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Post by Duco on Nov 6, 2013 14:03:40 GMT -5
Hey guys, Even though it's negative, I appreciate this feedback. I don't promise to do what you want, but I will definitely take your opinions into account. As Amit says, Grid12's progression system is an experiment that is not guaranteed to work. I expect that certain things will need adjustment or fail outright. If I can't make the system work, I can fall back to a traditional exponential power curve and level-appropriate zones as seen in WoW, RotMG and every other PvE game ever. Would it help if others could see your progress? Unlocked tanks, augment levels, modules, etc? You mean by changing the leaderboards?
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Post by rob on Nov 6, 2013 15:10:29 GMT -5
We had a few ideas:
* showing your place on the leaderboard, even if you are not in the top ten. * letting others see your tank stats screens (unlocked tanks, augments, modules, level) * changing tank appearance (glow color, treadmarks maybe?) to indicate a tank is "maxed" (all mods installed, maybe)
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Post by Ood on Nov 6, 2013 15:20:09 GMT -5
Hey guys, Even though it's negative, I appreciate this feedback. I don't promise to do what you want, but I will definitely take your opinions into account. As Amit says, Grid12's progression system is an experiment that is not guaranteed to work. I expect that certain things will need adjustment or fail outright. If I can't make the system work, I can fall back to a traditional exponential power curve and level-appropriate zones as seen in WoW, RotMG and every other PvE game ever. Would it help if others could see your progress? Unlocked tanks, augment levels, modules, etc? Some things would be cool to see, others are rather obvious (tank unlocks). Visible cues for augments would be pretty neat. Gradual color change of tank trail based on speed augment (white to yellow to orange to red? [obviously more steps in between there]) Width of lasers for damage augment (not all weapons are lasers so how to fit those in?) Different particle colors (somehow) for shield augment (on hit color change?) Changing/brightening tank color for health augment (see below) CD and range augments would be left out unless something less conventional is thought of. Modules have large opportunity to also be visible on your tank, the more module levels you have, your tank could 'shift' colors from its base color to another color. In the end, I wouldn't be surprised if there were some sort of color change item (bought from you, or otherwise) that would negate a lot of the possible color differentiations to tanks themselves, so perhaps that isn't the best way to go. Being able to brag silently about your progress is always cooler than having a leaderboard shoved in your face (not that leaderboards don't have a proper place). Most games do it via equipment that's somehow visible to the public. Since Grid doesn't have that, changing colors might be an option.
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Post by gingerbear on Nov 6, 2013 18:20:10 GMT -5
Hey guys, Even though it's negative, I appreciate this feedback. I don't promise to do what you want, but I will definitely take your opinions into account. As Amit says, Grid12's progression system is an experiment that is not guaranteed to work. I expect that certain things will need adjustment or fail outright. If I can't make the system work, I can fall back to a traditional exponential power curve and level-appropriate zones as seen in WoW, RotMG and every other PvE game ever. Would it help if others could see your progress? Unlocked tanks, augment levels, modules, etc? I think I can safely say that we are proposing ideas not because we want them realized at all costs, but rather we are trying to make constructive criticism instead of plainly complaining. Visual changes can be a good way to go, provided there is a controllable and consistent way it happens. By which I mean if we can purposefully aim towards any goal we want, only hindered by the resources we have to obtain it. A quick example: Let's say I want my tank to leave a trail with a bright purple glow. The basic glow is defined by the speed augment: simple white (like now) from level 1 to 10, fades to yellow until level 13, fades to green until level 16, then fades to blue until level 19. When an augment hits level 20, the color becomes tweakable in the user interface, with the following conditions: - The player must have all the module slots unlocked on that tank (Not necessarily filled). - The player must be in town to change color. (Optionally the town needs some requirements too, like it must be level 12, or the sector must be cleared, or a mineral path must have been found near or something) This way there is a clear progression from newb to "pro" (gradual change), followed up by "god tier" (change whatever you want). I second Ood's visual ideas above. I'm adding the following propositions: - Write the tank's level with smaller, grey letters after (or below) the name of the driver.
- Modules should be visible shapes on the tank, like extra equipment. Given that there are currently 4 slots, these could be equaled to four different part of the tank. Modules should be freely movable among unlocked slots, so one could "arrange" the extra to their liking. (Optionally, each module could come with different shapes, so for example if I want triangle upgrades on my tank, I could trade my square module for a similar statted, but triangle shaped one.)
- Right now only the "trail" is lighted up, but what if all the tiles around the tank would light up, like an aura? The size of this would be dependent of something, obviously.
- To the tiles, there could be other visual effects than lighting up, caused by a tank. For example they could be flipped around (like on map edge), pushed in (implying weight) or moving upwards, etc.
- Assuming the in-game chat won't be limited to the chat screen, but there would be (on/off switchable) baloon-texts, then of course the costumization of said baloons.
- Displayable clan logos or "clan paintings" on tanks (or after/before username), provided a clan system is implemented.
TLDR:I think if players can work towards the full visual customization, that could be alone an end-game goal or end-game content, without actually separating them (powervise) from the newcomers. Putting reasonable requirements in achieving this could make the players keep playing the game for long enough. Although I'm not sure what will happen when one gets everything looking as he wants, and the basic game content "in concept" doesn't change much, even if it has grown a lot.
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