View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0005517 | Valley 1 | Balance Issue | Jan 29, 2012 4:12 am | Feb 18, 2012 8:48 pm | |
Reporter | Armanant | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | 0.564 | ||||
Summary | 0005517: Shields require plum, plum requires T3 to unlock | ||||
Description | As per the title - I've been playing a bit and have run into a LOT of situations that would have been near-impossible or hella hard without a shield. Due to a now fixed bug I accidentally unlocked plums early so I was ok, however I feel sorry for anyone trying to slug their way through to T3 without access to even tier 1 shields. Might I suggest removing the requirement for plums for tier 1 shields, or allowing plums to be unlocked earlier than Tier 3? | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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This was actually by design; in the old version you couldn't get shields until level 8 because of plums, and that was about what I had in mind for here. Or maybe in the older versions I'd changed it to give the shields earlier for a while, I can't recall suddenly. But the idea is that for a goodly section of each continent, I'd like for players to more or less have to play without shields unless they want to try some T3 missions early to see what they can snag (but even that requires the continent to be up to T2 by then). I'm not completely stuck on this idea, but I think it's a good idea that shields not be something that are defacto always there as a crutch. |
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This is definitely working as intended -- I've made some of the interiors larger since this post, and I've also adjusted the amount of health you can stack on yourself, and so on. Shields are great and all, but they are meant to be one strategy among many (and one that isn't introduced until later into the first continent -- on later continents you can have them earlier). |
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Yeah with the health change I feel it's a lot better now. Previously losing one of your "100%" values of health was in effect a loss - if you go against faerie bosses or into a battleground and lose a bar or few, you were punished by having to farm up the stones to get back to what you were. Now losing a bunch of health but not dying is a win, not a loss :-) |
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Bingo. :) I like the fact that shields are in the game, but the fact that people felt so compelled to have to use them was a problem, more than delaying them was a problem. Too many _required_ mechanics is a bad thing, whereas having options to fit multiple playstyles is cool. |
Date Modified | Username | Field | Change |
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Jan 29, 2012 4:12 am | Armanant | New Issue | |
Jan 30, 2012 8:42 am | tigersfan | Internal Weight | => Feature Suggestion |
Jan 30, 2012 8:42 am | tigersfan | Status | new => strongly considering |
Jan 30, 2012 2:47 pm | Chris_McElligottPark | Note Added: 0018398 | |
Feb 18, 2012 7:32 pm | Chris_McElligottPark | Note Added: 0019360 | |
Feb 18, 2012 7:32 pm | Chris_McElligottPark | Status | strongly considering => closed |
Feb 18, 2012 7:32 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 18, 2012 7:32 pm | Chris_McElligottPark | Resolution | open => no change required |
Feb 18, 2012 8:46 pm | Armanant | Note Added: 0019371 | |
Feb 18, 2012 8:48 pm | Chris_McElligottPark | Note Added: 0019372 | |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |