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IDProjectCategoryLast Update
0004290Valley 1SuggestionOct 24, 2011 10:33 pm
Reporterjerith Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Product Version0.505 
Fixed in Version0.530 
Summary0004290: Maze layout tweaks.
DescriptionI think maze rooms would be a lot less painful to explore if there were more loops in them. Currently, they tend to have something of a star topology, which means tedious backtracking to get back to a branch point to explore the next part. If there were more connections between disparate parts of the maze, I could spend more of my time covering new ground instead of retracing my steps.
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0003954 resolvedChris_McElligottPark Make Maze/Giant Evil Rooms have something extra good in them 
related to 0004949 resolvedChris_McElligottPark Rooms in general need more loops 

Activities

zebramatt

Sep 29, 2011 10:52 am

reporter   ~0014642

I think they'd be fine as-is if you just had more incentive to go to the points, as I'm sure will come over the lifetime of beta.

jerith

Sep 29, 2011 10:55 am

reporter   ~0014645

That would provide more incentive to explore the whole room, but doesn't reduce the amount of backtracking required to actually do it.

Chris_McElligottPark

Oct 24, 2011 10:33 pm

administrator   ~0017093

I think this is now a non-issue because of:

1. Greater Teleport.

2. Storm Dash/Rush

3. The MUCH lowered frequency of the really large maze rooms.

4. The following:

* Added in new "Experience Points Containers."
** These are the first major source of EXP beyond just killing bosses, and they essentially reward those who want to explore rather than fight.
** At the moment, at same-level chunk to the civ level, it takes just about 100 of these containers to get from one civ level to the next. At +10 levels it takes about 75 of them, and in between is a gradient between 100 and 75.
** At -10 levels it takes more than 10,000 of them to level up, so there's really no sense in farming low-level regions. Playing one region down will only make it take 125, and two regions down makes it take about 167 containers. And it goes up exponentially from there.

* Inside buildings is the only place to find Experience Point Containers at the moment.
** These seed far away from doors, switches, and other experience point containers. They are denser in maze-type rooms, and in fact a single large maze can contain dozens of them. Most interior rooms contain none at all, but when a hallway or similar has a dead end or other long passage that would otherwise be pointless, you'll find these there.
** Note that vents and the normal interior goodie drops don't impact where these containers can show up.
** Anyway, at long last this gives a suitable reward for the maze rooms; it's something we've been planning since before beta, but we'd just never gotten around to it yet.

Issue History

Date Modified Username Field Change
Sep 29, 2011 10:00 am jerith New Issue
Sep 29, 2011 10:27 am tigersfan Internal Weight => Feature Suggestion
Sep 29, 2011 10:27 am tigersfan Status new => strongly considering
Sep 29, 2011 10:52 am zebramatt Note Added: 0014642
Sep 29, 2011 10:55 am jerith Note Added: 0014645
Sep 30, 2011 4:45 am jerith Relationship added related to 0003954
Oct 21, 2011 8:50 am TechSY730 Relationship added related to 0004949
Oct 24, 2011 10:33 pm Chris_McElligottPark Note Added: 0017093
Oct 24, 2011 10:33 pm Chris_McElligottPark Status strongly considering => closed
Oct 24, 2011 10:33 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 24, 2011 10:33 pm Chris_McElligottPark Resolution open => no change required
Oct 24, 2011 10:33 pm Chris_McElligottPark Fixed in Version => 0.530
Apr 14, 2014 9:28 am Chris_McElligottPark Category Suggestion - General Idea => Suggestion - General
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - General => Suggestion