View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008930 | Valley 1 | Suggestion - Mission Ideas | Jul 14, 2012 1:50 pm | Jul 16, 2012 10:01 am | |
Reporter | Mysterial | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.200 (Post-Launch Series 2) | ||||
Summary | 0008930: Repeatable "unlock" type objectives for consumable necessities | ||||
Description | As I played further into the game, I realized I was missing the secondary goals provided by the unlockables as they started to thin out. There are some things in there that can be really fun but which you have little or no reason to do without the unlocks (deep cave delves, find specific building types, clear overworld chunks, etc) It occurred to me that perhaps you could address this and improve the "I just need this one thing to progress and feel I need to grind it" issue that's cropped up a bit on 1.2 by adding a few once per continent and/or level repeatable unlock-type conditions that instead of unlocking something gives you 1 or 2 of a progression-relevant consumable item like wind shelters, ocean buoys, or survivor mood gifts. I think that could keep some of those quest-like activities around longer while also providing another escape valve for a single object being a progression blocker. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0008841 | considering | Other Ways To Improve Survivor Mood |
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I do rather like this. However, a thought: rather than having a list of once-per-continents, it seems like it might be a good idea to have a big list (espescially since the current unlockables lend themselves nicely to this, as many are Do "x" in "y" at level "z" or more) and then select a few of them on each continent as that continent's special unlockables. The main reason behind this is to keep up a variety of unlockables as well, so you're not normally doing the same thing on each continent. |
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After reading this suggestion I immediately jumped to the same conclusion as BenMiff, and I think in this form that would be a great idea. :D Because this is a game theoretically infinite in scale, the more variety between this continent and the next, the better. And this idea also fits in nicely with the whole "procedurally generated everything" ideology. ^_^ I feel sort of nauseous even wording it this way, but a sort of mmo-like /optional/ quest or task system--the settlement needs moar styrofoam cups and electrojiggers, go get them!--might be another interesting way to break up the monotony of "exploring" aka "relentlessly scouring every single building" for resources. XD |
Date Modified | Username | Field | Change |
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Jul 14, 2012 1:50 pm | Mysterial | New Issue | |
Jul 14, 2012 8:01 pm | lavacamorada | Relationship added | related to 0008841 |
Jul 14, 2012 8:41 pm | BenMiff | Note Added: 0026755 | |
Jul 14, 2012 8:42 pm | BenMiff | Note Edited: 0026755 | |
Jul 15, 2012 8:50 am | doubtful | Note Added: 0026762 | |
Jul 16, 2012 10:01 am | tigersfan | Internal Weight | => Feature Suggestion |
Jul 16, 2012 10:01 am | tigersfan | Status | new => considering |