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IDProjectCategoryLast Update
0007154Valley 1Suggestion - Balancing IssuesApr 18, 2012 1:56 pm
ReporterBluddy Assigned ToChris_McElligottPark  
Severityminor 
Status closedResolutionwon't fix 
Product Version0.931 
Summary0007154: Enchants per continent
DescriptionI'd like to suggest another enchant model that would alleviate some of the problems in the current model:

1. It's too easy to get super duper jumps, at which point platforms are near useless. It'd be much neater if randomness would dictate that sometimes you could do big jumps, whereas other times you couldn't (at least without unlocking RtL). That variation is the spice of... a good game. Obviously this point applies to many other aspects -- not just to jumps.
2. Too many enchants accumulate per player, and this will only get worse as players get further in the game.

The idea is that after every continent, your entire inventory of enchants is wiped out except for 2 enchants you choose to keep. It's essential that the number saved be less than a full kit (5), so that you have to make hard choices about which ones to keep. This is similar to Heroes of Might and Magic II, where you chose an artifact to take with you to the next map (or something like that). Other than that, the system will stay the same.
TagsNo tags attached.
Internal WeightNew

Activities

Chris_McElligottPark

Apr 18, 2012 1:13 pm

administrator   ~0022302

Sorry, having enchants be retained is really important to where I want to go with this longer-term. Monsters and enchants and so forth let the game get progressively more complex the longer you play, which is a good thing.

Bluddy

Apr 18, 2012 1:18 pm

reporter   ~0022304

You'd be picking up more advanced enchants as you progress anyway, so that isn't really disrupted. It just clears up your inventory and reduces your ability to constantly double/triple jump.

There could also be a guardian power that allows you to take more enchants to the next continent.

Alternatively, the enchant inventory could be per player per continent, similar to the way spells are done, except the enchants get more powerful with each continent just as the enemies do. To spice it up, you'd use guardian powers to carry over a few enchants between continents.

Chris_McElligottPark

Apr 18, 2012 1:26 pm

administrator   ~0022306

Yep, I'm not disagreeing that that could work. However, I have some definite plans with what I plan on doing with all that sort of thing, and it's very clear in my mind. Please just let me actually give that a shot first. ;)

Bluddy

Apr 18, 2012 1:27 pm

reporter   ~0022307

OK I'll be patient :)

Chris_McElligottPark

Apr 18, 2012 1:29 pm

administrator   ~0022308

Thanks. :)

Hyfrydle

Apr 18, 2012 1:56 pm

reporter   ~0022311

Another idea is to retain one enchant for each slot when moving to a new continent then if as more are acquired they will take over the choice from the previous continent. Maybe the enchants that are removed when changing continent revert into more upgrade possibilities from upgrade stones which again helps make chars stronger as continents are completed.

Just some food for thought.

Issue History

Date Modified Username Field Change
Apr 18, 2012 1:11 pm Bluddy New Issue
Apr 18, 2012 1:13 pm Chris_McElligottPark Internal Weight => New
Apr 18, 2012 1:13 pm Chris_McElligottPark Note Added: 0022302
Apr 18, 2012 1:13 pm Chris_McElligottPark Status new => closed
Apr 18, 2012 1:13 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 18, 2012 1:13 pm Chris_McElligottPark Resolution open => won't fix
Apr 18, 2012 1:18 pm Bluddy Note Added: 0022304
Apr 18, 2012 1:26 pm Chris_McElligottPark Note Added: 0022306
Apr 18, 2012 1:27 pm Bluddy Note Added: 0022307
Apr 18, 2012 1:29 pm Chris_McElligottPark Note Added: 0022308
Apr 18, 2012 1:56 pm Hyfrydle Note Added: 0022311