View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0007255 | Valley 1 | Suggestion - UI Ideas | Apr 26, 2012 4:09 pm | Apr 26, 2012 8:51 pm | |
Reporter | Bluddy | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.001 | ||||
Summary | 0007255: Door has something interesting indicator | ||||
Description | This suggestion would replace the current mechanic whereby 2 levels are automatically scouted in favor of a system whereby either each door is in a color that suggests whether there's something interesting past it, or you get some visual indication (glow?) that a door hides something interesting, or you use some spell to find out if a door has something interesting past it. This method would provide some minimal information as to what's behind the door, but the map wouldn't show you any more than that. The idea here is that the current system really reduces the element of surprise, which is one of the driving factors in exploration. There has to be some way to navigate the huge maze of chunks, but the less it tells you about what's there, the more interesting it is for the player. You might step into a boss lair, or a stash, or something completely random. Thinking about the spell variation for a second, you could have a spell such that the spell detects within a certain number of chunks. But the key here is that you don't know what's there -- you only get an indication of 'something'. Upgrading the spell would let you know what's further away. This is cool because you could think a building is empty, only to come back with a stronger spell later and discover there was a stash 4 chunks in. Another thing that's nice about this idea is that you're interacting more with the main screen to explore, rather than just looking at the map. I find this to be a positive thing. It gives more meaning to even empty chunks, because you want to seek out the doors and test them -- the information isn't automatically given to you. There's also potential for things like gravestones to have maps etched on them that could fill in a bit of your map, giving you some extra info. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
|
I dunno, I feel like buildings are still empty enough that it would be a real pain to do without the scouting mechanic. Perhaps if there were something that would let you know when you were near a stash --- for example, combining this with the suggestion to have traps near stashes. If you found traps and maybe some other abandoned equipment from the stashers, you could be informed organically that you were within a few rooms of a stash and start looking for it seriously. But that said, that would be kind of cruel to the more OCD players who would start looking in every room in fear of missing a stash. |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 26, 2012 4:09 pm | Bluddy | New Issue | |
Apr 26, 2012 4:23 pm | tigersfan | Internal Weight | => Feature Suggestion |
Apr 26, 2012 4:23 pm | tigersfan | Status | new => considering |
Apr 26, 2012 8:51 pm | martyn_van_buren | Note Added: 0022782 |