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IDProjectCategoryLast Update
0004037Valley 1Gameplay IdeaSep 28, 2011 11:14 am
ReporterIskander Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.501 
Fixed in Version0.503 
Summary0004037: monster generators- kill 'em all
DescriptionGiven all the trouble Arcen went through to make exploring and backtracking painless via the incredibly powerful warp ability, having infinite monster gen idols seem superfluous. At least make them destroyable; it's a more FUN alternative than suppressing them for five minutes with a spell.
TagsNo tags attached.
Internal WeightFix ASAP

Activities

Toll

Sep 26, 2011 10:38 pm

reporter   ~0013778

Sounds fun to me! Something along the lines of a first-mark spell being able to kill first-level generators, second-mark spell being able to kill sixth-level spells, etc.

c4sc4

Sep 26, 2011 10:45 pm

reporter   ~0013781

Not going to happen, Chris already stated that he doesn't want them to be destroyable because then you'd be running around in empty areas which wouldn't be fun.

tigersfan

Sep 26, 2011 11:18 pm

reporter   ~0013791

Yeah, this really wouldn't make for a fun game long term. Sorry.

Anubis666

Sep 27, 2011 7:16 am

reporter   ~0013824

What about destroyable while you're in the building / dungeon / region? Once you leave, or a real turn passes, they reset. That way, you get satisfaction from "clearing out" a place and the knowledge that they will repopulate if you return.

Toll

Sep 27, 2011 7:19 am

reporter   ~0013825

Considering the massive amount of regions, and the low need to return to a region once done with it, I honestly have to say I can't see it leading to a lot of "running around in empty areas". Especially if you're only able to destroy monster generators of a relatively low level.

tigersfan

Sep 27, 2011 12:13 pm

reporter   ~0013879

Not entirely sure what we're going to do with this one, but, the spawners should definitely be fixed.

huw

Sep 27, 2011 12:21 pm

reporter   ~0013884

I agree with Toll. In a game like AVWW there seems to be little reason to loiter in areas you've extensively explored. That being said, it would be equally ridiculous if you could run to each generator and kill it for all time every time you're in a new area too.

Someone on the forum mentioned using Diablo's system, i.e. monsters (or generators) staying dead for the session, but everything being reset the next time you load the game. I think that'd work.

tigersfan

Sep 27, 2011 12:35 pm

reporter   ~0013890

That might work. I just made my last note because the actual fix is Chris' decision, not mine. Though, I don't dislike the Diablo system idea.

Issue History

Date Modified Username Field Change
Sep 26, 2011 10:30 pm Iskander New Issue
Sep 26, 2011 10:38 pm Toll Note Added: 0013778
Sep 26, 2011 10:45 pm c4sc4 Note Added: 0013781
Sep 26, 2011 11:18 pm tigersfan Note Added: 0013791
Sep 26, 2011 11:18 pm tigersfan Internal Weight => New
Sep 26, 2011 11:18 pm tigersfan Status new => closed
Sep 27, 2011 7:16 am Anubis666 Note Added: 0013824
Sep 27, 2011 7:19 am Toll Note Added: 0013825
Sep 27, 2011 12:13 pm tigersfan Note Added: 0013879
Sep 27, 2011 12:13 pm tigersfan Internal Weight New => Fix ASAP
Sep 27, 2011 12:13 pm tigersfan Assigned To => Chris_McElligottPark
Sep 27, 2011 12:13 pm tigersfan Status closed => assigned
Sep 27, 2011 12:13 pm tigersfan Resolution open => reopened
Sep 27, 2011 12:21 pm huw Note Added: 0013884
Sep 27, 2011 12:35 pm tigersfan Note Added: 0013890
Sep 28, 2011 11:14 am Chris_McElligottPark Status assigned => resolved
Sep 28, 2011 11:14 am Chris_McElligottPark Fixed in Version => 0.503
Sep 28, 2011 11:14 am Chris_McElligottPark Resolution reopened => fixed
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea