View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009089 | Valley 1 | Suggestion - Mission Ideas | Aug 1, 2012 10:52 am | Aug 2, 2012 12:12 am | |
Reporter | Matthew Carras | Assigned To | |||
Status | feedback | Resolution | open | ||
Product Version | 1.201 | ||||
Summary | 0009089: Tweaks and discussion about hiding spellgem modifiers and mission difficulty | ||||
Description | I don't like how spellgem modifiers are hidden in mission rewards as-is, due to even more added randomness where there's so much to do already, in addition to some of these missions taking way longer than others. I think there should be a few changes: - The spellgem modifiers should always show up on missions in Continent 1. This is the beginning part of the game and it should reflect that. - Guardian Powers to reveal the spellgem's modifier. - Only negative modifiers hidden. - Only spellgems with particularly good modifiers are hidden. I was actually thinking of a new difficulty feature called "Mission Difficulty" which effected how mission rewards are handed out. We could have the Mission Difficulty be something like this: Very Easy - Spellgem missions are always spawned with more favourable stats. - Spellgem modifiers are never hidden. - Missions always contain one extra reward. - Survivors have a lot more health in NPC rescue missions. - Supply Depots have a lot more health in Defend Supply Depot missions. - Journey to Perfection allows 3 hits before failing. - Anachronism missions spawn less native monsters and only Rift Flare after killing 3 or more native monsters. - etc. Easy - Slightly better spellgem modifiers. - Spellgem modifiers are usually not hidden. - Missions can contain one extra reward. - Extra health, etc. - JtP allows 2 hits before defeat. - Anachronism spawn slightly less native monsters and start Rift Flaring after killing 2 or more native monsters. - etc. Medium (Default) - Same as now, except spellgem modifiers are sometimes shown. Harder - Spellgem modifiers always hidden. - More native monsters spawned in Anachronism. - Trickier enemies spawned in JtP. - Slightly less health for NPCs and Supply Depots, etc. - All missions cause +15 detectability (that you mean you are more detectable) - Spellgem modifiers worse than default (does not effect missions in dungeons or crafted) Very Hard - Spellgem modifiers always contain at least one negative stat. - All missions cause +30 detectability (that you mean you are more detectable) - etc. Alternatively, we could cause the rewards to go up as difficulty goes up and the rewards to go down if you go below default (Medium) difficulty. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0009087 | considering | Don't allow multiple world map missions on the same continent to award the same spellgem |
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I feel that the "too much to do" argument doesn't hold water, there's less to do than ever. Spells are 2 minutes away at a mission, just build shelters and kill the lieutenants, then kill the overlord. My favorite part of the game used to be making the new spells as it forced you to go see the world. But that's not a factor anymore with the store covering most materials needed. Maybe this is biased by the number of shards I have but I never went out of my way to grind shards, they all just came with not wanting to die. =p I feel the randomness of mission spells is ok, it forces you to do more than one of them which adds more content to the game. The mission difficulty thing is nice but would require a fair amount of work and balancing. For mission ideas my idea was that you could get better quality spells from doing longer strings of missions. 1 Mission -> Negative Modifier 2 Mission -> Common Spell 4 Mission -> Uncommon Spell 7 Mission + Boss -> Rare Spell 10 Mission + Better Boss -> Legendary Spell Maybe make the spells 2 or 3 levels above the current tier instead. |
Date Modified | Username | Field | Change |
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Aug 1, 2012 10:52 am | Matthew Carras | New Issue | |
Aug 1, 2012 10:53 am | Matthew Carras | Relationship added | related to 0009087 |
Aug 1, 2012 5:32 pm | tigersfan | Internal Weight | => Feature Suggestion |
Aug 1, 2012 5:32 pm | tigersfan | Status | new => feedback |
Aug 1, 2012 5:32 pm | tigersfan | Description Updated | |
Aug 2, 2012 12:12 am | darkchair | Note Added: 0027273 |