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IDProjectCategoryLast Update
0008838Valley 1Suggestion - UI IdeasAug 31, 2012 5:01 am
ReporterHyfrydle Assigned ToChris_McElligottPark  
Status assignedResolutionopen 
Product Version1.115 
Summary0008838: Access to conciousness shards
DescriptionWould it be possible to either make the pick-up radius of conciousness shards larger or make them fall the ground. It's really annoying having to build towers of crates to get the shards stuck up in the air on outdoor chunks.

Also since the changes I find I'm spending alot of time trying to collect enough shards to get what I need from the store. Maybe a slight increase in shards from kills would be good. Or maybe a chance of wind shelters etc as mission rewards. Once I have all the spells I need at each level the missions become a little redundant.
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Chris_McElligottPark

Jul 8, 2012 8:03 am

administrator   ~0026497

Note that secret missions give you wind shelters, etc. just not world map ones. And shards used to fall, but people complained about that a lot in caves and such in particular.

Hyfrydle

Jul 8, 2012 8:09 am

reporter   ~0026498

Would it not be possible to just let them fall in outdoor areas?

Gemzo

Jul 8, 2012 9:32 am

reporter   ~0026499

Maybe they could fall slowly after floating in place for a short period of time. Say, 3 seconds?

Pyrrhic

Aug 31, 2012 5:01 am

reporter   ~0028090

Even outdoors, falling shards can still be a pain. I assume that there's lava in some outdoor Lava Flats regions, for example. Shards could also fall into a pool of acid water, fall to the bottom of the ocean (which would make retrieving them really annoying if you were fighting above the waves), or fall into a cavern in an outdoor area (especially bad in The Deep regions).

It kind of seems like making them fall is just trading one possible bad outcome (stuck high up in the air) for another (falling into an annoying place).

The only behavior I can think of that everyone would be happy with, is if shards homed in on players like health currently does - through walls and everything. In multiplayer, each player's "copy" of the shards would go to its respective player (and not be collected by another player if it passed through another player).

Issue History

Date Modified Username Field Change
Jul 8, 2012 6:00 am Hyfrydle New Issue
Jul 8, 2012 8:03 am Chris_McElligottPark Note Added: 0026497
Jul 8, 2012 8:03 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Jul 8, 2012 8:03 am Chris_McElligottPark Status new => feedback
Jul 8, 2012 8:09 am Hyfrydle Note Added: 0026498
Jul 8, 2012 8:09 am Hyfrydle Status feedback => assigned
Jul 8, 2012 9:32 am Gemzo Note Added: 0026499
Aug 31, 2012 5:01 am Pyrrhic Note Added: 0028090