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Smaller time commitment

2 Réponses [Dernière contribution]
dim, 05/22/2011 - 13:06
OnmyojiOmn
Legacy Username

One of the things that I expect from games like SK is the ability to play for 20-30 minutes at a time, but it's never worked out that way. The game strongly discourages you from leaving before you finish a tier. The reward for finishing half a tier (Basil) was insulting enough before the AH, but now any energy you spend before the last couple floors is almost completely wasted. People get around this by exploiting the friend system, but I really don't like that solution; I use my friend list for friends.

Please just do SOMETHING. I don't see any reason why the first stratum shouldn't be as rewarding, for energy spent, as the second. As I said, Basil is irrelevant. Either decrease elevator costs for the first few floors, or increase the crowns and heat gained.

dim, 05/22/2011 - 16:57
#1
Palmface
Agree. Why grind for no

Agree. Why grind for no rewards?

dim, 05/22/2011 - 17:31
#2
Elegies
Legacy Username
I'd agree with this, too.

I'd agree with this, too. Even JK runs (profitable) only start being "worth" it to party for after depth 13.

Trying to always get the most CE/crowns for your investment really takes away the fun, party-driven aspect of clockworks dives. As I've said to many guildies, "It's unfortunate that I get more materials and move along quicker, for better reward (optimizing time spent vs payout), by going it alone for most things, when really the game is most fun when I've got a full party."

Balancing out the strata in tiers (because, let's face it, whether or not the difficulty ramps up, the gear requirement for depth 13 is the same as 17 and so on) would be great. There shouldn't be a level that feels like a "waste;" and that's not even getting into relative rewards (ie, x monsters aren't as profitable as y). They should all give equivalent crowns/heat, materials unique to their type (as it is now), and the variation should be based on strategy/gear required, not min-maxing profit.

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