View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0018789 | Starward Rogue | Gameplay Issue | Mar 31, 2016 12:00 am | Jul 5, 2016 12:38 pm | |
Reporter | Pepisolo | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 1.018 | ||||
Summary | 0018789: Revealed mysterious circuits.....annoying? | ||||
Description | As I currently understand it, mysterious circuits are not always mysterious. I believe that there is a random chance for them to appear revealed. Because there are negative effect circuits, this produces moments where the player is being presented with seemingly "troll-y" items. I think it would work better if all mysterious circuits were unidentified at the start of the game rather than some being hidden and some not. This would prevent that troll-y-ness and make things more consistent. Any thoughts guys? | ||||
Tags | No tags attached. | ||||
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This one was my idea. The concept was that if not every one of them was mysterious, first of all the player might get an unexpected guaranteed benefit from one (and those can be pretty strong), but from negative ones, they could spot that a specific negative one had appeared and that specific negative one would always be revealed if it appeared any further. So they could look at it and think "Okay, the credit-stealing one showed up here, so I don't have to worry about that one when I use an unrevealed circuit". That was the original concept anyway, when these were going to be a bit more important to the gameplay. I think it was set really early on. |
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I like the mechanism. The best outcome for the player is when the negative ones are revealed, then they know which ones to avoid, so all the ones they pick up are the "good" ones. However, since the circuits are rare, this seems awkward. We just need to add more circuit pickup options. Like adding them all to the consumable shop. |
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New secret changes to consumables should make this better. Revisit after next patch. |