View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004949 | Valley 1 | Gameplay Issue | Oct 21, 2011 8:49 am | Oct 24, 2011 10:35 pm | |
Reporter | TechSY730 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.528 | ||||
Fixed in Version | 0.530 | ||||
Summary | 0004949: Rooms in general need more loops | ||||
Description | IMO, it would be good for rooms in general to have loops. In many cases, it would help reduce some of the tedium of backtracking, especially in single entrance rooms. EDIT: I am talking about procedurally generated rooms mostly. Human made maps so far seem pretty good in this regard. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
related to | 0004290 | closed | Chris_McElligottPark | Maze layout tweaks. |
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How often do people see loops in procedurally generated rooms? So far for me, it has been never. |
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I've seen one, maybe two but the room(s)were small, essentially just a loop if you only considered the pathing. I'd love to see it happen more often, especially with maze rooms. |
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Just to clarify things, I am not saying rooms should always have loops. I'm just asking that some rooms have "convenient" loops more often than "slightly above never". |
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Interestingly, in some of the changes I've made in 0.530, this has seemed to happen just kind of naturally. That said, if you want to loop in a room of this nature you can also always just use greater teleport. And storm dash gets you back pretty fast now, too. And also, the following now makes those little side segments at lot more interesting: * 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 |
---|---|---|---|
Oct 21, 2011 8:49 am | TechSY730 | New Issue | |
Oct 21, 2011 8:50 am | TechSY730 | Relationship added | related to 0004290 |
Oct 21, 2011 8:51 am | TechSY730 | Note Added: 0016944 | |
Oct 21, 2011 8:53 am | TechSY730 | Description Updated | |
Oct 21, 2011 9:17 am | wyvern83 | Note Added: 0016948 | |
Oct 21, 2011 10:47 am | TechSY730 | Note Added: 0016949 | |
Oct 24, 2011 10:35 pm | Chris_McElligottPark | Internal Weight | => New |
Oct 24, 2011 10:35 pm | Chris_McElligottPark | Note Added: 0017095 | |
Oct 24, 2011 10:35 pm | Chris_McElligottPark | Status | new => resolved |
Oct 24, 2011 10:35 pm | Chris_McElligottPark | Fixed in Version | => 0.530 |
Oct 24, 2011 10:35 pm | Chris_McElligottPark | Resolution | open => fixed |
Oct 24, 2011 10:35 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Gameplay - General Complaint => Gameplay Issue |