View Issue Details

IDProjectCategoryLast Update
0003954Valley 1Gameplay IdeaOct 24, 2011 10:31 pm
ReporterAdmiral Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.423 
Fixed in Version0.530 
Summary0003954: Make Maze/Giant Evil Rooms have something extra good in them
DescriptionAs it currently stands, unless I NEED to go through one of these to get to other parts of the dungeons, I just can't be bothered to explore them. (Especially if they have bats/through-wall-flying-creatures which gang up on me.)

Something unusually good needs to go in here to give me incentive to spend the 3+ minutes exploring them.
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0004290 closedChris_McElligottPark Maze layout tweaks. 
parent of 0004892 resolved Game needs more unique collectables 
has duplicate 0004200 closed Better Rewards for Exploring Maze Rooms 

Activities

tigersfan

Sep 25, 2011 6:27 am

reporter   ~0013519

Absolutely agreed.

Nenad

Sep 29, 2011 8:10 am

reporter   ~0014584

I'm always low on health potions. How about a half a dozen health potions? XD

Hyfrydle

Oct 2, 2011 6:13 am

reporter   ~0015262

All rooms seem to have one goodie so once that's found the incentive to explore further disappears. Loot should maybe be based on size of room.

Toll

Oct 2, 2011 6:25 am

reporter   ~0015264

It seems to me that maze rooms are generated as essentially many small rooms tied together by corridors, and not as one big chunk. I could very well be wrong though, but if it is generated as many rooms, perhaps give a chance that there is a loot in each of those rooms? The odds for each small room would probably have to be lower than it is for normal rooms, but it would mean that each of the smaller rooms could have a goodie in it, making mazes potential treasure troves.

martyn_van_buren

Oct 2, 2011 8:22 am

reporter   ~0015265

Something needs to be done; maybe move them to rare commodity towers or caverns or something? Unless I'm missing something, it seems like I get the exact same benefit for going through one of these that I do for walking up a staircase --- access to an internal room with shards/potions/possibly skill books --- so I just turn around and back out when I see one. If I might have to fight my way through a difficult maze instead of fighting a miniboss in a tower, that would motivate me to take them seriously.

coconutpete

Oct 2, 2011 11:20 am

reporter   ~0015280

The mazes should contain minibosses and more loot in my opinion.

wingsofdomain

Oct 2, 2011 12:57 pm

reporter   ~0015290

Or just remove them....

the problem is that each room seem to be limited with one "goodie" which makes large rooms (caves rooms aswell) pointless to explore. At least the ghost bats are gone.

martyn_van_buren

Oct 2, 2011 1:07 pm

reporter   ~0015292

Def shouldn't be removed --- they're cool layouts, and as it stands nobody has to go into them if they don't feel like it.

Jerebaldo1

Oct 3, 2011 4:45 pm

reporter   ~0015519

Yes, I agree there should be a loot algo that ties size of room to number or type of drops. Otherwise these rooms are just vestigial spaces less useful than the destroyed rooms. This is why I never explore ruins, and so they serve no purpose for me as of yet. Improving this issue would open up more of the world for us as viable spaces to explore. Thanks for all you do devs!

zebramatt

Oct 3, 2011 4:52 pm

reporter   ~0015520

This is just characteristic of early beta!

friedmutant

Oct 3, 2011 5:33 pm

reporter   ~0015522

Currently, I think maze rooms are absolutely pointless, just because the time investment vs. reward is pretty awful right now. I would guess around 5 minutes per maze to fully explore them, just for one loot stash. I've seen houses with half a dozen mazes or more.
I'm not against the mazes per se, thankfully the wonderful mapping system allows me to avoid them, which I do. But if everyone avoids them, then they are indeed pointless. I am sure the devs are aware of this and it's on a TODO list somewhere, as zebramatt has posted.
I think this issue with the mazes speaks to the potential pitfalls of procedural dungeons as a whole. Yes, vast and complicated dungeons can be generated, which is great, but there needs to be an incentive that scales properly with the player's time investment in exploring them.

jerith

Oct 3, 2011 5:41 pm

reporter   ~0015523

I think we've pretty much reached the limit of useful conversation on this ticket, and we're going around in circles agreeing that something must be done. Why don't we wait a bit and see what the lads at Arcen come up with when they get there? I have no doubt that it will awesome when it lands, and well worth the delay. Until then, let's stop complaining about it.

Chris_McElligottPark

Oct 24, 2011 10:31 pm

administrator   ~0017091

* Added in new "Experience Points Containers."
** These are the first major source of EXP beyond just killing bosses, and they essentially reward those who want to explore rather than fight.
** At the moment, at same-level chunk to the civ level, it takes just about 100 of these containers to get from one civ level to the next. At +10 levels it takes about 75 of them, and in between is a gradient between 100 and 75.
** At -10 levels it takes more than 10,000 of them to level up, so there's really no sense in farming low-level regions. Playing one region down will only make it take 125, and two regions down makes it take about 167 containers. And it goes up exponentially from there.

* Inside buildings is the only place to find Experience Point Containers at the moment.
** These seed far away from doors, switches, and other experience point containers. They are denser in maze-type rooms, and in fact a single large maze can contain dozens of them. Most interior rooms contain none at all, but when a hallway or similar has a dead end or other long passage that would otherwise be pointless, you'll find these there.
** Note that vents and the normal interior goodie drops don't impact where these containers can show up.
** Anyway, at long last this gives a suitable reward for the maze rooms; it's something we've been planning since before beta, but we'd just never gotten around to it yet.

Issue History

Date Modified Username Field Change
Sep 25, 2011 2:16 am Admiral New Issue
Sep 25, 2011 6:27 am tigersfan Internal Weight => Feature Suggestion
Sep 25, 2011 6:27 am tigersfan Note Added: 0013519
Sep 25, 2011 6:27 am tigersfan Status new => strongly considering
Sep 28, 2011 2:57 pm tigersfan Relationship added has duplicate 0004200
Sep 29, 2011 8:10 am Nenad Note Added: 0014584
Sep 30, 2011 4:45 am jerith Relationship added related to 0004290
Oct 2, 2011 6:13 am Hyfrydle Note Added: 0015262
Oct 2, 2011 6:25 am Toll Note Added: 0015264
Oct 2, 2011 8:22 am martyn_van_buren Note Added: 0015265
Oct 2, 2011 11:20 am coconutpete Note Added: 0015280
Oct 2, 2011 12:57 pm wingsofdomain Note Added: 0015290
Oct 2, 2011 1:07 pm martyn_van_buren Note Added: 0015292
Oct 3, 2011 4:45 pm Jerebaldo1 Note Added: 0015519
Oct 3, 2011 4:52 pm zebramatt Note Added: 0015520
Oct 3, 2011 5:33 pm friedmutant Note Added: 0015522
Oct 3, 2011 5:41 pm jerith Note Added: 0015523
Oct 17, 2011 6:43 am lisa107b Relationship added parent of 0004892
Oct 24, 2011 10:31 pm Chris_McElligottPark Note Added: 0017091
Oct 24, 2011 10:31 pm Chris_McElligottPark Status strongly considering => resolved
Oct 24, 2011 10:31 pm Chris_McElligottPark Fixed in Version => 0.530
Oct 24, 2011 10:31 pm Chris_McElligottPark Resolution open => fixed
Oct 24, 2011 10:31 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea