View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007852 | Valley 1 | Gameplay Idea | May 15, 2012 4:05 pm | May 16, 2012 5:04 pm | |
Reporter | Bluddy | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.019 | ||||
Summary | 0007852: Rare mission rewards from deep caves | ||||
Description | Right now, it appears that there's no real purpose to deep caves other than to unlock stuff or to challenge yourself. I'd really like for the very rare ingredients to appear only in missions found deep inside cave systems, and to become more common the deeper you go. AFAIK this is not the case right now. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I think that's a great idea, for when we get into adding some extra-powerful spells in the next few weeks. I think that fits really well with the direction things are heading in general, too. |
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I wouldn't want the rare ingredients to disappear from higher levels, though. A higher chance to get the rarer ingredients (and a higher number of ingredients in each gem vein as well) at deeper levels would be good, though. |
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Not all the arcane ingredients -- these would be new ingredients used only for some powerful spells that don't exist in the game yet, in my mind. In other words, giving you a special reward for going down into the depths, but not making it so that normal gameplay starts forcing you down there. |
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The problem with that is if the spells are that powerful, they're likely to become the new "normal" gameplay since the other spells will be overshadowed. If they're not, why put yourself out when what you've got is much more reasonable to get hold of? Deep caves need something, but I'm not sure that making them the place to find the "best" spells is necessarily the solution; I'd like to see something good but on par with other good stuff. New ingredients for these powerful spells should be available in other means that Really Deep Caves so there's choice in what you want to do. (Possibly add them as "Medals" for missions as well - achieve some criteria in a mission (e.g. Keep All Stashes Above 200 HP in Meteor Storm or Complete Within 5 Minutes for Battlefield) and you get one of the Special Ingredients. (Possibly different quantities for different medal levels.)) |
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Actually that's a good point. I don't think it has to do with caves though. Currently, all spells compete with each other for slots in your inventory. They're all at the same tier. The stronger spells have down sides that prevent them from overwhelming the weaker spells. Additionally, the spells have pretty much what you need. There doesn't seem to be a need for anything more than fireball and a couple other things. It takes care of most enemies. Adding more powerful spells will throw that pretty good balance off, unless a way can be found to limit said powerful spells. If you had an economy of the total power of spells you could carry, that would be one limiting factor that would balance the power of more powerful spells, since they'd take up the slots of several other spells. One would think that powerful spells could cost more tier orbs, but since tier orbs are a self-imposed limitation now, that's not much of a limit -- I'd happily lower the strategic difficulty to get more powerful spells. The only thing I can think of is that more powerful spells should have really long cooldown and mana costs. With the enchants modifying those costs, they'll be severely cut down, so they have to be really high. Another idea is that these spells only appear at one particular tier, so they're a bonus you can collect while you have the chance -- afterwards they'll be relatively weak. If the powerful spells aren't balanced in this way, then BenMiff is right -- they'll just become the new normal spells. Regarding the deep caves, they just have to seed more of the rare resources than less-deep caves ie. they're a gentle incentive rather than a hard one. |
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Well, one of the ways we've talked about limited these really powerful spells is to make them spell scrolls. So, yeah, you've got a huge nearly room clearing spell, but, you can only use it once or twice. I'm not saying for sure that this is what we're gonna do, but it's a possibility. |
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...I like the idea of making them scrolls, actually. Either that or making the uber scrolls demand casting costs (preferably only one shared by all the really powerful spells), and that way letting the player decide which powerful spells they use their rare powerful ingredients on. I still like the idea of them being available in places other than deep caves, though. |
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Stash rooms maybe? ;) |
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The problem with stash rooms is that there's no additional difficulty in getting to them; the powerful ingredients should have some kind of "extra" requirement beyond normal pickups. The idea of having them awarded for a additional (harder) objective in missions would also be a nice way to get them, espescially since if you fail the objective but complete the mission you don't have a retry option. |
Date Modified | Username | Field | Change |
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May 15, 2012 4:05 pm | Bluddy | New Issue | |
May 15, 2012 4:13 pm | Chris_McElligottPark | Note Added: 0024276 | |
May 15, 2012 4:25 pm | BenMiff | Note Added: 0024279 | |
May 15, 2012 4:27 pm | Chris_McElligottPark | Note Added: 0024281 | |
May 15, 2012 7:07 pm | BenMiff | Note Added: 0024284 | |
May 15, 2012 7:54 pm | Bluddy | Note Added: 0024285 | |
May 16, 2012 10:51 am | tigersfan | Internal Weight | => New |
May 16, 2012 10:51 am | tigersfan | Note Added: 0024300 | |
May 16, 2012 10:51 am | tigersfan | Internal Weight | New => Feature Suggestion |
May 16, 2012 10:51 am | tigersfan | Status | new => considering |
May 16, 2012 3:27 pm | BenMiff | Note Added: 0024338 | |
May 16, 2012 4:41 pm | tigersfan | Note Added: 0024347 | |
May 16, 2012 5:04 pm | BenMiff | Note Added: 0024351 | |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |