View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004095 | Valley 1 | Gameplay Idea | Sep 27, 2011 2:42 pm | Oct 8, 2011 4:48 pm | |
Reporter | Nenad | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 0.521 | ||||
Summary | 0004095: Drops of more than one potion | ||||
Description | For variety sake (and for less grinding) add drops of more than one potion? | ||||
Tags | No tags attached. | ||||
Internal Weight | Discussion Only | ||||
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Hmmm, I'm not sure that this is needed. I'll leave it open for feedback and discussion and see how others feel. |
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I find drops quite good for now, though other people may find it like a forced reason to explore, while they want to go to the most probable areas to find loot. (I myself, already figured out most patterns for drops distribution among areas.) Some other places, for instance, are kinda boring to explore when u know this (again, I try to avoid Maze-like rooms as much as I can for this reason), because they end as large, void, monster-crawling areas with few rewards for the exploration it takes to them. In the end, the actual drop distribution approach ends demotivating people to explore certain places, favoring others. |
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Yeah, I'd like to see more seeding of potions and such in maze rooms (at least), and more interesting buildings in general. The furniture situation doesn't really bother me (I know that's going to be improving anyways), but there aren't enough interesting rooms around in the buildings yet (rooms like libraries are exciting, but they're only in a few kinds of buildings so far). It would be really nice if there were some building room that spawned a good number of potions; maybe the restrooms (medicine cabinets, anyone?). Compare that to exploring caves, which I find much more interesting/less tedious than fishing around in buildings for books and potions because a: there are bosses, which let me level up and b: there is treasure, which is... treasure. I'd love to see bosses guarding treasure in some of the bigger buildings (I've seen bosses, but they aren't guarding anything). :P |
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There are random bosses in buildings sometimes. Try the 'ruins' buildings, which are usually bigger and more "cave like". |
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Yep. I've seen those. I don't remember seeing one guarding any 'interesting' room behind it, though. |
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I don't see a reason for exploring the ruins, because traversing them are too boring... mostly I go there for the XP. EDIT: When there are bosses, of course. |
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"It would be really nice if there were some building room that spawned a good number of potions; maybe the restrooms (medicine cabinets, anyone?)." This sounds like a really good idea. I haven't seen any hospitals... no-one got sick in this world? |
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I was going to raise an issue along similar lines, although I suspect this is endemic of early beta more than anything. Regardless, I think the current 0-1 spawn rate for potions and such in rooms could be improved for sure. Larger rooms should have a chance of having slightly more; and maze rooms should have some logic to try to spawn things at a point furthest from the door - stuff like that. Plus the type of room could definitely influence the spawn likelihood, as you guys already mentioned. I imagine it's in the pipeline! |
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I agree to an extent, I quickly fall into a pattern of heading into a room and heading for the single item that tends to spawn. Once I have this, exit, next room, rinse and repeat. It would provide an incentive to explore the much bigger rooms and as mentionned above, the mazes. I currently just ignore these as they don't offer a very good reward vs time spent. On the other hand though I appreciate it as an aspect for increasing immersion. Having to pick and comb through the corners of every house just to scrounge together what little you can find is quite the experience! I just think some small tweaking for the larger rooms would be good :b. |
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This is basically handled by the new "stashes" I've added in 0.521, which also add a number of other things beyond just this. |
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Awesome! Thanks! ^^ |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 27, 2011 2:42 pm | Nenad | New Issue | |
Sep 27, 2011 3:11 pm | tigersfan | Note Added: 0013948 | |
Sep 27, 2011 3:12 pm | tigersfan | Internal Weight | => Discussion Only |
Sep 27, 2011 3:12 pm | tigersfan | Status | new => feedback |
Sep 27, 2011 3:43 pm | GabrielKronos | Note Added: 0013974 | |
Sep 27, 2011 3:54 pm | Kemeno | Note Added: 0013986 | |
Sep 27, 2011 3:56 pm | tigersfan | Note Added: 0013990 | |
Sep 27, 2011 3:59 pm | Kemeno | Note Added: 0013994 | |
Sep 27, 2011 4:16 pm | GabrielKronos | Note Added: 0014006 | |
Sep 27, 2011 4:24 pm | GabrielKronos | Note Edited: 0014006 | |
Sep 27, 2011 4:29 pm | Nenad | Note Added: 0014011 | |
Sep 27, 2011 4:29 pm | Nenad | Status | feedback => new |
Sep 28, 2011 8:32 pm | zebramatt | Note Added: 0014506 | |
Sep 29, 2011 9:50 am | azarakus | Note Added: 0014625 | |
Oct 7, 2011 10:14 pm | Chris_McElligottPark | Note Added: 0016173 | |
Oct 7, 2011 10:14 pm | Chris_McElligottPark | Status | new => resolved |
Oct 7, 2011 10:14 pm | Chris_McElligottPark | Fixed in Version | => 0.521 |
Oct 7, 2011 10:14 pm | Chris_McElligottPark | Resolution | open => fixed |
Oct 7, 2011 10:14 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 8, 2011 4:48 pm | Nenad | Note Added: 0016259 | |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |