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IDProjectCategoryLast Update
0005517Valley 1Balance IssueFeb 18, 2012 8:48 pm
ReporterArmanant Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Product Version0.564 
Summary0005517: Shields require plum, plum requires T3 to unlock
DescriptionAs 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?
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

Chris_McElligottPark

Jan 30, 2012 2:47 pm

administrator   ~0018398

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.

Chris_McElligottPark

Feb 18, 2012 7:32 pm

administrator   ~0019360

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).

Armanant

Feb 18, 2012 8:46 pm

reporter   ~0019371

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 :-)

Chris_McElligottPark

Feb 18, 2012 8:48 pm

administrator   ~0019372

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.

Issue History

Date Modified Username Field Change
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