimp themselves (so far the game has been really easy for me, even on elite). What it should be done is to balance everything out so the weak weapons can be as fun or viable as the good weapons, and getting that balance is the tricky part.

Tue, 01/28/2014 - 18:04
#4
Poomph's picture
Poomph
I actually thought of which

I actually thought of which scenario rooms would unlock which missions, like the one with new Twins being worked on would unlock Built To Destroy, the fountain found in wolver dens that you can shoot to get crowns or wolves could unlock one of the 7-2 missions. The room with a frightened knight could lead to Faith In armor. If you want to get dark, the Resting Knight could lead to Blades of the Fallen.

Tue, 01/28/2014 - 18:13
#5
Sandwich-Potato's picture
Sandwich-Potato

Personally, though I like both of those ideas, I kinda want there to be a less combat-orientated aspect of the game. A sidequest wouldn't be amiss, something similar to "Could you help me by going out into the field and collecting dirt samples? There's too many monsters for me to. Don't fight back though, or else the research will be ruined.", which could give a small reward of crowns and prestige, or maybe one or two fire crystals. Only one or two to test the waters though.

Or something else could work, like there being a gate unlockable only by a riddle, which gives each player a guess, doesn't give new people on that depth a guess, and contains a hidden cache of treasure boxes.

I like the scenario room idea as well, but some people are just hated by the RNG into oblivion. How about after a certain amount of monsters defeated, crowns collected, or gear upgraded, a knight will ask you to help them in some mission?

Tue, 01/28/2014 - 18:20
#6
Akuryo's picture
Akuryo
o....o)

oh i like that one also. imagine stumbling upon a monster that needs saving and theyll reward you with some trinket, prestige or whatever after their salvation. they could even aid you (*---*)

as for your first suggestion ive included something similar here

as for no. 2 suggestion, that would be nice (ive none else to say on it for now)

Tue, 01/28/2014 - 18:30
#7
Fehzor's picture
Fehzor

Another thing worth mentioning is that things like the shard bombs probably shouldn't be your first or main weapon. They can't even hit certain enemies.

That said, they make excellent situational side weapons, and are really unique and fun. Which was kind of what number 2 was directed towards-- getting players to try them at the right time, so that they'll see them in that light.

Tue, 01/28/2014 - 19:41
#8
Urf-Cece's picture
Urf-Cece
I actually agree on both of

I actually agree on both of your opinions, tho I have an idea for the second one.

We should split the recipe in pieces, or even the weapon. When we get the last piece, we can craft/use the recipe/weapon.
It would be like a treasure hunt.

Tue, 01/28/2014 - 21:09
#9
Ardent-Light's picture
Ardent-Light
Hmm...

I agree with #1 not #2. Ok, partially #2, but this could be easily avoidable if there was regulated mail to all newbies to the game showing them the various wiki pages informing them on suggested weapon lines to get, and just how to get through the game.
I did very much like your Arcade idea. If the arcade fused with mission it would be great for helping people on missions. But, I wouldn't want that to be the full Arcade redux.

Wed, 01/29/2014 - 00:29
#10
Xtweeterx's picture
Xtweeterx

I thought it was:

1. Duel Wielding

2. Something else that's also frowned upon.

Wed, 01/29/2014 - 06:39
#11
Skepticraven's picture
Skepticraven
I personally don't like

I personally don't like either.
They both make things that your knight already has more difficult for newer players, which is your current talking point with radiants, no?

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