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Messages - khadgar

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106
A Valley Without Wind 1 & 2 / Re: Guardian Power Scrolls
« on: May 01, 2012, 06:40:27 PM »
You should read this thread I posted yesterday on the exact same issue. x4000 explains what he is doing to fix it.

http://www.arcengames.com/forums/index.php/topic,10485.0.html

107
Stop the presses! I've figured it out. It came to me in a dream. It's a great solution, or, if not a solution, then a really good start.

Currently, lieutenants & overlords drop special enchant containers. Did you know that they stay there forever, for all players to pick up? So... why not just say that after the overlord boss room gets loaded into memory, the enchant containers warp to the settlement, for easy access to any new character. BOOM.

All new characters get 1 new enchant for each lieutenant killed, and 3 for each overlord. You are adding absolutely nothing to the game at all that the players couldn't already get if they realized that going to the defeated overlord room would net them 3 free (good) enchants, you're just making it more accessible.

I AM BRILLIANT

108
A Valley Without Wind 1 & 2 / Re: Massive continent
« on: May 01, 2012, 04:19:13 PM »
Thanks guys!

I totally forgot about the "you enter a chunk at the location of the wind shelter" mechanic.

109
A Valley Without Wind 1 & 2 / Re: Massive continent
« on: May 01, 2012, 03:57:35 PM »
http://www.filedropper.com/ has worked well for me in the past. 5GB limit, no registration.

110
A Valley Without Wind 1 & 2 / Re: Massive continenet
« on: May 01, 2012, 03:55:20 PM »
I deleted all my worlds every new build for some reason. Whoops!

111
A Valley Without Wind 1 & 2 / Massive continent
« on: May 01, 2012, 03:22:48 PM »
I kinda want to reinstall v0.540, rack up a huge landmass, then convert to modern. Maybe 4 or 5 overlords worth, because the current continents seem so tiny, visual aspect wise. Even the bigger ones can be scryed entirely on one screen.

Does anyone have a huge old world file they could upload for me? :3 pretty please

112
AVWW Brainstorming / Re: Achievement Suggestions!
« on: May 01, 2012, 03:13:10 PM »
copied from my mantis ticket

* OP, Nerf! - Dispose of an evil overlord while not at tier 5
* Why Did I Do This? - Dispose of an evil overlord while at tier 1
* House Party - Defeat an evil overlord without taking down any of his lieutenants first
* Persistence Pays Off- Defeat an evil overlord after previously dying to him more than 10(?) times.
* I Can Fly - Using a combination of ride the lightning, multi-jump enchants, and a bit of skill, make a single jump last over 20(?) seconds without touching the ground (not underwater or in an umbra vortex)
* Meteorite - Die while storm dashing
* Meteor - While at full health, die from a single hit while storm dashing
* Fan Club - Have 5(?) summoned creatures active at one time on the same map
* Tonto - Have a summoned creature deliver the final blow against a boss
* Corpse Run - Have 6 or more vengeful spirits present in the same region
* I, Skelebot - Use a glyph transfer scroll to take possession of a Skelebot survivor
* AI... Battle - As a Skelebot glyphbearer, defeat an evil overlord
* Skynet? - Fully populate a settlement with only Skelebot survivors
* Power Overwhelming - Fully upgrade a glyphbearer using upgrade stones
* Special Tactics - Fully upgrade a only single attribute of a glyphbearer using upgrade stones
* He Was The Best Of Us - Die as a fully upgraded glyphbearer
* Why Do You Do This To Me? - Abandon a character while inside a settlement
* Ocean Cruise - Enter and exit an ocean zone without touching the water once
* Under The Sea - Survive for a full 2 minutes(?) in acid water without the aid of the acid gills enchant
* Nothing Here - Explore a destroyed room
* Seriously, Nothing! - Explore 10 destroyed rooms
* Selective Hearing - Explore 100 destroyed rooms
* Ka-boom! - Die to the explosion fire of a mossy barrel in the Skelebot Junkyard
* Hyperborean Redundancy - Equip a snowsuit on an ice-age character

113
Also, how many tiles does a wind shelter uncover? I think if your zone of control was smaller and wind shelters only uncovered a few tiles at a time (which they may -- I'm not sure), then this built-in method could indeed work.

Lesser wind shelter, = adjacent tiles only
greater wind shelter = some amount more than that

But keep in mind that you can't always get wind shelters where you need them to go. I ran into a block on my 3rd continent, where my starting non-windy area's only valid locations were in the deep, so I couldn't actually expand my safe radius. Wind shelter missions would need to function differently from the current mechanic if the radius was lowered substantially.

114
Those numbers sound good in theory, but I guess we'd have to see how it pans out in practice. Hopefully, by the time you get to continent 2 or 3, you'd have enough simultaneous missions unlocked that you'd always be able to find at least one or two offering something that you "want".

115
Bluddy, I really don't like the idea of having arbitrary restrictions on what you can and cannot make. "Oops! It looks like you tried to craft a fireball, but you're not allowed. Sorry about that!" If you want to control what spells users craft, I think it's a far better solution to have it done via what they can find. If the ocean shallows are difficult to get to, you'll just make do without coral until you can get there. If all the areas that give ruby are too windy, fire is out... unless you REALLY REALLY want it, but why make that choice for the player? Maybe I do REALLY REALLY want fire magic, and I'm willing to go the distance to get it?

But this sorta ties in with things you've been talking in other threads and topics, about making wind harder to navigate, or all those things.

Wind Is Hard plus Random Zones equals some zones(resources) will be hard to get

116
A Valley Without Wind 1 & 2 / Re: Disappointed in AVWW
« on: May 01, 2012, 01:25:22 PM »
Adding new enemies is only one aspect, but its not enough on its own. You can add as many varied enemies with new mechanics to them as you want, but as long as the fundamental core of the combat is shallow as it is now, all that work for extra monsters won't matter much beyond 5 seconds when you first encounter them and understand how they work. Once the player has figured out what he is dealing with, the excitment of a new enemy type vanishes as fast as it came and turns into a routine, which is ultimately the same old grindy and boring combat it was before

I completely disagree, based on my experiences. Just the other day, I was going into the lava flats for the first time ever, and I started encountering the utahraptors, which can jump to get you, sometimes several times. So, according to your theory, once I figured out how to fight them, it would be a cakewalk? Not so. You couldn't always count on being able to jump over them, terrain dictated if you could get the height to clear them or not, and if you didn't plan a route to move before fighting them, it would be fruitless (this was in a windstorm btw). And indoors? Don't get me started. The exact placement of each raptor in the room made each room compeltely different. If the raptor was at the end of a hallway with a door behind it, I would need to duck into a door between now and when I reached them, and just ignore them, less they hit me and trap me in a corner. If they were at the top of a stairwell, I would have to engage EXACTLY at the apex of their travel time, or else they would hit and kill my before I defeated them. If they were  at the top of a ladder, it was a harrowing amount of baiting to get them to come down but dodge out of the way at the last second to avoid being smooshed under their fall.

Of course, this all only applied because I was on a high difficulty and in a windstorm, so each battle was really a life or death situation. One wrong move and I was hosed. If raptors were just skelebot reskins, it would be boring, but because they could interact with the environment in such a way, it made everything more complex. Not saying more enemies need jumping, just that it didn't matter that I "Learned the pattern" of the utahraptors, it was still very fun and VERY hard!

EDIT: I don't disagree that the majority of the surface-chunk combat is pretty shallow, in that it devolves into finding the best angle of attack and just holding down an attack button while jumping over the lighting balls sliding across the ground. Cave combat is a bit more interesting, because you have to place a large portion of the platforms you are going to be using, sometimes while in combat. Sometimes the cave conspires against you, and there's just no good place to fight a shadow bat. Water combat, is pardon my pun, shallow. It's like cave combat, except your platforms try to escape from you... Thanks, platforms, fat lot of good you'll do me now. Building combat is the most fun and varied to me. Sharp angles, weird corners and hidey holes, and the ability to do room transitions often if needed make it the best. It probably has something to do with most of the rooms being handcrafted...

117
I would rather see some kinda of component system where each mission gives so some amount components.  Lets call them lehm and kor’neeah.  Then you can spend so much lehm and one kor’neeah to make the guardian scroll you need.  That way we only need to wait for mission time out in the cases of component needs or available type hate.

Another crafting mechanic? Well, it would work, and it's relatively straightforward.

118
Idea 1: Gate certain things from appearing until certain conditions are met
So, you can't get a earth power boosting global 5m enchant scroll until you have the technozoologicist resident at least at level 3. You won't find a banking structure until you've found a residential tower. It wouldn't have to be "until you can use it" gates, but it shouldn't be "welcome to continent 3, here is a bunch of crap you can't use"


Idea 2: Certain missions give certain classes of reward
Secret missions buildings ALWAYS give building rewards. Secret missions in caves ALWAYS give resource rewards. World map missions can give any type of reward. Seek resources missions can ONLY give resources. Or something like that. You could divide up missions by some other lines too, even on the back end. Say, the game will only ever make 50% resource reward missions and 50% structure & power reward missions.

Idea 3: Make the weird temporary boost scrolls obtainable in some other manner.
Just removing those from the reward tables would help a lot. I could live with having useless personality structures which I've never had any desire to ever make, but those rinky dinky scrolls are almost insulting. I want magma, which will boost the power of my fireball by 50% forever, not a scroll that will boost my fire power by 20% for 5 minutes.

119
A Valley Without Wind 1 & 2 / How to reduce mission reward clutter?
« on: May 01, 2012, 05:47:42 AM »
It seems to me that as more and more potential rewards for missions are being added, there is a lower and lower chance of getting what you want. This is very heavily front-weighted, in that at the beginning of a continent, you only need 3 or 4 things right away, but there is a pool of 100s to choose from. As you progress, you open more avenues of things you need or could potentially use, while all the while be drawing from a smaller and smaller pool.

I played multiplayer on 3 different servers today, just to fiddle around, and the common complaint on all three was that "The mission rewards aren't what I want." One user succinctly put it "All the missions have those shitty personality structures instead of wind shelters, so I'm grinding enchants". I have noticed this as well. Getting started on a continent, I need the basic buildings first and foremost. Taking a look at the missions available to me, all I see are "Minor swiftening wrath power" and "banking structure" and then more "moderate swiftening wrath power". The best way I can describe this is as clutter. It's all clutter. I don't need the temporary power scrolls at all, much less at the start. I don't need a skeelbot watchtower when I don't have a residential tower, and I certainly don't want two seek resources scroll instead of actual resources!

What can be done to have less clutter in mission rewards? I have a few ideas, and I will list them below, but I want to know what you guys think.

120
Killing enemies should be it's own reward, in that you won't run in to those monsters any more. Now that monsters respawn, it's not. I mean, sure, putting a few new monsters in a zone you thought clear is fine, but having the entire zone reset after 5/10/50 minutes? Meh, no point to fighting them anymore. Just equip the best triple or double jump enchant I have, and storm dash across the map. If I'm low on health, the LAST thing I want to do is fight monsters, I might DIE! Going to town is always easier and safer (chosen one), even if it means climbing out of a house or cave to do it.

In the earlier betas, wiping out the monster nests netted you a nice clear area to walk through. Though it left the areas relatively barren afterwards, what is wrong with that? Maybe as the strategic side of things gets flushed out more, a sort of thing can be implemented wherein once you defeat a certain boss or mission thing, monsters will no longer respawn. What about those weird towers that you guys had pre continents? I don't remember what they were or what they were supposed to do (something about... not being able to pass through them? I dont know) Have some kind of thing that you can activate to disable monster respawning in an area of some sort, for a time, if not permanently.

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