View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005334 | Valley 1 | Suggestion - UI Ideas | Dec 16, 2011 2:18 am | Apr 21, 2012 10:05 am | |
Reporter | Toll | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.551 | ||||
Summary | 0005334: <person> has been consumed by the vortex. | ||||
Description | Could the above message be redesigned, please? It just adds a bit too much negativity to not choosing a rescue mission over any other, even if it's just bits and bytes. Changing it to suggest that the bubble has moved elsewhere would suffice for me, at least. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Feels like you've sentenced them to death by not saving them eh? Yeh it's not a nice feeling, even though it's just bits and bites XD I'd say maybe making the rescue missions not time out, but simply not provide experience after the normal time or somesuch would be cool - don't feel like you're killing anyone that way, and can go on a 'rescue spree' to rescue the half a dozen people that need it :-) |
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On one hand I don't like the idea of npcs being doomed to die if you don't fill the mission.... On the other hand it definitely makes the whole situation seem more desperate if these are life and death missions. Sometimes you might have to make the ultimate sacrifice in other to progress even if you don't like it. Let a few die to save the masses and all that. Although it would be interesting if they didn't always die without fail when the time (on the mission) runs out. The longer (based on mission timer) you leave a group of npcs to fend for themselves the more likely they are to meet their end in the wilderness. So that's just the risk you take. So the two mission time pieces at first are your only guarantee the npcs will be safe...and after that the %chance of their demise goes up. (at the progression of mission time) |
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And maybe once they die they produce a vengeful ghost? It would make sense and add a small consequnce to not rescuing them. That may be bad to punish the player for not choosing a mission, though, since sometimes it's just a bad Idea to go for one mission over another. |
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Actually I find vengeful ghosts to be really irritating. They don't make me feel bad for a npc dying at all....just how annoying they are. It feels strange that all npcs that die would become vengeful...you'd think there would be some kind of karma level that decided whether a ghost would be vengeful or peaceful. |
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My first world on 0.522 had 3 rescue missions generated, all with a 2 period timeout. Thematically, it's one thing to be choosing to leave an NPC to die, and it's quite another for it to be completely impossible to save everyone. Just wanted to bring that to light in case you don't want such a dark game. |
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That's more because there aren't many missions to begin with though. When more mission types come in, you would be able to rescue all stranded NPC's. |
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I think this one isn't even an issue anymore. |
Date Modified | Username | Field | Change |
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Dec 16, 2011 2:18 am | Toll | New Issue | |
Dec 16, 2011 2:26 am | Armanant | Note Added: 0017867 | |
Dec 16, 2011 8:02 am | tigersfan | Internal Weight | => Feature Suggestion |
Dec 16, 2011 8:02 am | tigersfan | Status | new => considering |
Dec 16, 2011 4:02 pm | Dizzard | Note Added: 0017878 | |
Dec 16, 2011 4:03 pm | Dizzard | Note Edited: 0017878 | |
Dec 16, 2011 4:04 pm | Dizzard | Note Edited: 0017878 | |
Dec 16, 2011 4:05 pm | Dizzard | Note Edited: 0017878 | |
Dec 16, 2011 4:06 pm | Dizzard | Note Edited: 0017878 | |
Dec 16, 2011 4:10 pm | Dizzard | Note Edited: 0017878 | |
Dec 16, 2011 4:12 pm | Dizzard | Note Edited: 0017878 | |
Dec 16, 2011 4:19 pm | Coppermantis | Note Added: 0017879 | |
Dec 16, 2011 4:24 pm | Dizzard | Note Added: 0017880 | |
Dec 17, 2011 5:45 am | Baleyg | Note Added: 0017885 | |
Dec 17, 2011 7:15 am | Toll | Note Added: 0017887 | |
Apr 21, 2012 10:05 am | Toll | Note Added: 0022571 |