View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008531 | Valley 1 | Suggestion - Balancing Issues | Jun 11, 2012 6:44 am | Jul 9, 2012 7:28 am | |
Reporter | Misery | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.057 | ||||
Summary | 0008531: Force all secret missions to seed as rescue missions until proper NPCs are found | ||||
Description | Right now, the most tedious part of the game is the "early NPC rescue" bit on any new continent. This takes FOREVER and really doesnt add much to the challenge of the game; it merely wastes time. It would be alot better though if ALL secret missions (at least those in buildings/caves) seeded as rescue missions until that first set of important NPCs were found. There's nothing more frustrating in this stage of the game than finding a secret mission door, only to find that it's something that's NOT a rescue mission. It doesnt actually take THAT long at all to find a secret mission room, but depending on the RNG it can take a large amount of time to find one that's specifically a rescue mission. Having them only be rescue types at that point would erase alot of the frustration (since when you DO find a room, you'd know it's the right thing right away), but still require some searching and effort from the player to find the rooms. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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As far as I can tell, you will only ever get one secret mission and one rescue survivor per building / cave floor. I'd like to keep that, so it may well be more worthwhile to state the first secret mission room entered per building / cave floor will be a rescue survivor, not all of them. |
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i agree - this is the only part of the game that still drags for me too - feels incredibly limiting to be unable to push back the wind because of the lack of necessary professions and this suggestion by misery would really really help this situation. also feel this pain a little more due to my recent cock up with glyph transplant scrolls - see 'the adventurer class' in the forum |
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This change is no longer necessary in AVWW 1.2. In fact, see 0008800. |
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considering 0008800: How about this? Provided that you've unlocked a certain era's playable characters, then a new dispatch mission will become available: "Rescue [X Age] Survivor". As you might expect, success would mean that a character of that era joins your settlement. Mechanics-wise, these missions would be enabled with their corresponding achievement. The next line after 'Unlocked Playable Character: Bronze Age' would read 'Unlocked Dispatch Mission: Rescue Bronze Age Survivor'. Almost all of these dispatch-rescue missions would have the same difficulty, but Medieval and Wild Garden dispatch-rescue missions would be a bit harder, to reflect their regions being harder than the others. Here's another idea, which I don't like as much as the above idea, but here it is anyway - in the interests of increasing discussion, and maybe this one will be better-received: If you have both (1)no survivors from a certain era, and (2) you have unlocked characters from that era as playable, then (3) the first mission room you come across in the appropriate region will be a rescue mission. This will only happen once per continent, per era: If you find this specially-seeded rescue mission room and then go somewhere else, the rescue/mystery mission seed rate will be normal there. |
Date Modified | Username | Field | Change |
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Jun 11, 2012 6:44 am | Misery | New Issue | |
Jun 11, 2012 11:28 am | BenMiff | Note Added: 0025767 | |
Jun 11, 2012 12:26 pm | tigersfan | Internal Weight | => Feature Suggestion |
Jun 11, 2012 12:26 pm | tigersfan | Status | new => considering |
Jun 12, 2012 9:51 am | jonasan | Note Added: 0025787 | |
Jul 9, 2012 4:03 am | jruderman | Note Added: 0026563 | |
Jul 9, 2012 7:28 am | Pyrrhic | Note Added: 0026566 |