View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004037 | Valley 1 | Gameplay Idea | Sep 26, 2011 10:30 pm | Sep 28, 2011 11:14 am | |
Reporter | Iskander | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.501 | ||||
Fixed in Version | 0.503 | ||||
Summary | 0004037: monster generators- kill 'em all | ||||
Description | Given 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. | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix ASAP | ||||
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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. |
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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. |
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Yeah, this really wouldn't make for a fun game long term. Sorry. |
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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. |
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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. |
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Not entirely sure what we're going to do with this one, but, the spawners should definitely be fixed. |
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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. |
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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. |
Date Modified | Username | Field | Change |
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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 |