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IDProjectCategoryLast Update
0007738Valley 1Gameplay IdeaMay 23, 2012 3:19 pm
ReporterBluddy Assigned To 
Status consideringResolutionopen 
Product Version1.017 
Summary0007738: Randomness modification to tier ups
DescriptionMany people (myself included) would like to keep some areas where you get a feeling of being strong when you get a new spell. I think this wouldn't be too hard to pull off.

You could do this by granularity of tile types, time shards, or tiles. Instead of the entire continent going up a tier at tier up, you'd have a 50% chance (or more) of a tile/time shard/tile type going up to the next tile. This means that at tier 2, you'd still have quite a few tiles at tier 1, giving you an empowering feeling. Remember that you still have the random elites being seeded, so everything is getting more difficult in that way. Bt tier 5, you'd have 50% tier 5 tiles and the rest would be a mix of tier 4, 3 and 2.

This also introduces really cool random variation, making some tiles more attractive than others. Perhaps it would convince you to try out a spell you don't normally take. Perhaps you'd even take a risk in the wind for a low tier tile. It's especially worthwhile to risk it because you don't know which tiles will transform in the next tier up -- the tile that looks appealing now might soon turn to the highest tier level.
TagsNo tags attached.
Internal WeightFeature Suggestion

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BenMiff

May 11, 2012 11:28 am

reporter   ~0024046

...interesting idea in theory, but I can see it leading to people steadfastly ignoring higher tier areas unless there's something they really, really want in there. There would need to be some incentive to going to higher tier areas, and that incentive would need to be made clear. (A few extra conciousness shards from higher tier enemies really won't cover it - missions in higher tier areas would need to offer the higher tier rewards, and stashes would need to be better, etc.)

Additionally, why only make it so tiles can be easier than normal, and why make it so that it still only triggers off the 200 CP thresholds? I'd suggest that for every 40 CP, each tile gets a 36% chance to increase in tier (which leaves about a 10% chance of a tile not increasing in tier across the 200 CP) while it is below the tier normally given by the CP level currently. Once the tile is at the "correct" tier, it still gets a 3% chance to increase tier by 1 per 40 CP (giving about a 15% chance total across 200 CP to increase tier). Tiles at 1 tier above normal have no chance to go up in tier, and tiles at 2 tiers below normal always go up on the 200th CP.

Bluddy

May 11, 2012 1:11 pm

reporter   ~0024058

Regardless of your idea (which is interesting), this is why I lean towards making tile types go up in tier rather than individual tiles.

This means that if you want a specific component, you have to deal with higher tier stuff. But the point is exactly that you're giving people a random incentive to try specific random spells -- perhaps ones they wouldn't normally try. And if they really want something, they have to deal with a random tougher challenge.

Issue History

Date Modified Username Field Change
May 11, 2012 11:00 am Bluddy New Issue
May 11, 2012 11:28 am BenMiff Note Added: 0024046
May 11, 2012 1:11 pm Bluddy Note Added: 0024058
May 23, 2012 3:19 pm tigersfan Internal Weight => Feature Suggestion
May 23, 2012 3:19 pm tigersfan Status new => considering
Apr 14, 2014 9:30 am Chris_McElligottPark Category Suggestion - Gameplay => Gameplay Idea