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IDProjectCategoryLast Update
0004511Valley 1Gameplay IdeaOct 2, 2011 6:50 pm
Reporterjerith Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version0.511 
Summary0004511: Time limit on invincibility.
DescriptionThe invincibility you get when entering a room is handy, but it allows you to (for example) stand in the middle of a boss room, surrounded by monsters, and wait for the perfect moment to act.

I'm sure I'll regret suggesting this, but what about putting a time limit on the invincibility? You get 5 seconds or so, which is enough time to look around, panic and get the hell out if you need to, but not so long that you can wait for the boss to be exactly where you want him before opening fire.
TagsNo tags attached.
Internal WeightNew

Activities

Toll

Oct 2, 2011 3:49 pm

reporter   ~0015321

I liken it to standing unnoticed in the shadows of the doorway peeking in, waiting for your time to either fight or flee. As such, I don't really agree with that sentiment. Besides, all you'd need to do is enter the room, wait for the five seconds, duck out, wait for ten seconds, enter the room, rinse and repeat until you have the results you want.

keith.lamothe

Oct 2, 2011 3:50 pm

administrator   ~0015323

The invincibility mechanic predates the pause button. So its role has changed somewhat.

jerith

Oct 2, 2011 3:57 pm

reporter   ~0015327

Toll: The problem with that approach is that you're no longer in the previous room, which is full of the other monsters that were chasing you. (Okay, there aren't many places where you have overmonsterification on both sides of a door, but still.) Besides, the behaviour you're suggesting is tedious for the player and therefore disincentivised naturally.

Actually, I think the current invincibility behaviour lets you wait the ten seconds while you're invincible on the far side before coming back. Or does that timer only start when it drops?

Baleyg

Oct 2, 2011 4:59 pm

reporter   ~0015333

I think the primary benefit of the invincibility mechanic will be to prevent lag deaths when changing rooms in multiplayer. Putting a time limit on that mitigates that effect. Admittedly, connections are better than they used to be so that may not be a concern.

jerith

Oct 2, 2011 5:31 pm

reporter   ~0015336

Good point. I hadn't thought of that.

Chris_McElligottPark

Oct 2, 2011 6:50 pm

administrator   ~0015340

I really don't think that is needed -- Zelda 1, for instance, gave you the same power in every room. Given the randomized nature of this game to begin with, I think that affording players the perfect moment to start acting is the least we can do.

Issue History

Date Modified Username Field Change
Oct 2, 2011 3:40 pm jerith New Issue
Oct 2, 2011 3:49 pm Toll Note Added: 0015321
Oct 2, 2011 3:50 pm keith.lamothe Note Added: 0015323
Oct 2, 2011 3:57 pm jerith Note Added: 0015327
Oct 2, 2011 4:59 pm Baleyg Note Added: 0015333
Oct 2, 2011 5:31 pm jerith Note Added: 0015336
Oct 2, 2011 6:50 pm Chris_McElligottPark Internal Weight => New
Oct 2, 2011 6:50 pm Chris_McElligottPark Note Added: 0015340
Oct 2, 2011 6:50 pm Chris_McElligottPark Status new => closed
Oct 2, 2011 6:50 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 2, 2011 6:50 pm Chris_McElligottPark Resolution open => won't fix
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea