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Fix monster density

20 replies [Last post]
Fri, 09/21/2012 - 13:24
Soarel's picture
Soarel

The main issue with difficulty in Clockworks levels is that there aren't that many monsters. Battle rooms have monsters, but not that many at once.

To increase difficulty, maybe the number of monsters, not the strength of monsters, could be increased?

Just a thought.

Fri, 09/21/2012 - 13:46
#1
Fight-Men
^ +1

I agree on that.

Somehow I realise that they don't make levels harder by just adding some monsters... They add power to them.

Imo, the levels would be more dificult if there was an increse of monster numbers and a substantial increase to their health. I disagree on making enemies overpowered with spam attacks.

Fri, 09/21/2012 - 13:41
#2
Luguiru's picture
Luguiru

It would make bombs more viable, though a lot of swords have area of effect covered.

Fri, 09/21/2012 - 13:42
#3
Elpeo-Kasshu's picture
Elpeo-Kasshu
Blah blah blah, TIDAL WAVE!

Potentially, but in the end we'll just end up kiting them and spamming charge attacks. Same strategies apply, just more cannon fodder.

Fri, 09/21/2012 - 14:14
#4
Soarel's picture
Soarel
Yeah, but it adds more game

Yeah, but it adds more game time, doesn't it?

More excitement?

I mean FSC levels of monsters, maybe some spikes....

Fri, 09/21/2012 - 15:32
#5
Addisond's picture
Addisond
I'd rather harder monsters

Zombies are permissible to be in such vast quantities because they move slowly. Faster monsters must be fewer in number (per amount of space; you can put in a jillion monsters if you're in an open field). More is permissible, but making certain ones harder is less laggy.

Fri, 09/21/2012 - 16:59
#6
Oatmonster's picture
Oatmonster
Lick

Harder is better than more. I don't want no stinking hack and slash.

Fri, 09/21/2012 - 17:06
#7
Little-Juances's picture
Little-Juances

To some extent, some rooms do feel empty. But we still need better monsters. Thing is more monsters = more crown drops.

Whats the difference between 3 or 10 scuttlebots if a solo Skolver wipes them with a single DA charge.

Fri, 09/21/2012 - 18:00
#8
El-Odio's picture
El-Odio
-1

More does not equal better. Just spawing 50 Zombies in a single room is not harder but tedious, just as Elpeo-Kasshu said. Turning one rock isn't fun, so turning 20, 30 or 50 won't be fun either.
Quality over quantity.

Fri, 09/21/2012 - 21:10
#9
Geregias's picture
Geregias
-1

we dont need more monsters, we need harder/more interesting monsters (shields, shields everywhere) and or more traps - most of the clockworks is pretty much open, fairly empty corridors or rooms with maybe a floor trap or two - boost the number of traps (including wall traps like missiles, flamethrowers and lasers) and room/level unique elements (falling debris, candlelight protection, gates/ghost blocks, spike (jeff)bridges)
still have the issue with increased lag (more entities = more lag) but in the absence of more difficult monsters traps exist to punish knights while dealing with the current fodder
just my thoughts

Fri, 09/21/2012 - 23:09
#10
Zeddy's picture
Zeddy
+1

I think this should be done not merely as a means to make Clockworks harder, but so that arcade payout can maybe come close to matching up to an FSC run.

Sat, 09/22/2012 - 02:59
#11
Aureate's picture
Aureate
Processing Thoughts of You Always

I vote for quality over quantity.
Adding more monsters will also have the effect of increasing crown drops, too.
Given that this adds to inflation...

Sat, 09/22/2012 - 07:09
#12
Zeddy's picture
Zeddy

It wouldn't add any noticable amount to inflation because we're not talking about increasing the amount of monsters in FSC.

Sat, 09/22/2012 - 07:32
#13
Geregias's picture
Geregias
@Zeddy

just so you know, there is actually more to SK than FSC

Sat, 09/22/2012 - 08:59
#14
Aureate's picture
Aureate
@Geregias

...what's FSC? All I know is KoA :B

Sat, 09/22/2012 - 10:18
#15
Klipik's picture
Klipik
GitM

Make room full of 20 zombies and generally add lots of monsters --> get complaints that there are too many monsters

If this happened, why would this idea be any different?

Sat, 09/22/2012 - 12:23
#16
Zeddy's picture
Zeddy
@Geregias

Yes, and that's why rewards should be boosted in those areas so that you wouldn't have to go at a loss playing them.

Fri, 09/28/2012 - 22:18
#17
Blandaxt's picture
Blandaxt
noo

just make killing the monsters more intresting.

sugestions:

- give the monsters different attacks or characteristics. characteristic would mean like if there is 20 zombies summoned, make one of them attack fast and be able to do different moves and look better.

- make destroying monsters more complicated. for example make it that after we break the statue that is left after killing a trojan, sometimes in rare times this special monster with crowns come out that resembels the fallen knight that became a trojan. that monster would be really hard to come out and the player would only have 5 minutes to destroy that monster before it spawns 3 to 5 more trojans and dissapears. something like that.

- give some monsters chief commands. for example make an alpha wolver be able to boost the speed of the other wolvers as long as its not attacked. so make it almost imposible for the other wolvers to be touched until that alpha wolf is destroyed, so it would seem like the alpha wolf was giving them coordinated command attack patterns.

- let monsters have random power ups. make it so this special item or monster that is related to a boss float down to a field where players and monsters are in current battle.
* if it were an item and it came in contact with a monster, it would transform them into an evolved state. that transformed evolved state would give the monster a new look, new attacks and a huge health bar (basically a miniboss by chance, not always happen). if that item did not come in contact with a monster and a player picked it up, it would give that player a huge amount of heat lol (nothing special). the item would be related to a boss and would be able to fuse with any monster.
~ so for example, a snarbolax fang came foating down and fused with a retro bot. it would transform that retro bot giving it a mouth like a bear trap, its arms would turn into chainsaws, its legs would turn into a flourish type weapon and its eyes would doublecequal 6 eyes ( means wider range for its beam attack). each of these modifications would be a way where it could attack and its appearance would change like its color turn black and it would have a spiky coat on. hehe
~ another example would be for the core of the roamulus twins to float down and fuse with a wolver. wether alpha or not it would still be the same, but maybe a slight increase in health if apha and a slight color skin change. anyway the wolver would transform where its body would turn into robotic like figure. its mouth would widen and its teeth would turn into bombs (so when ever it bites a player, it would cause an explosion with knock back causing extra damage), its tail would grow and expand when attacked ( giving it defense like a mechaknight), its eyes would have a homing system like the rocket puppy missels (so better himing accuracy when attacking), and its legs would turn into rocket powered boosters ( so it can do an imediate quick attack launch from a pretty far distance). (healing monsters would not be able to transfrom and mini boss onsters would not be able to get healed.)

*if that power up was a monster in spirit form (means the player has not contact with it), the transformation would be more of an instant transformation choosing any random monsters that is on the field. that monster that comes down could be a last existing owlite that gives a random monster a power . a way this monster could affect players is to be able to seal players charge attacks. the strength of the seal would depend on the star of the weapons the player has equiped. it would auto matically choose the strongest or one of the strongest weapon the player has equiped and seal its charge (this does not aply to bombs). depending on the level of tier the player is playing, the seal would unravel a cooldown that would slowly decrease as the player kills the monsters situated in that level.
~ so for example a player has a star 5 weapon in tier 1, then the player weapon would be sealed for a cooldown of 6 to 8 seconds. as the player kills the monsters in that level, the cooldown time would decrease allowing the player to break the seal.

power ups for vana would only happen in tier 3. i dont want to imagine what a monster would be like using vana as a medium. very powerful.

these ideas would make levels a little more complicated and add to a more adventure feeling while traveling the clockworks, instead of a straight grind through the whole level without any change in the monster quality or functionality.

Mon, 10/01/2012 - 13:40
#18
Blandaxt's picture
Blandaxt
so....

no one likes my idea?????????

Tue, 10/02/2012 - 11:24
#19
Aureate's picture
Aureate
Processing Thoughts of You Always

You revived a thread that wasn't exceptionally great in the first place.
You then proceeded to dump a massive uninterrupted wall of text on the thread.

I would recommend you add some grammar and learn about formatting in HTML, since both additions will make it easier on the eye to read. I am all for more dynamic monsters, but you presented your idea in such a way that it is difficult to focus when looking at it. There's a little link at the base that says 'More information about formatting options'. Please, use it.

Additionally, the Roarmulus Twins never exist in the same level as any wolver, and the Snarbolax never exists in the same level as any Mecha Knight, other than the usable Mecha Knight Kit (which I presume isn't what you were referring to). Also, any equipment of greater power than is appropriate for that tier gets scaled according to the maximum for that tier.

Wed, 10/03/2012 - 02:43
#20
Xxpapaya's picture
Xxpapaya
The papaya doesn't really agree -0.5

Well, when the amount of monsters increase, a lot of people will start using weapon which have a good knock back and attack radius like bombs or the Polaris line. Like Blandaxt and Oat said above, harder is much better than more.

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