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|ID||Project||Category||Date Submitted||Last Update|
|0008860||AVWW||Suggestion - Balancing Issues||Jul 9, 2012 3:08 am||Aug 9, 2012 4:27 pm|
|Fixed in Version||1.201|
|Summary||0008860: Change layout of Anachronism missions in caves|
|Description||The included screenshot pretty much explains why I'm suggesting this.|
As in the screenshot, Anachronism missions in caves, depending on the region type, can have this extreme tendancy to spawn a bazillion ground-walking enemies all in an enormous clump; with the nature of these missions, some of these will inevitably be the ones that need to be targeted. They can become nearly impossible to hit due to this.
Or worse, there can be SO many projectiles flying everywhere.... due to there being like 20 enemies in one big heap.... that the player cant really be expected to possibly survive getting near them.
It might be a good idea to change the layout of these.... this only happens because the cave areas they take place in have so many long, flat areas, as opposed to the blocky, maze-like nature of the building types (which work pretty well).
|Tags||No tags attached.|
|Internal Weight||Fix Before Major Release|
|Attached Files||Screenshot_2012_07_09_02_56_48.png [^] (2,652,149 bytes) Jul 9, 2012 3:08 am|
Jul 9, 2012 6:42 am
I've had a big chain of ground-walking enemies in indoor Anachronism missions, too.
I found that pretty frustrating, until I started using a cloak of Shadows enchant (admittedly a pretty strong one, 70%). It let me place a platform above the ground level, watch for the anachronistic enemy, and then snipe it to death.
Theoretically, you could also just kill everything on the ground level, and hope that the new mobs that spawn don't end up on the bottom level. I've never tried that, though - not sure if that would be effective.
Would subdividing the ground floor fix this? Then you'd get less enemies in each section of the floor, making it easier (in theory) to single out the anachronistic ones from a group of 3 or so enemies, rather than from a group of 10+.
Jul 18, 2012 4:20 pm
* Greatly improved the generation logic for both underground anachronism and journey to perfection missions so that monsters will tend to bunch up less in most cases as there are now more pillars and troughs and divides in these.
Jul 18, 2012 8:23 pm
|Should the generation-logic be applied to /indoor/ anachronism missions, too? In most all indoor anachronism missions that I take on, I usually see a conga line of 5-9 enemies running along one long, flat stretch of the very bottom of the room.|
Jul 19, 2012 8:50 am
* Interior journey to perfection and anachronism missions have now been updated to also be a bit more labyrinthine and difficult to traverse. For the former this makes it less easy for the player to just run and gun, and for the latter this makes it so that the monsters don't clump up so much as they otherwise were.
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
|Opponents:||No one explicitly opposes this issue yet.|
|Jul 9, 2012 3:08 am||Misery||New Issue|
|Jul 9, 2012 3:08 am||Misery||File Added: Screenshot_2012_07_09_02_56_48.png|
|Jul 9, 2012 6:42 am||Pyrrhic||Note Added: 0026567|
|Jul 10, 2012 4:03 pm||tigersfan||Internal Weight||=> Fix Before Major Release|
|Jul 10, 2012 4:03 pm||tigersfan||Assigned To||=> x4000|
|Jul 10, 2012 4:03 pm||tigersfan||Status||new => assigned|
|Jul 18, 2012 4:20 pm||x4000||Note Added: 0026894|
|Jul 18, 2012 4:20 pm||x4000||Status||assigned => resolved|
|Jul 18, 2012 4:20 pm||x4000||Fixed in Version||=> 1.201|
|Jul 18, 2012 4:20 pm||x4000||Resolution||open => fixed|
|Jul 18, 2012 8:23 pm||Pyrrhic||Note Added: 0026901|
|Jul 18, 2012 8:23 pm||Pyrrhic||Resolution||fixed => reopened|
|Jul 19, 2012 8:50 am||x4000||Note Added: 0026917|
|Aug 9, 2012 4:27 pm||Pyrrhic||Relationship added||related to 0009116|
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