|
Post by rob on Nov 19, 2014 14:05:32 GMT -5
Hey there, Brave Testers, it's time for build 121! Changes:
* New orange and red threat level regions * Add region indicator to HUD * Have GCT toss bombs at up to three targets * Increase loot for Delta, Drill and Nova
The new region types are pretty much just like the old ones, just with fewer little forts and more big ones. We upped the rewards for scouting, minerals, supply caches etc, but we haven't made new region bosses or subcommanders yet. We do hope to get to that one of these days.
The loot buffs on Delta and Drill are due to those forts' recently increased difficulty. They each have a 10% chance to drop a tank (up from 1%). The Nova Power Unit now drops the same stuff that the Nova Cannons drop.
I've been working hard on our content tool (the "Maker") in the background, and I'm hoping that the changes will make it easier to make new bosses. We obviously need a few for the new region types, and I've been thinking that we've gone a long time without a new convoy or patrol. So maybe I'll get some new content like that out soon.
Tim's new project is to build wormholes that you discover and connect like minerals; with luck we'll push that next week.
As always, we really appreciate your help. We read all of your feedback. Thanks for playing!
Rob & Tim Jetbolt Games
|
|
Zed
Very Brave Tester
slothful zealot
Posts: 16
|
Post by Zed on Nov 20, 2014 12:41:00 GMT -5
The "Threat Level" indicator seems to be missing for red regions. (i.e. the tooltip on green regions shows "Threat Level Green", while on red region it only reads "Threat Level" )
|
|
tribow
Gallant Tester
I'm write lore, AND IM FUNNY!
Posts: 77
|
Post by tribow on Nov 22, 2014 22:19:41 GMT -5
Okay we need more people playing this game to combat difficulty XD
|
|
|
Post by Ood on Nov 23, 2014 16:59:56 GMT -5
Okay we need more people playing this game to combat difficulty XD All the changes of late still haven't made the game any fun for me to play. The addition of something that makes killing the same mobs interesting even the 50th or 5000th time over would increase the game's population easily.
|
|
|
Post by quicklite on Nov 23, 2014 17:38:00 GMT -5
Okay we need more people playing this game to combat difficulty XD All the changes of late still haven't made the game any fun for me to play. The addition of something that makes killing the same mobs interesting even the 50th or 5000th time over would increase the game's population easily. I'd have to agree here. I mean, I love the new content, honest. From what I've played, some of the new stuff, especially the bullet-hell type maze regions, is really cool and is a lot of fun solo and with people. But the bulk of the game, though some cool fortresses have been added, still feels a tad static. And tbh I still have concerns about the death penalty; I lose tank unlocks at a decent rate (as I've been trying to solo a lot of the harder stuff, which does involve dying), but I barely ever actually find an unlock, meaning that the variety of which I can play the game still goes down even further. Don't get me wrong, I still love the game, and have been checking back up on it regularly, and hell, maybe my concerns will be partially alleviated with the addition of more players, but as of currently the game's just kinda hard to play.
|
|
|
Post by Ood on Nov 23, 2014 23:52:13 GMT -5
Don't get me wrong, I still love the game, and have been checking back up on it regularly, and hell, maybe my concerns will be partially alleviated with the addition of more players, but as of currently the game's just kinda hard to play. Honestly I still don't see how even removing the invite system would add a significant amount of players for a significant amount of time. As it stands the game is not fun with any amount of players. Sorry to be harsh, but it just isn't.
|
|
|
Post by Justin on Nov 24, 2014 1:00:30 GMT -5
Don't get me wrong, I still love the game, and have been checking back up on it regularly, and hell, maybe my concerns will be partially alleviated with the addition of more players, but as of currently the game's just kinda hard to play. Honestly I still don't see how even removing the invite system would add a significant amount of players for a significant amount of time. As it stands the game is not fun with any amount of players. Sorry to be harsh, but it just isn't. I'm trying to think what would draw me to continue playing realm but what deters me from playing this game. - I've successfully forced myself not to play realm for 9 months so far.
- I've unsuccessfully forced myself to play this game for more than a few hours in that same period.
The only thing that attracted me to realm before I stopped was the competitive community - whether I like it or not I must confess this. Being in a guild and trying to make that guild the best guild, being looked highly upon by fellow members because of my 'success' at not dying made it 'fun'. Had I not done all of this by buying character slots and vault chests, spending somewhere from $60-70 total, I probably may have kept playing, but friends IRL helped me realize how it'd be impossible for me to have done it without putting that investment into the game. So I stopped. I know you're suggesting that this game cannot get a playerbase because it is not fun. And I agree that even having more players will not change this. I think I know now what drove me to play this game before - I was usually the only corsair at convoys, and, by making that tank stronger (strongest compared to everyone at the time probably), I pretty much became 'the corsair'. It was personal to me specifically. Then, when enemy minions were buffed and corsair became nearly unplayable for anything but convoys, I lost that and went with the viking instead, which, coincidentally, received a buff not too long afterward. So, I did form that same personal feeling with the viking, but the realization that it was "OP" or a tank that a lot of people were likely to choose also slowly deteriorated that feeling. This is what I found mind-boggling about how people enjoyed using the thunderbolt, although the last time I tried playing the tank I must say it was a bit pitiful and I now somewhat regret the stubborn urge I had to demand a nerf for it. Going off-topic. I play Awesomenauts and The Binding of Isaac Rebirth regularly now (the latter is a bit of a stretch to compare, so I'll refrain). In Awesomenauts I normally use a specific character every match and focus on learning how to win in almost any situation while using that character. I again formed that same 'bond' with the character in the game. The thing with Awesomenauts is, nobody else can choose that character on my team if I have. So, that bond cannot be broken nomatter what. It'd be extremely selfish of me to say that I want to prevent everyone from choosing a corsair or a viking every time I'm online - however, maybe that idea can be incorporated into dungeons or guild races? On the other hand, it might not be so bad for incorporating into the regular game if there are a variety of tanks for each playstyle, allowing people to have multiple options (this would be awful if there's only one world, so if there is somehow multiple grids incorporated at some point it might make more sense I guess.)
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Nov 24, 2014 1:48:12 GMT -5
In Grid12, there are generally 3 things that you can do.
1. Clearing fortresses - Clearing convoy routes - Connecting towns and minerals - Clearing regions and supply/subcommander/war material boxes - Farming specific fortresses for a specific item (e.g. GCTs for augments, novas for prisms, etc.)
2. Fighting 'bosses' - Convoys (hard to complete without a cleared route) - Patrols (random chance of spawning) - Subcommanders (only spawns when the region has been mostly cleared) - Wormhole Bosses (rare chance of finding wormholes, and just entering may be difficult) - Escape Flotillas (did they get removed?) - Region bosses (one for each region cleared, and usually requires a group to even come close to completing)
3. Scouting - Looking for minerals, towns, new regions, convoy routes, wormholes - Maze regions, if you aren't going to clear them
Now, out of these three activities, clearing is by far the most common. Although fighting bosses is usually a preferable activity, many of enemies spawn only rarely, and others often appear in areas where it is impossible to defeat them in time (such as on short convoy routes, or wormholes under an area with many dangerous fortresses). This heavily limits the time in which boss-fighting is a viable activity. Scouting is always a valid choice, but the rewards for it are relatively low. The real rewards for scouting come indirectly, from knowing where to clear and how to use your time more efficiently.
Out of these three activities, clearing is the one you will spend the majority of your time on.
What do we actually get out of clearing fortresses?
Guaranteed rewards, with random or predetermined drops - Towns (tanks, storage or prisms) - Minerals (one definite drop, and the rest is random) - Experience from fortresses - Supply/subcommander boxes Chance of rewards, with random or predetermined items - Fortresses in general (chances for augments, tanks, storage, cell-buffs or prisms) - Convoy routes (augments or modules) Clearing also advances the region closer to subcommanders or the region boss.
In a world where every enemy is spaced evenly apart, it quickly becomes boring and repetitive to grind for items, especially with such low drop rates, and no guarantee of the correct item. Each enemy is in its separate space, with somewhat low interaction with other enemies in the vicinity. Those rebellious fortresses that do intrude upon others encourage the player to react, to change their priorities. Unfortunately, missiles, bombs, drones and walls are merely annoying, and are not a part of the fortress; they are a separate entity, to be either removed as soon as possible or ignored completely. They are not seen as an interesting challenge, but as 'a fortress that got in the way'. And as these slight obstacles are eliminated, clearing returns to monotony.
Ood's ideas on fortress interaction would be a great step in improving the game. A random scattering of fortresses unites. You must think; how should I approach this structure? Where is it weakest? With which fortress should I start? They challenge the 'normal' way of doing things. And perhaps most importantly of all, they cannot be ignored.
|
|