View Issue Details

IDProjectCategoryLast Update
0018121Starward RogueSuggestionJan 20, 2016 2:07 am
ReporterPepisolo Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.207 
Summary0018121: One niggling thing -- unlockables too straightforward?
DescriptionEven though the unlockable system seems fine -- although the name ability points seems a little misleading as I keep thinking it's going to be used to level up my own char abilities rather for buying gear. Is a Turbo Blaster an ability? Not really, it's a gun. Maybe a better name can be thought up? Gear Points(GP), Equipment Points(EP), Outfitting Points(OP!)...anyway, this is a digression.

The main point of this report is that currently, unlockables are all funneled into the same AP system, which is fine, but as Misery said in an email, what happens when you unlock everything? I know you could say that about any game, but with the current system there's not that much challenge behind the unlocks, you pretty much just have to keep playing without much thought and soon enough you'll unlock everything. So, with that in mind, how about making some of the unlocks more achievement/challenge based?

Here's an example one: If you manage to perfect any boss, you unlock that boss as a familiar, if you clear a floor without taking a hit you unlock something, if you clear a run in a specific time you unlock something etc. It's basically just giving steam style achievements an actual reward. This would greatly increase replayability. Yeah, you may have unlocked everything you can with AP, but have you perfected The Crystal Mother...better do another run then. A run dedicated to this task. This would change the way you play that run, as you would make different choices knowing the purpose of the run is to achieve that specific goal.

To sum up: don't funnel every unlock into the current AP system. Create some challenges that allow for some extra special unlocks. It'll add some fun little secrets to the game.
TagsNo tags attached.

Activities

Misery

Jan 7, 2016 3:05 pm

developer   ~0043998

My one concern with splitting unlocks: There would need to be enough items to make sure that both types have enough unlocks, or they'd be done quickly, particularly the AP one. I dont actually know how many items there are in the game, but yeah, that could be a bit of an issue.

Though, the question to me remains, what in the world will the AP be for after everything is unlocked?

Also, doing it with achievements, some achievements should NOT have unlocks associated with them. For example, there should not be one for defeating The Condemned (I think that's the name it'll have). If I have my way, hardly anyone's going to defeat that thing. Well, sorta the same with the Misery difficulty entirely, dont tie anything to that, I think. Probably wouldnt end well. Isaac made that mistake and it just angers everyone that wants those items gated behind The Lost. It's not fun for anyone.

Pepisolo

Jan 7, 2016 3:41 pm

developer   ~0043999

One extra thing I'm not sure about with regards to AP, maybe you know what's going on, but do you get more AP for doing hard runs than easy runs? Is there something preventing me from just whacking the difficulty down to very easy, unlocking everything and then putting the difficulty back up?

You have a good point about the purpose of AP after everything's unlocked. I guess that currently it just becomes pointless. The game as it currently stands is pretty much relying on its own inherent fun-factor to make people keep playing on after everything's unlocked.

A lite form of achievement unlock could be that if you do a certain task, you get a palette swapped version an item, gold probably. For example, clear a floor under a certain time and you get the Golden Turbo Blaster. I used to play a lot of Killing Floor, and their DLC was simply cosmetic skins, this would be something similar. I never got pissed off that I never had a golden shotgun, for example, because it was functionally identical. A golden version of an item seems like a just reward for achieving something, and it probably isn't going to have people crying about not being able to access it. Fairly light on resources to implement, I'd think, too.

Chris_McElligottPark

Jan 7, 2016 3:43 pm

administrator   ~0044000

After AP is unlocked, it is still a way to buy your first item in the starting room. You aren't unlocking it, but you ARE choosing something powerful as your starting gun or whatever. Or you save the AP for a future run to have more to unlock.

You didn't think I'd really overlook that, did you? ;)

I'm certainly open to having certain unlockables only happen when you beat certain really hard things, but I think that's out of scope for 1.0. I'd love to do it, but there's just no time. That seems like a longer-term goal.

That is, unless Dayton can come up with some ultra-powerful versions of certain weapons. In those cases we could do things like make those drop when you manage to beat a boss without taking any damage or whatever. Those would then appear for just that one run or something.

Pepisolo

Jan 7, 2016 4:16 pm

developer   ~0044001

Yeah, regarding the challenge unlocks that's probably more of a post 1.0 idea so that you could do it well. You'd probably want new items designed for each challenge, probably, like the aforementioned familiars based on bosses etc.

Chris_McElligottPark

Jan 7, 2016 4:49 pm

administrator   ~0044002

Yep.

Chris_McElligottPark

Jan 20, 2016 2:05 am

administrator   ~0044412

We sure got this one! :D

Issue History

Date Modified Username Field Change
Jan 7, 2016 2:48 pm Pepisolo New Issue
Jan 7, 2016 3:05 pm Misery Note Added: 0043998
Jan 7, 2016 3:41 pm Pepisolo Note Added: 0043999
Jan 7, 2016 3:43 pm Chris_McElligottPark Note Added: 0044000
Jan 7, 2016 4:16 pm Pepisolo Note Added: 0044001
Jan 7, 2016 4:49 pm Chris_McElligottPark Note Added: 0044002
Jan 20, 2016 2:05 am Chris_McElligottPark Note Added: 0044412
Jan 20, 2016 2:05 am Chris_McElligottPark Status new => resolved
Jan 20, 2016 2:05 am Chris_McElligottPark Resolution open => fixed
Jan 20, 2016 2:05 am Chris_McElligottPark Assigned To => Chris_McElligottPark