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Post by Ood on Jul 5, 2014 13:58:38 GMT -5
[deadhorsebeating] The game is boring. [/deadhorsebeating]
Yes, here's some more salt.
Idea 3 for removing boring: Let security towers make walls between themselves when adjacent to one another, leaving no space between.
Why?
We've seen how well physical barriers can be used to shape a region with maze zones. Think of this as a super-light-maze. Instead of two 'x's with a space between, adjacent security towers would be more like a wide 'H' (with extra bits on the cross).
Give Trailblazer a reason to have its blink.
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Post by fire on Jul 5, 2014 16:19:27 GMT -5
I see where this is starting to go..... (make trailblazer only scouting class for good) but seriously your ideas are pretty interesting, since it allows for a more complex world that is simply based off the positioning of towers.
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Post by Justin on Jul 5, 2014 19:29:39 GMT -5
I see where this is starting to go..... (make trailblazer only scouting class for good) but seriously your ideas are pretty interesting, since it allows for a more complex world that is simply based off the positioning of towers. He's giving suggestions to randomize encounters by allowing fortresses to interact with each other - instead of attacking individual fortresses, lawn mowing as we do because there's nothing new nomatter how towers are paired, instead of that there'd be new encounters created simply by different fortress pairings creating new encounters within themselves. ---> adding purpose to the random generation of towers. This isn't the first time Ood brought up suggestions like this. If I weren't on vacation (going home atm) I'd link to one of his feedback threads and/or an older build. Everything Ood types is a good read and is usually the cold hard truth about issues that exist. A lot of people are able to do that but not many back it up with solutions that make sense. (+1 very interested in any other ideas you come up with)
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Post by Ood on Jul 5, 2014 21:45:07 GMT -5
Justin has it correct. These ideas aren't directed toward making the trailblazer the only possible scout, though fortunately or unfortunately that may be a result. They are presented because the game is boring when the main enemies of the game are the exact same encounter, every single time. Does every tower need a special effect? No, but enough of them need something to keep the main content of the game fresh for longer than 10 minutes (or however long it takes to figure out the latest content).
The godlands in RotMG were so successful because of the variation in encounter (as well as the rewards). In Grid 12 we have zero encounter variation (a delta is a delta is a delta). Adding some of these dynamic aspects to enemies would give more variation, and keep people (or at least myself) interested for far longer than currently.
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Post by fire on Jul 6, 2014 1:48:23 GMT -5
I feel like my post didn't even get read t.t since you guys just attempted to explain to me exactly what I managed to say in one sentence. the trailblazer part was a joke.
Also I have seen some of his other threads, the ideas are usually pretty solid.
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Post by Ood on Jul 6, 2014 11:45:48 GMT -5
Fire I like beating dead horses.
Trailblazer meh.
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