View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010185 | Valley 2 | Suggestion - Loot/Item ideas | Dec 29, 2012 12:16 am | Jan 2, 2013 11:54 am | |
Reporter | isil | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0010185: Usable Item Slot/Items | ||||
Description | Add items that you can find, whether it be in chests or otherwise. I know it's a tall order, but I'd like to see them personally and it would add some worth to scouring purified areas you have not yet visited. Include some sort of item slot where these limited time use items can be seen and used in the UI. Perhaps allow only two to be carried at a time? | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Without other things to do in the game, I don't see much value in having items. If combined with the ideas from eRe4s3r's "more platform level content" post from the forums, I could see this working: http://www.arcengames.com/forums/index.php/topic,12232.msg132981.html#msg132981 The "inventory slots" could be "adventure mode specific items". Having the item in the inventory slot would allow the player to interact with the world in some way, possibly consuming the item (like a key to a door/etc). |
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I was thinking something like... and this is just a random idea off of the top of the head. A teleportation device that you can deploy anywhere in a chunk, and can activate again to teleport back to after it has been deployed to return to that spot. The item would then be consumed entirely. Maybe a health pack of some sort, with the amount healed scaling down with an increase in combat difficulty (and making them not appear at all in later difficulties). I like idea of adventure mode specific items. I think of the shovel from Castle Crashers almost immediately. |
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There's a limited number of buttons available for binding on XInput-compatible controllers... anything that requires additional bindings should be carefully considered. How would this improve the gameplay more than other features? How does it justify the use of one or more buttons on the controller, beyond being a neat mechanic? Being specific is useful here, since the mechanic(s) you're arguing for aren't in the game at the moment. |
Date Modified | Username | Field | Change |
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Dec 29, 2012 12:16 am | isil | New Issue | |
Dec 29, 2012 12:56 am | zaaq | Note Added: 0029350 | |
Dec 29, 2012 12:56 am | zaaq | Note Edited: 0029350 | |
Dec 29, 2012 1:00 am | isil | Note Added: 0029351 | |
Dec 29, 2012 1:24 am | zaaq | Note Added: 0029357 | |
Dec 29, 2012 1:26 am | zaaq | Note Edited: 0029357 | |
Jan 2, 2013 11:54 am | tigersfan | Internal Weight | => Feature Suggestion |
Jan 2, 2013 11:54 am | tigersfan | Status | new => considering |