View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007321 | Valley 1 | Gameplay Idea | Apr 28, 2012 10:55 pm | May 1, 2012 8:31 am | |
Reporter | Bluddy | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.006 | ||||
Summary | 0007321: Make resources and situations count | ||||
Description | One of the issues that currently exists is that you can find so much of everything that it removes urgency. Suppose I need to get a certain gem from a cave. There's a boss in the way, which is great. But I don't feel tension. I don't really need this resource because I can just go to one of the 50 other caves of the same type and collect the gem from there. I don't need to ask my mupliplayer buddies for help if I can't defeat the boss -- it just doesn't really matter. I'll just try again in one of many different gem caves. Now consider the possibility that I start out with a much smaller area cleared of storm (and each windmill clears only a few tiles. I have fewer tiles available. They also have fewer chunks per tile, and therefore I have far fewer caves. Now the value of each cave is so much greater! I need to conserve my resources and to make sure to push away the wind. The tension will be so much higher, and the meaning of random generation is heightened, since whatever is generated is what I'll have to go up against. There may be a more creative way of making resources count, but I can't think of one right now. There needs to be IMO a feeling of "I really want to get those resources, and I can't get it from a thousand other places". Maybe each tile should be limited to one cave system. That would help somewhat. The same thing applies to stashes. I'd like to see my idea of more and more traps occurring as you approach stashes, but I'm not sure how to avoid the same problem that occurs with regard to caves, especially because there are SO many stashes per open-air chunk. Here's an idea I just thought of: there could be a small number of gem veins and stashes that occur at the level 1 dungeon (and you could have level 1 building levels). Most of the gem veins/stashes occur at deeper levels, making retrieving them more and more dangerous. Actually, there would be another small number of stashes/gem veins in level 2, then another at level 3 etc. This way, you have few resources easily available to you, and you realize that if you don't get this easily accessible resource, you're going to have to fight much harder for the next one. | ||||
Tags | balance, depth, DLC, simcity, strategy map, update | ||||
Internal Weight | Feature Suggestion | ||||
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I think in concept only, an easy way to make this happen, which would also solve a number of other peoples issues would be to bring back the Strategy map. BUT. In a way that was more like sim-city over the map. So we have buildings..randomly generated interiors.. and user placed buildings in the settlement. If I were to b able to place more buildings and spread them out over a larger map that then expanded things on the region map, it would also change the world its self, So say each tile type group was its own "city" that i could control the placement of buildings..so my resources have more of a noticed purpose, then when i load a level on which ive built buildings... The world would change to show it, occupied houses and towns and no monsters with population growth etc,etc..Even as an optional add on.. it would be possible to add this "layer" with barely any impact to the region or the sidescroll levels other than that they would develop as i "fixed" the continent and eventually would be 2d representations of what i had placed on those tiles via strategy mode. So the region map would remain more or less inert.. and the levels would just basically ass in the background like the settlement and refresh buildings, and grow like towns once the overload was killed. This would also give a benevolent option once continent one was cleared to those who needed a break ..we wouldn't have to even leave the game. From what ive researched it would seem this was the intention of the game all along. Lets get it on! |
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One of the things that many many people have said that they like about AVWW is that it never forces you to go do something. If you want to walk around for 12 hours before you get a single gem or do a mission, you can. I think that this would hamper that feeling a great deal. |
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I'm not sure it would hamper this feeling. In any case, these guys would probably have something different to say: http://www.quartertothree.com/game-talk/showpost.php?p=3111277&postcount=384 (and see Tom Chick's comment at the bottom). Since this is a game that you want people to be continuously involved in, you need to find the points that aren't compelling, and make them compelling. Those people who are off walking around for 12 hours (what are they doing during that time?) aren't going to be playing this game for very long. Having a boss guard a resource as it does now is a great idea -- it's makes for compelling gameplay. But it doesn't matter at all if I can just go and find another example of the same resource that isn't guarded by a boss. And that feeling constantly sits in the back of the player's mind the way things are now. |
Date Modified | Username | Field | Change |
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Apr 28, 2012 10:55 pm | Bluddy | New Issue | |
Apr 29, 2012 12:00 pm | orionx3000 | Note Added: 0023006 | |
Apr 29, 2012 12:01 pm | orionx3000 | Tag Attached: DLC | |
Apr 29, 2012 12:01 pm | orionx3000 | Tag Attached: balance | |
Apr 29, 2012 12:01 pm | orionx3000 | Tag Attached: update | |
Apr 29, 2012 12:02 pm | orionx3000 | Tag Attached: depth | |
Apr 29, 2012 12:02 pm | orionx3000 | Tag Attached: simcity | |
Apr 29, 2012 12:02 pm | orionx3000 | Tag Attached: strategy map | |
Apr 30, 2012 12:06 pm | tigersfan | Note Added: 0023063 | |
Apr 30, 2012 12:08 pm | tigersfan | Internal Weight | => New |
Apr 30, 2012 12:08 pm | tigersfan | Status | new => feedback |
Apr 30, 2012 1:08 pm | Bluddy | Note Added: 0023069 | |
Apr 30, 2012 1:08 pm | Bluddy | Status | feedback => new |
May 1, 2012 8:31 am | tigersfan | Internal Weight | New => Feature Suggestion |
May 1, 2012 8:31 am | tigersfan | Status | new => considering |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |