View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010078 | Valley 2 | Gameplay - General Complaint | Dec 20, 2012 7:42 pm | Feb 10, 2013 10:11 am | |
Reporter | LayZboy | Assigned To | |||
Status | resolved | Resolution | fixed | ||
Summary | 0010078: Equipment is almost useless | ||||
Description | Most equipment in this game seem to be rather pointless at the moment because you loose them so damn fast even on the default settings it's hard to tell if you have anything there at all unless it has a negative effect. This just results in me ignore chests most of the time since I loose it in less than 5 minutes I would suggest either expanding on equips letting you keep them (but nerfing a few of them) forever to provide a bit more depth to your character and how you build it. You can still keep the negative side of things too, but have them on armour that gives another boost or something. Or just do away with equips since the state they are in now are crap unless you're lucky and get that one that gives you 4 health, stack-able double jump and Storm dash. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
parent of | 0010184 | considering | Remove Equipment Durability, lose only on death | |
Not all the children of this issue are yet resolved or closed. |
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One time Khadgar got a piece of gear that added 2 projectiles to all his spells. Too bad you can never keep gear for more than like, one minute, because that was awesome. Definitely needs a different system. Maybe allow you to use gear for a certain amount of adventures into tiles? Even saving them for later would be nice, too. |
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I had a piece that did that, but it stopped working the instant I went outdoors (I don't think it broke, I'd have noticed the message). The breaking of equipment based on hits would be nicer if I could actually see how many hits were left on it - but generally I just ignore the fact that equipment exists at all. I'm not sure why they chose this weird + system, but Arcen probably has a good reason for doing so, so I won't comment on it until further balance passes happen and beta is near completion. |
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Equipment being throwaway wouldn't be so bad if it weren't so rare to find as well. It definitely needs some changing around. My suggestion would be perhaps making it last a set amount of time rather than number of hits. But I think there's a number of potential solutions here. |
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Time-based seems the best idea in my opinion, maybe just like 5 minutes or so. Because tile-based would be annoying if people change their mind on what tile they want to use it in maybe? In the future, I would not mind it being another button to activate equipment you have, or in the menu. Like have an equipment menu where your last 2 picked up equips can be stockpiled there (Maybe even list poison pill in there as well to cut down on the menu). The negative ones might be able to take effect for a given time like 2 minutes and happen automatically like they do now. Just some brainstorming on the subject. |
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This is the weakest part of the game right now. Either eliminate equips, or make it last longer, maybe forever. You could sell some equipment for scrap or repair equipment. Or make durability based on hearts instead of hits. |
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I would defiantly like durability on Armour, so if you get hit too much you loose the effect but you should be able to repair it on the world map again (at the cost of some scrap which varies on price on how good equipment is) for use in another tile till you get murdered again. I dunno about tile-based systems but anything is better than the current system. |
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We're definitely planning to make it more common. As for more durable... I'm not sure yet. |
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It plays more like a Mario invincibility star than a Castlevania gear upgrade. One idea would be to make it take the plus rating times 5 or 10 hits, so a +5 would take 25 hits before breaking. That would at least make it last a few rooms. |
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Being able to see equipment and hits remaining in the main screen HUD UI somewhere would be good as well, and a way to see what the effect does as well - though that's not needed in the main HUD. |
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Actually, if you bring up the menu screen, the plus number on the item description decreases each time you get hit. |
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The recent changes I think have made equipment more useful and plentiful. |
Date Modified | Username | Field | Change |
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Dec 20, 2012 7:42 pm | LayZboy | New Issue | |
Dec 20, 2012 7:46 pm | Gemzo | Note Added: 0029212 | |
Dec 20, 2012 7:46 pm | Gemzo | Note Edited: 0029212 | |
Dec 20, 2012 7:58 pm | Nanashi | Note Added: 0029214 | |
Dec 20, 2012 8:29 pm | madcow | Note Added: 0029216 | |
Dec 20, 2012 8:52 pm | MouldyK | Note Added: 0029217 | |
Dec 21, 2012 1:19 am | GigaClon | Note Added: 0029221 | |
Dec 21, 2012 1:40 am | GigaClon | Note Edited: 0029221 | |
Dec 21, 2012 1:07 pm | LayZboy | Note Added: 0029231 | |
Dec 21, 2012 2:32 pm | tigersfan | Note Added: 0029235 | |
Dec 21, 2012 2:32 pm | tigersfan | Internal Weight | => Feature Suggestion |
Dec 21, 2012 2:32 pm | tigersfan | Status | new => considering |
Jan 10, 2013 1:21 pm | theqmann | Note Added: 0029717 | |
Jan 10, 2013 1:24 pm | madcow | Note Added: 0029718 | |
Jan 10, 2013 4:16 pm | theqmann | Note Added: 0029728 | |
Jan 10, 2013 6:01 pm | isil | Relationship added | child of 0010184 |
Jan 10, 2013 6:05 pm | isil | Relationship deleted | child of 0010184 |
Jan 10, 2013 6:05 pm | isil | Relationship added | parent of 0010184 |
Feb 8, 2013 11:24 pm | GigaClon | Note Added: 0030616 | |
Feb 10, 2013 10:11 am | tigersfan | Status | considering => resolved |
Feb 10, 2013 10:11 am | tigersfan | Resolution | open => fixed |