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Blow up the Training Hall

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mar, 03/26/2013 - 15:53
Portrait de Possiblespy
Possiblespy

Recently, I saw someone write: "...cheaply constructed costumes. Or maybe a sort of boot camp where players can play out scenes with objectives like shield bumping an enemy away from an ally as a scripted scene to teach players things they can do to help each other in the Clockworks."

And I thought: oh, that would be great, but who would go there after their first visit to complete a mission?
So, I'll try to make the important stuff that young knights ignore more apparent by mixing it with the silly stuff everyone pays attention to.

I suggest we blow up the advanced training hall.

"WHAT? How does that solve ANYTHING?"
Well, I'm not suggesting that we just magically delete it, I'm thinking that we put in some story about how the little chunk of land that it sits on was jolted loose from the rest of haven by all the weapons and bombs and stuff inside.

"But what difference does that make?"
Easy. The advanced training hall doesn't simply disappear, it's got to go somewhere.

"Where does it end up?"
I'm thinking it'll crash somewhere between the Royal Jelly Palace and the Ironclaw Munitions Factory.

"What? Why? Wouldn't that mess up the missions?"
All it would do would be to add a mission to rank whatever, instructing knights to go investigate the oddly out of place building.

"So, this suggestion is just saying that we should confuse everyone by locking access to the training hall until a certain point?"
Well, no the advanced training hall would be different when you take the mission there.

"How so?"
Well, the gremlins and slimes would have gotten there first. They'll be training when you arrive, showing tactics important for working together in T2 and T3.

"Such as?"
A gremlin shield-bumps slimes away from his distracted buddy.
A slime knocks a gremlin into another slime's spike attack. (To represent helping bombers)
A gremlin extinguishes his friend with a water glob.
Some gremlins actually USING THEIR SHIELDS instead of tanking the damage.
Some slimes/gremlins avoiding a gun puppy/polyp.
Maybe a gremlin showing the magic effects of the rocket hammer's charge?
Two gremlins negotiating a field of their purple/yellow gates cooperatively.
Maybe... a vortex-sudaruska combo?
Gremlins hitting far off switches with vials.

"Well, that's great and all, but what about the stuff knights learned in the old training hall?"
Oh, that's easy. We can just have the spiral order build a new (non-advanced) training hall up in Haven. It'll need to look a bit thrown together to fit right, though. Besides, this gives the opportunity to add in a nice gaping hole in Haven, to remind knights where they are.

mar, 03/26/2013 - 18:47
#1
Portrait de Irthan
Irthan
Hell yes. Or some sort of

Hell yes. Or some sort of mission that requires you to, say, shield bump/bullet dodge/vial activate a certain number of times/ways before the mission can be completed.

mar, 03/26/2013 - 22:19
#2
Portrait de Oatmonster
Oatmonster
Lick Number 58425

Let them have it I say, we don't negotiate with terrorists, and we have perfectly useable guild training halls.

All kidding aside, I don't see too much particularly wrong with this idea, it just seems like you want to put it in a weird place. Wouldn't putting it closer to the beginning of the game make more sense?

mer, 03/27/2013 - 01:57
#3
Portrait de Rogue-Wolf
Rogue-Wolf
...

As much as the bits to add to the training hall sound good, where you're putting them sounds.. odd.

Basically, you want somewhere to learn the basics available immediately.. buttt, the more strategic stuff isn't taught until you've played for a while?

That seems like "we'll show you how to swing a sword, but you have to risk your life a few times before we teach you how to survive".

+1 to the demos.
-1 to making ATH into a mission.

mer, 03/27/2013 - 06:25
#4
Portrait de Possiblespy
Possiblespy
@"closer to the beginning of the game"

I believe I once took a nap in a patch of T1 spikes for a good two minutes before dying.

T1 isn't exactly strategy heavy, people might not learn this stuff well if there's no particular need to practice it.

Besides, this way they're excited to see what's been unlocked in T2, not bored to have to go talk to yet another NPC in Haven before the mission system will let them kill anything. I'm sure more informative training has been suggested dozens of times; I'm suggesting we try to get some more interesting training, which just happens to be more informative.

TL;DR: Go try to teach a T1 Cobalt Knight how to shield cancel, let me know how it works out.

mer, 03/27/2013 - 07:32
#5
Portrait de Wu-Wei
Wu-Wei
No no no

OOO would want an expensive learning curve. Does not make business sense to prepare everyone not to die.

mer, 03/27/2013 - 09:53
#6
Portrait de Canine-Vladmir
Canine-Vladmir
You guys are fully aware...

You do know that the Advanced Training Hall is ACTUALLY a mission?
Rank 2-1: Pumping Up

mer, 03/27/2013 - 09:59
#7
Portrait de Irthan
Irthan
@Canine-Vladmir

Sure, but the ATH... kinda sucks. And it doesn't teach you survival skills beyond "traps and explosive blocks are bad, m'kay?" and a tiny bit of shield bumping which I never see anyone do. Something more goal-oriented would be a huge improvement.

mer, 03/27/2013 - 16:13
#8
Portrait de Mookie-Cookie
Mookie-Cookie
...

Why don't you just turn the ATH into a generic GTH? You know, with levels for each tier.

T1 isn't exactly strategy heavy, people might not learn this stuff well if there's no particular need to practice it.
I found this funny. You're saying it's not needed for T1, but you want it mid-T2 missions, so the player would have long since left T1.
If you want people learn for T2 and up, it should be at the beginning of T2; not the middle of it.

Regardless, like Rogue, I agree with the idea of gremlins and whatnot showing how to do things. I just disagree with the placing of the mission.

On a different note, if you make this change to the ATH; what happens to GTHs? Anything?

mer, 03/27/2013 - 17:14
#9
Portrait de Possiblespy
Possiblespy
@Masterofkings

"BREAKING NEWS! The advanced training hall has collapsed into Cradle! Repairs are being made, and a slightly newer model training hall will be built, and the hole will be bridged off. The Spiral Order, in response to this disaster, have built stronger supports into this new model, and the Birdsong Emporium says that they will be adding similar supports to future existing Guild Training Halls to prevent similar problems."

I think something along those lines would explain the continuation of the Guild Training Halls.

Also, I kinda meant that it'd land GEOGRAPHICALLY between the RJP and IMF, to explain why both types of enemies appear there. I suppose the mission could be anywhere in T2's mission sequence. Maybe, to explain why knights are able to travel so deep into T2 near the start, we can have them take that railroad no one's using.

Or we could just crash it onto the railroad platform instead, and have zombies practicing.

mer, 03/27/2013 - 21:42
#10
Hingy
muhuhahaha

hahaha in ur face jelllllliez !!!

mer, 03/27/2013 - 21:58
#11
Portrait de Klipik-Forum
Klipik-Forum
Geographically between giant moving gear-worlds. Riiiiight.

Why not just leave the ATH where it is, but move mission 2-1 to mission 5-1 or something, and bar entrance to the ATH until the knights are t2 cleared because "Knights inside are taught advanced combat techniques, which require experience and skill to learn"? You would add in all the advanced features, of course.

Oh, also make the current ATH into the BTH - Basic Training Hall.

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