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IDProjectCategoryLast Update
0005981Valley 1Suggestion - Balancing IssuesFeb 17, 2012 3:29 pm
Reportertigersfan Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Fixed in Version0.579 
Summary0005981: Balance spawning of areas with meta-game components differently.
DescriptionI like having more surface dungeons per map region most of the time. But sometimes it causes a problem when meta game elements are too deep in.

For example, I just went to a region with a lieutenant. I used the dev scouting when I didn't see the Outpost in the first couple regions and discovered that the lieutenant is 22! chunks in. This is, IMO, way too far to walk if the goal is to take out the lieutenant. Would it be possible to have stuff like this spawn in the first 4 or 5 chunks?
TagsNo tags attached.
Internal WeightFor New Player Experience

Activities

Chris_McElligottPark

Feb 17, 2012 10:07 am

administrator   ~0019295

Why is that too far? There are warp points along the trek, and you don't even have to attempt the trek all in one go. There also aren't very many overlords or lieutenants, so you don't have to do this very commonly, either.

Perhaps we need some new sort of obstacles to make that sort of trek more interesting with these regions. Or, perhaps, like you say we should just be seeding them closer.

Hmm.

tigersfan

Feb 17, 2012 10:09 am

reporter   ~0019296

I guess you hit on the problem in your note, it's too far because there isn't that much to do to get there. Sure, you don't have to do it in one go, but, having to go back multiple times to heal or whatever isn't any more exciting than just walking for such a long trek.

martyn_van_buren

Feb 17, 2012 1:18 pm

reporter   ~0019305

Seconded. Outdoor regions need more obstacles. I think I've sort of suggested things like climbable cliffs and random microbosses.

zebramatt

Feb 17, 2012 3:09 pm

reporter   ~0019309

You could seed one chunk with a large 'lake' in the middle and a little cache of crates to help you cross it. :-)

No, seriously though. Part of the problem here is that outdoor chunks are too samey. The procedural landscaper isn't adventurous enough. In the intro mission - where the landscapes are man-made - there are interesting little nooks with secrets, optional side-paths with rewards, choices for fighting enemies or going the long way round, boss pits, up-and-down bits, all sorts. Those handful of chunks are more interesting than 90% of the rest of the outdoors.

I'm not suggesting you hand-tailor all the outdoors, my no. But surely there must be a way for the procedural generator to make things a bit more varied?

Chris_McElligottPark

Feb 17, 2012 3:11 pm

administrator   ~0019310

This is an excellent, excellent point.

tigersfan

Feb 17, 2012 3:17 pm

reporter   ~0019311

I completely agree with zebramatt. That said, I still think that 22 chunks in is a long way to walk. Certainly I think that doing what zebramatt said would help some, and having a couple outdoor bosses (which in the case in question, there were two) helps as well. But, for me, that might only sustain it for maybe 10-12 or so chunks.

I think about games like Balder's Gate where there was a good bit of walking around just for the sake of walking and it turned me off. I've never been able to finish that game.

I realize that someone only have to do this three (four if its the same for the overlord) times per continent, but I just don't see the point of making someone walk that far. It feels like grinding to me.

Chris_McElligottPark

Feb 17, 2012 3:25 pm

administrator   ~0019312

That's fair enough:

* Some dungeon node spawning rule changes for regions that haven't yet had their surface dungeon generated (or in new worlds):
** The evil outposts will now be located between 5-7 chunks into a region in almost all cases (rather than being 3 from the end, which could easily be 20+ chunks in.
** Similarly, overlord keeps are now located between 10-12 chunks into a region.
** If those locations aren't available for whatever reason (very unlikely), then it will choose completely randomly from the available regular surface nodes. So it's valid that you might see an overlord keep at distance 1 or distance 20 still, but incredibly unlikely.
** With these changes, the new larger regions become something that you can optionally explore if you feel inclined to do so, without actually being forced to do so.

tigersfan

Feb 17, 2012 3:28 pm

reporter   ~0019313

Awesome! That works for me, thanks!

martyn_van_buren

Feb 17, 2012 3:29 pm

reporter   ~0019314

That sounds good. Is there a chance of something happening with Zebramatt's point? I think the game is fun to play as is, but if I had a wish about it it would definitely be more interesting "normal" chunks. I'd be really excited to see something along those lines.

Issue History

Date Modified Username Field Change
Feb 17, 2012 10:00 am tigersfan New Issue
Feb 17, 2012 10:01 am tigersfan Status new => considering
Feb 17, 2012 10:07 am Chris_McElligottPark Note Added: 0019295
Feb 17, 2012 10:09 am tigersfan Note Added: 0019296
Feb 17, 2012 1:18 pm martyn_van_buren Note Added: 0019305
Feb 17, 2012 3:09 pm zebramatt Note Added: 0019309
Feb 17, 2012 3:11 pm Chris_McElligottPark Note Added: 0019310
Feb 17, 2012 3:17 pm tigersfan Note Added: 0019311
Feb 17, 2012 3:25 pm Chris_McElligottPark Note Added: 0019312
Feb 17, 2012 3:25 pm Chris_McElligottPark Status considering => resolved
Feb 17, 2012 3:25 pm Chris_McElligottPark Fixed in Version => 0.579
Feb 17, 2012 3:25 pm Chris_McElligottPark Resolution open => fixed
Feb 17, 2012 3:25 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Feb 17, 2012 3:28 pm tigersfan Note Added: 0019313
Feb 17, 2012 3:29 pm martyn_van_buren Note Added: 0019314