View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007639 | Valley 1 | Gameplay Idea | May 8, 2012 9:00 am | May 8, 2012 4:36 pm | |
Reporter | Hyfrydle | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 1.010 | ||||
Summary | 0007639: Windstorm safety in buildings | ||||
Description | I really love the new windstorm mechanic but feel the health reduction shouldn't apply in buildings as this to me seems very unrealistic. I feel as you trudge through a windstorm region trying desperately to survive by taking out enemies it would be great to have a respite as you reach a building. Somewhere to catch your breath ready for venturing out again in search of your next point of relative safety. To keep the challenge of the windstorm regions perhaps enemies in buildings should be toughened as before. This would be a real help when venturing deep inside a windstorm region which at the moment is very risky. Also due to the randomness of building spawn there's no guarantee of shelter so it really could be a real relief once somewhere is found. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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You know, we had requests just to the opposite recently, and changed the mechanic to work in buildings; previously it did not. The idea is that venturing deep into a windstorm _should_ be really risky. |
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The change to windstorms affecting in buildings applied to the monster strengths and at the time it made perfect sense to make the monsters stronger as the difference between the outdoors and indoors was very clear. My thoughts are that with the total change in the windstorm mechanic this kind of change makes sense would I be okay to run it past the guys in the forum to gain an opinion? |
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I'm perfectly happy to have it discussed -- my feelings are that the mechanics are different but that the feel is the same. You're supposed to be worn down on health while in the windstorm areas, and creating safe zones as large and frequent as every building (which also means a lot of the missions) seems undesirable to me. Having some smaller safe zones might be interesting, but I can't think of a way to do that that would be useful and not exploitable (since you can't regenerate health, what's the point of a safe room if it's just somewhere to sit and hide out for a bit). |
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Maybe we want to mix the ideas here. So in buildings and caves, critters are higher tier, while outside, the wind just wears you down (and the monsters, which is why they're not high tier). |
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I am of the opinion that it should remain the way it is right now. After all, most of the stuff you generally do in the game takes place in buildings or underground anyway, and if these areas are safe it really reduces the danger of windstorms. As far as realism is concerned, it's my understanding that the wind is not just regular old wind, it's fairly supernatural and the Guardian Stones are really the only ones with the power to stop it. The buildings of man tend to not be very effective protection against it. At least that's the impression I got from the mystery clues. |
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Yes, I agree with everything GauHelldragon said. |
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If the wind was just wind, then the glyphbearers wouldn't be that special. The survivors would be completely fine once you rescue a jacketmancer or a coatcrafter. However, I do think the building should provide SOME protection from the wind. The damage could be halved, or cut in three, or make it 'tick' less often. It would give a tangible sense of receiving SOME protection, without eliminating the urgency of your health slowly going down. |
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Dang khadgar, there you go with your excellent suggestions again. I'd also say that perhaps as you go down the caves in levels (ie level2+ caves), the damage effect diminishes more and more as the wind affects you less and less. This creates a strange interplay between the damaging effect of the wind and increasing monster strength -- going back up to an easier cave level brings with it the increasing danger from the wind. |
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well i'm coming from the same place as GauHelldragon too. the idea of there being anywhere safe once you venture into the wind goes against the lore of the game. However (and this is probably in the of your original intention Hyfrydle - but it might still fulfill your need?!) i think we could add one more layer of danger to the windstorms - what if the wind blew away the health drops from the trash mobs when they are killed outside - but _inside_ a building the health drain would reduce (but not disappear - like khadgar suggests) and those health drops from enemies would _not_ be taken by the wind. maybe this would give you a feeling a shelter from the wind working to your advantage in more ways than just reducing the drain. maybe for everyone on all difficulties or only for players on higher combat difficulty? what do you think? |
Date Modified | Username | Field | Change |
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May 8, 2012 9:00 am | Hyfrydle | New Issue | |
May 8, 2012 9:01 am | Chris_McElligottPark | Internal Weight | => New |
May 8, 2012 9:01 am | Chris_McElligottPark | Note Added: 0023744 | |
May 8, 2012 9:01 am | Chris_McElligottPark | Status | new => closed |
May 8, 2012 9:01 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 8, 2012 9:01 am | Chris_McElligottPark | Resolution | open => won't fix |
May 8, 2012 9:13 am | Hyfrydle | Note Added: 0023745 | |
May 8, 2012 9:16 am | Chris_McElligottPark | Note Added: 0023746 | |
May 8, 2012 9:34 am | Bluddy | Note Added: 0023749 | |
May 8, 2012 9:34 am | GauHelldragon | Note Added: 0023750 | |
May 8, 2012 9:47 am | Chris_McElligottPark | Note Added: 0023752 | |
May 8, 2012 2:23 pm | khadgar | Note Added: 0023770 | |
May 8, 2012 2:24 pm | khadgar | Note Edited: 0023770 | |
May 8, 2012 2:31 pm | Bluddy | Note Added: 0023772 | |
May 8, 2012 4:36 pm | jonasan | Note Added: 0023789 | |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |