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An idea for the advanced training hall

9 replies [Last post]
Sun, 10/16/2011 - 20:02
Cassiusbenard's picture
Cassiusbenard

Alright, I'm going to admit right off the bat that I don't know what to call this idea, but I will do my best to describe it in full detail.

In the advanced training hall, there should be an elevator. When clicked, this elevator will open up a menu that will allow you to customize any type of level. On this menu would of course be: the enemy type, the status effect type, the area type, the depth, and a menu where you can choose what vitapod and what vials/pills you will start with. Naturally, Clockwork Terminals and Towns are not an option. The elevator ride is free, and you'll see why in a second.

Once inside the gate, you will proceed with a normal run of the depth, with one critical excpetion, the enemies that you defeat will not drop anything but the occasional vial, vitapod, or heart. Boxes and bushes/other enviromental destructables follow this rule too. During the entire run of the depth you have created, you will not earn one sellable item, crown, heat, or anything else of value outside the clockworks. Following this logic, revives are unlimited and free, and gates cost no energy to open (although there is little point due to no rewards being given.) Upon reaching the end of the level, the elevator will only give you the option to return to the Training Hall, the prize wheel will not appear.

Are you wondering how this would be useful? There is one reason; we would be able to test out different loadouts under different circumstances without the risk of losing energy, and without gaining anything but knowledge of how well out loadouts work. This is a true training experience.

Opinions/Sugestions?

Sun, 10/16/2011 - 20:14
#1
Shadownox's picture
Shadownox
+1

+1

Sun, 10/16/2011 - 20:40
#2
The-Big-Wallet's picture
The-Big-Wallet
+1

nothing to add, this is just great.

Sun, 10/16/2011 - 20:57
#3
Khamsin's picture
Khamsin
If we were to see something

If we were to see something new in the advanced training hall, I'd prefer to see training dummies - passive variants to test weapon damage and active variants to test armor protection and shield strength.

Getting to run levels for free is not something I approve of. Learn by doing. You are supposed to have that risk of losing energy. If you don't feel comfortable enough, get better gear before you run the content.

Sun, 10/16/2011 - 21:14
#4
Kraanx's picture
Kraanx
not a bad ideaa, but it would

not a bad ideaa, but it would take too much time and space

Sun, 10/16/2011 - 21:27
#5
Cassiusbenard's picture
Cassiusbenard
Space?

Explain how it would take up too much time and space.

The way I see it, nobody would be forced to use it, so it wouldn't waste your time if you don't use it. And as for the space issue, my only response is that it's a video game, it wouldn't take too much effort to put another corner into the training hall with a solitary elevator.

Sun, 10/16/2011 - 21:48
#6
Starlinvf's picture
Starlinvf
your dedicating an entire

your dedicating an entire clockwork instance on the server to a training simulation, it would take time to code the interface for the terminal, make updates to the map generator so it will recognize the parameters, modify the drop system, add a new set of tables to work with a rewardless map, and the usual QA processes to make sure it doesn't leak into a normal clockwork instance. The rest are relatively minor modifications.

Its development would run in parallel with anything else they got on the table (cost of time), and any bugs will have in fact have a HUGE impact on regular clockwork instances given the nature of the update.

Mon, 10/17/2011 - 10:19
#7
New-Dusk's picture
New-Dusk
Ha ha! A chance for me to

Ha ha! A chance for me to practice poking devilites with my dark thorn blade!
+1

Mon, 10/17/2011 - 10:58
#8
Vescrit's picture
Vescrit
Modifying the Suggestion

How about instead of adding the instance, have seperate areas with different mobs spawning? That way you can either test your weapons on them, OR test how your armor affects the damage you receive. There would still have to be the ability to modify the mods to Tier specifics I suppose.

Although I guess that doesn't really substitute going down and testing in actual varying combat though.

Mon, 10/17/2011 - 12:52
#9
Darkmoonshoadow's picture
Darkmoonshoadow
ohlala

good idea! but the customization stage would take some time....
maybe some preset levels?

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