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IDProjectCategoryLast Update
0008122Valley 1Suggestion - Mission IdeasJun 16, 2012 12:41 am
ReporterBenMiff Assigned To 
Status consideringResolutionopen 
Product Version1.031 
Summary0008122: Allow missions in (slightly) stormy regions
DescriptionRather than having missions completely removed from windstorms, why not just limit how deep they can be spawned into the windstorms? (The problem was more with missions that were really deep in the windstorm; missions that were only 1 or 2 tiles into the windstorm were interesting since then there was a strategic decision whether to risk the increased difficulty for specific rewards.) The depth into the windstorm that missions could be seeded would then be tied to strategic difficulty; the depth would be 0 tiles deep (i.e. unable to spawn) at the lowest strategic difficulty, and then increase by 1 tile per difficulty level up to 4 tiles deep at the highest difficulty.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

GauHelldragon

May 25, 2012 10:45 am

reporter   ~0024873

Last edited: May 25, 2012 10:46 am

When you enter a new continent, the first thin you prolly notice is that practically every non-windstorm tile has a mission in it. It's not terribly inconvenient, but it does look a little odd. This suggestion would also help address this.

I honestly don't find windstorm regions to be THAT bad to play in. I frequently go out into them to get gems and other ingredients when starting out in a new continent.

Kio

Jun 15, 2012 6:45 pm

reporter   ~0025861

Would these missions yield any more rewards? Perhaps an extra tier orb, or 1 or 2 extra of each arcane ingredients, if available?

BenMiff

Jun 15, 2012 8:21 pm

reporter   ~0025866

I'd definitely not want them to award extra tier orbs since it could throw the limits off (since you don't gain any tier orbs if it would put your total over the limit even if you wouldn't go over if you only gained some of them.)

As for increased arcane ingredients... I'm not so sure either way. More than 1 extra would be too excessive, but it's more of a decision on whether to have the windstorms be to get rewards unavailable outside of the windstorms (no extra tier orbs), or whether to let windstorm missions be more beneficial in their own right (to the point where they could end up being preferable to non-windstorms.) Either could work; a good middle ground might be to only offer gems / iron ore / copper ore / etc. for the extra ingredients (i.e. not allow the extra ingredient to be anything that can only be obtained as a mission reward).

Kio

Jun 15, 2012 8:48 pm

reporter   ~0025870

Last edited: Jun 15, 2012 8:50 pm

Well, the glyphbearer is the one protected by the ilari and capable of surviving the windstorms. While the goal is to make peace, I think having an option available to the glyphbearer heading out into said storms for a higher-risk-higher-reward mission is appropriate. Even if returning the tier boost only for inside missions (or a scaling tier boost? xD missions 4 out would be T13 at the highest, about the same as the overlord without defeating lieutenants)

T1 ->> T2 -> T3 -> T4 -> T5
T2 ->> T3 -> T4 -> T6 -> T7
T3 ->> T4 -> T6 -> T7 -> T9
T4 ->> T6 -> T7 -> T9 -> T10
T5 ->> T7 -> T9 -> T11 -> T13

Would fit/make sense that, while the lieutenants boost the overlord, as the lieutenant's die, the overlord gets enraged and reckless, making himself weaker. However, the windstorm of his continent would grow in strength with his rage. At T5, and four out (T13), all of his rage is focused on containing you and killing you with his storm, although the ilari mostly protect you from such. The stronger wind boosts the enemies out there while you're on a mission in that he knows where you are, as you're doing the mission, and tries all he can to stop you.

At least that's how it makes sense and could work with a whole continuity aspect. Wind = no tier increase? Well for missions, it does. You're vulnerable, so he pushes his power on you in an attempt to stop you.

Now, I haven't completed all the mysteries, so I don't know if any of this conflicts with some official reasoning and story... But if it doesn't, a mystery piece of a log from someone noticing that the overlord tries to kill you so much harder when you're noticeably out in the storms. Or maybe I'm just trying too hard to rationalize this.

*addon* I do have to say that i really enjoy diving into a cave, pushing the monster tier far above where i'm at, like fighting T5 and such while only T1. Nice challenge. T13 enemies at T5 would probably be equally fun...

NyQuil

Jun 16, 2012 12:41 am

reporter   ~0025878

This seems to encourage players to not have "A Valley Without Wind."

Issue History

Date Modified Username Field Change
May 25, 2012 6:18 am BenMiff New Issue
May 25, 2012 9:41 am tigersfan Internal Weight => Feature Suggestion
May 25, 2012 9:41 am tigersfan Status new => considering
May 25, 2012 10:45 am GauHelldragon Note Added: 0024873
May 25, 2012 10:46 am GauHelldragon Note Edited: 0024873
Jun 15, 2012 6:32 pm jruderman Summary Windstorm Missions => Allow missions in (slightly) stormy regions
Jun 15, 2012 6:45 pm Kio Note Added: 0025861
Jun 15, 2012 8:21 pm BenMiff Note Added: 0025866
Jun 15, 2012 8:48 pm Kio Note Added: 0025870
Jun 15, 2012 8:50 pm Kio Note Edited: 0025870
Jun 16, 2012 12:41 am NyQuil Note Added: 0025878