View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004290 | Valley 1 | Suggestion | Sep 29, 2011 10:00 am | Oct 24, 2011 10:33 pm | |
Reporter | jerith | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | 0.505 | ||||
Fixed in Version | 0.530 | ||||
Summary | 0004290: Maze layout tweaks. | ||||
Description | I think maze rooms would be a lot less painful to explore if there were more loops in them. Currently, they tend to have something of a star topology, which means tedious backtracking to get back to a branch point to explore the next part. If there were more connections between disparate parts of the maze, I could spend more of my time covering new ground instead of retracing my steps. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0003954 | resolved | Chris_McElligottPark | Make Maze/Giant Evil Rooms have something extra good in them |
related to | 0004949 | resolved | Chris_McElligottPark | Rooms in general need more loops |
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I think they'd be fine as-is if you just had more incentive to go to the points, as I'm sure will come over the lifetime of beta. |
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That would provide more incentive to explore the whole room, but doesn't reduce the amount of backtracking required to actually do it. |
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I think this is now a non-issue because of: 1. Greater Teleport. 2. Storm Dash/Rush 3. The MUCH lowered frequency of the really large maze rooms. 4. The following: * Added in new "Experience Points Containers." ** These are the first major source of EXP beyond just killing bosses, and they essentially reward those who want to explore rather than fight. ** At the moment, at same-level chunk to the civ level, it takes just about 100 of these containers to get from one civ level to the next. At +10 levels it takes about 75 of them, and in between is a gradient between 100 and 75. ** At -10 levels it takes more than 10,000 of them to level up, so there's really no sense in farming low-level regions. Playing one region down will only make it take 125, and two regions down makes it take about 167 containers. And it goes up exponentially from there. * Inside buildings is the only place to find Experience Point Containers at the moment. ** These seed far away from doors, switches, and other experience point containers. They are denser in maze-type rooms, and in fact a single large maze can contain dozens of them. Most interior rooms contain none at all, but when a hallway or similar has a dead end or other long passage that would otherwise be pointless, you'll find these there. ** Note that vents and the normal interior goodie drops don't impact where these containers can show up. ** Anyway, at long last this gives a suitable reward for the maze rooms; it's something we've been planning since before beta, but we'd just never gotten around to it yet. |
Date Modified | Username | Field | Change |
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Sep 29, 2011 10:00 am | jerith | New Issue | |
Sep 29, 2011 10:27 am | tigersfan | Internal Weight | => Feature Suggestion |
Sep 29, 2011 10:27 am | tigersfan | Status | new => strongly considering |
Sep 29, 2011 10:52 am | zebramatt | Note Added: 0014642 | |
Sep 29, 2011 10:55 am | jerith | Note Added: 0014645 | |
Sep 30, 2011 4:45 am | jerith | Relationship added | related to 0003954 |
Oct 21, 2011 8:50 am | TechSY730 | Relationship added | related to 0004949 |
Oct 24, 2011 10:33 pm | Chris_McElligottPark | Note Added: 0017093 | |
Oct 24, 2011 10:33 pm | Chris_McElligottPark | Status | strongly considering => closed |
Oct 24, 2011 10:33 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 24, 2011 10:33 pm | Chris_McElligottPark | Resolution | open => no change required |
Oct 24, 2011 10:33 pm | Chris_McElligottPark | Fixed in Version | => 0.530 |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Suggestion - General Idea => Suggestion - General |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - General => Suggestion |