View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004511 | Valley 1 | Gameplay Idea | Oct 2, 2011 3:40 pm | Oct 2, 2011 6:50 pm | |
Reporter | jerith | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.511 | ||||
Summary | 0004511: Time limit on invincibility. | ||||
Description | The invincibility you get when entering a room is handy, but it allows you to (for example) stand in the middle of a boss room, surrounded by monsters, and wait for the perfect moment to act. I'm sure I'll regret suggesting this, but what about putting a time limit on the invincibility? You get 5 seconds or so, which is enough time to look around, panic and get the hell out if you need to, but not so long that you can wait for the boss to be exactly where you want him before opening fire. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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I liken it to standing unnoticed in the shadows of the doorway peeking in, waiting for your time to either fight or flee. As such, I don't really agree with that sentiment. Besides, all you'd need to do is enter the room, wait for the five seconds, duck out, wait for ten seconds, enter the room, rinse and repeat until you have the results you want. |
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The invincibility mechanic predates the pause button. So its role has changed somewhat. |
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Toll: The problem with that approach is that you're no longer in the previous room, which is full of the other monsters that were chasing you. (Okay, there aren't many places where you have overmonsterification on both sides of a door, but still.) Besides, the behaviour you're suggesting is tedious for the player and therefore disincentivised naturally. Actually, I think the current invincibility behaviour lets you wait the ten seconds while you're invincible on the far side before coming back. Or does that timer only start when it drops? |
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I think the primary benefit of the invincibility mechanic will be to prevent lag deaths when changing rooms in multiplayer. Putting a time limit on that mitigates that effect. Admittedly, connections are better than they used to be so that may not be a concern. |
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Good point. I hadn't thought of that. |
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I really don't think that is needed -- Zelda 1, for instance, gave you the same power in every room. Given the randomized nature of this game to begin with, I think that affording players the perfect moment to start acting is the least we can do. |
Date Modified | Username | Field | Change |
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Oct 2, 2011 3:40 pm | jerith | New Issue | |
Oct 2, 2011 3:49 pm | Toll | Note Added: 0015321 | |
Oct 2, 2011 3:50 pm | keith.lamothe | Note Added: 0015323 | |
Oct 2, 2011 3:57 pm | jerith | Note Added: 0015327 | |
Oct 2, 2011 4:59 pm | Baleyg | Note Added: 0015333 | |
Oct 2, 2011 5:31 pm | jerith | Note Added: 0015336 | |
Oct 2, 2011 6:50 pm | Chris_McElligottPark | Internal Weight | => New |
Oct 2, 2011 6:50 pm | Chris_McElligottPark | Note Added: 0015340 | |
Oct 2, 2011 6:50 pm | Chris_McElligottPark | Status | new => closed |
Oct 2, 2011 6:50 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 2, 2011 6:50 pm | Chris_McElligottPark | Resolution | open => won't fix |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |