View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008049 | Valley 1 | Suggestion - Room Ideas/Complaints | May 23, 2012 12:38 am | May 23, 2012 5:38 pm | |
Reporter | GauHelldragon | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.029 | ||||
Fixed in Version | 1.030 | ||||
Summary | 0008049: No easy way to leave after beating lieutenants | ||||
Description | There is no warp or anything after you beat the guy, so you have to backtrack all the way back down the long tower climb room. There should prolly at least be a one-way warp | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Alternative idea: Why not make leaving the lieutenant's tower a challenge? When the lieutenant dies, a timer pops up as the tower begins to collapse and the climbing room gets (re)filled with enemies; if you fail to get out of the exit in time, you die (because a tower fell on your head). Throw in a pile of extra rewards in the climb down as well (including maybe a rare enchant or two towards the bottom), and then it becomes a matter of balancing your desire for goodies with the need to get out. (Death would be normal, and failure would still leave the tower destroyed; you just wouldn't be able to get the goodies, however, making it similar to the sort of one-time-deal there currently is in Rescue Survivor.) |
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That's actually a pretty cool idea. I think the timer should start once you leave the boss room though, just to give the player a moment to get the loot from the boss fight and sort it out. |
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My thinking of having the timer start on boss death was to make it so that jumping around the lieutenant's room to pick stuff up has a small reward for the difficulty of doing so. Starting the timer on leaving the boss room works too, though I'd suggest starting it on ending the left-room-invincibility rather than strictly on entering the room (to preserve the invincibility period's value.) |
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Or the timer could start either 10-20 seconds after the boss death or upon leaving the room, whichever comes first. That way you wouldn't need to rush out right away but still not want to stick around for too long. |
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Ugh. No. You just beat the Lieutenant and having a quick way out is really needed. Currently, the trek back out is so annoying that I usually use an Elusion Scroll. One of those "Warp out of the building" points appearing after you kill the Lieutenant would be idea, IMO. If there was some sort of building-collapsing annoyance afterwards, I'd just bring an Elusion Scroll every single time. |
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For 1.030: * Lieutenant and Overlord boss rooms now get the same sort of "interior fast travel exit" device that stash rooms in complex buildings usually get. It's a one-way-out, basically. They're only visible once the boss is gone, though. Thanks :) |
Date Modified | Username | Field | Change |
---|---|---|---|
May 23, 2012 12:38 am | GauHelldragon | New Issue | |
May 23, 2012 4:26 am | BenMiff | Note Added: 0024674 | |
May 23, 2012 4:43 am | GauHelldragon | Note Added: 0024676 | |
May 23, 2012 11:00 am | tigersfan | Internal Weight | => Feature Suggestion |
May 23, 2012 11:00 am | tigersfan | Status | new => considering |
May 23, 2012 11:32 am | BenMiff | Note Added: 0024693 | |
May 23, 2012 2:13 pm | Enrymion | Note Added: 0024717 | |
May 23, 2012 4:51 pm | Nanostrike | Note Added: 0024742 | |
May 23, 2012 5:38 pm | keith.lamothe | Note Added: 0024748 | |
May 23, 2012 5:38 pm | keith.lamothe | Status | considering => resolved |
May 23, 2012 5:38 pm | keith.lamothe | Fixed in Version | => 1.030 |
May 23, 2012 5:38 pm | keith.lamothe | Resolution | open => fixed |
May 23, 2012 5:38 pm | keith.lamothe | Assigned To | => keith.lamothe |