3089 is a futuristic, procedurally generated, open-world action role-playing game. All terrain, enemies, weapons, items, quests & more are uniquely generated. You are a promising robotic android design, made by the Overlord, placed on planet Xax. Your performance in common combat, support & intel scenarios is being closely watched. However, will you become too much for them to handle? What else on planet Xax exists that the Overlord doesn’t know about?
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Still more sugestions :) | Locked | |
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Nov 23 2013 Anchor | ||
1: Really really really need to take part's rarity into account when crafting. 2: Conquer-able Towers, Structures, & Cities. Kill off the inhabitants and move in your fellow Reds, or something along those lines 3: Parts are dropped on death, rather then destroyed. 4: Item weight needs to be balanced a better, particularly with the carry capacity of Grappling hooks etc. 5: Skills gained by killing other robots not just by questing. 6: Mobs drop money rather then only dropping parts. That is all I can think of at the moment. |
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Nov 24 2013 Anchor | ||
Thank you for the feedback! 1) This is the reason why I limit crafting by level. If you could keep using low level, rare parts, the incentive to find new parts would be significantly decreased. Imagine holding onto a 100% rare rifle magazine, something you could do throughout the whole game if the level limitation was lifted. You have to decide, do I stick with a level 8 or 9 weapon so I can continue to use this part, or do I move on to a higher level gun? 2) You can go into those big buildings with spiked roofs and kill the leader at the top, which will cause a "Tower Triumph" and get you skill poitns. 3) Loss of parts on death is the primary penalty of death -- it is the reason you should fear and avoid death as much as possible. If this penalty was removed, you wouldn't fear death, and the need to avoid it would be significantly reduced. I want my game to remain challenging & with consequences. 4) What level items are you holding, and what level grappling hook are you trying to use? You can get higher level hooks and hoverboards to carry more stuff. 5) Doing quests are a central part of the game... however, I do provide another way to get skill points, as described in point #2 6) I don't really want to mitigate the weight issue -- I want players to have to decide between carrying lots of loot, moving quickly, or spending more points in Agility. There are other options available, like building a teleporter next to a storage bin or station so you can teleport back (at a small cost) and sell stuff. |
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Nov 24 2013 Anchor | ||
1: No what it does is smooths out the transition from level to level my lv8 84% rare rifle body part is about = 10 points better then my 40% rarity lv13 rifle body part. This might help. 2: Yeah I know that, I get quite a bit of points from them . 3: Fair enough. 4 & 6: Most of my items are 13+/- and my hook is around 16 5: Hmmm... nope... not for me; Exploration is the main point of the game for me. A developer should endeavor to try to remove as much frustration as possible form their game, If you have not looked at this these are the rest of my suggestions. |
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Nov 25 2013 Anchor | ||
Quite thorough rebuttal, thank you for that! There is a fine line between frustration & challenge... removing things that are frustrating for some players will remove the challenge for many others. It is a tough balance, so I plan on making small, incremental changes over time to see how things play out. |
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Nov 25 2013 Anchor | ||
I am nothing if not thorough. I am very aware of that. Also, there is another factor to take into account, and that is satisfaction, which is in many respects more important then challenge. The trick is to smooth over those spikes of frustrations into a nice wave of challenge and satisfaction. With each valley of satisfaction giving If you would like, I am happy to lend you my help. |
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Nov 25 2013 Anchor | ||
Ahh yes, I did respond now to that other post. Lots of stuff on my plate, so I do get to reading all this stuff, I just don't always have time to respond in full. I'd rather it be easier to find the parts to complete an item than to have parts fit a wider range of items. I'm worried rare parts would be overpowering and unbalanced if not only they had great stats, but also could fit a wide range of leveled items. Stores are suppose to stock parts similar to the ones you have to help complete items -- maybe I can expand on this. |
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Nov 25 2013 Anchor | ||
Hey no worries, Well the game is still in alpha so I would not worry too much about unbalancing things, because you can always alter things to balance it again. Also I have only found like 1 or 2 highly rare pasts that are worth keeping over to a higher level, so I would not worry too much about it. Further I am not sure it will unbalance the game, because right now I am starting to see parts that have a much lower rarity and are about 4 levels higher that are about equivalent to or better then the lower level part I was talking about. A level 8 part with a rarity of 84% is about equal to a level 13 part with a rarity of around 20% which is about spot on for that chart I have. And always remember you can fix and change things more or less at will, because you are still in alpha. But one thing I would very very make sure you do is let your players know before you make large changes, |
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Nov 29 2013 Anchor | ||
I really have to agree that the chance of having your stuff get clobbered upon death is way to infuriating. Death in this game is already infuriating because usually you die in the most cheap way ever (Pretty every one of my deaths involved like 20 airplanes circling around my head obliterating me while I cant aim high enough to get a good shot while they move faster than the speed of light itself). The best example I can think of where death wasn't all that expensive was system shock 2. Every time you die you would just respawn in a nearby reconstruction chamber at a nominal fare of just 5 nanites ( Which is like a dollar, death costs next to nothing) but the game is still bloody terrifying and even then that alone is enough to motivate you NOT to die. |
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Nov 30 2013 Anchor | ||
On the whole, I find some people underestimate how much death, just as virtue of being death, is quite frustrating. The mix of embarassment, agitation, and inconvenience of it is enough to make plenty of people avoid it. In this game, it is topped off by the potential to lose missions, for example, which is quite a reason to not die. Losing parts? Yeah, for me and no doubt alot of people, it is rage quit fuel. Literally, most times I have ended the game not on it having run its playthrough, but because I just didn't want to continue getting annoyed by losing valuable parts who can only randomly be replaced in terms of specific value to me. For example, I was using a launcher with a very lucky part I found, one with alot of homing and explosion. The combo was a sorely needed buffer against how dangerous the enemy bots' own weapons seem to make them. Sure enough, I die at some point, and the exact piece lost... is the one that gave homing. That was not a common pick of the crowd. I have no clue when I can get that back. So long as there is not some sense of "well, I can at least recoup from that and get something similar back", then part lose is more than just a consequence: it is a very severe hindrance. Like Pesto said, and trust me, Minecraft's drop on death is very much an extremely effective buffer against death. You still are going to try your darnedest not to die because of all the variables involved in getting those parts back. But at least in the back of your head you know you can replace them, either by picking them up or making a new item. In this game, however, that part may not be replaceable until well after the dust has cleared from its loss. Just some food for thought. Also... yeah, I can agree with the combination of weight and mob drops creating a sort of odd issue. Weight feels... off. Like, part of it really is not having much of a comfortable "feel" for how much agility is appropriate for what level. Not going to lie, this was one of the few "failure creates growth" skills in 3079 that maid alot of sense and was quite nice to have, as eventually it would even itself out. Now, like Pesto said, it is unclear really when one should move from one level to the next, how many quests are needed to be there on par with the challenge, and how much weight to be able to carry. It gets somewhat topped off with how suddenly the levels can change, with what feels like only a few steps getting you a good 2 levels higher in mobs and gear. Something between either what mobs drop (money so that you are not weighed down by your future currency) or evening the weight transition would help here. Also, that tower triumph you talked about, does it require a certain level to find these leader bots? Because I have raided them a couple of times, and found no such enemy at the top. Was definitely wondering what these were about because of that... |
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Dec 2 2013 Anchor | ||
You need to have defeated at least one red X boss to unlock tower bosses, however other players have also reported not having the tower bosses spawn. It may be related to the size of the "penthouse" room and the height of the tower boss, making the boss spawn inside the ceiling or in some other odd place. |
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Dec 2 2013 Anchor | ||
Another issue is that meteor showers may kill the tower boss before a player can get to the top. I've failed at least two towers because of that. |
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Dec 3 2013 Anchor | ||
Hrm... that is a bug if Tower leaders are not always spawning at the top. You shouldn't have to defeat at least one red X boss for them to spawn... also, the leaders should be protected inside the Tower from meteors (but I suppose it is possible for a meteor to hit a nearby window, if the leader is right next to it?)... did you see the leaders die from a meteor hit, or did you assume that is what killed them? |
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Dec 3 2013 Anchor | ||
It's an assumption. I've had numerous instances where I was killed by meteorites when standing next to windows. Same with friendly and hostile mobs.Didn't matter if the window was on the ground floor or was on the fourth floor, being close to a window is risking death. It'd be easy enough to see if it actually happens, though. |
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Feb 5 2014 Anchor | ||
The weight issue becomes a problem when killing high level enemies is more satisfying than completing normal level quests. If I kill an enemy, that area is safer until I leave and I get an instant reward (an item). This item is tangible, I can see it and use it. If I complete a quest, that quest gets replaced by equally rewarding and randomly challenging quests. As far as I know there is no reward for completing all quests on a given questbox. The reward for the quest is skill points, which are intangible. I can see the stats on my screen but won't notice them the way I will an item. Three things need to happen: Quest lines of multiple quests of increasing rewards and difficulty, quests that end at quest boxes, and a better explained skill screen (how much damage does a point of defense reduce on average? Does stamina = hp or is there a formula? How much Computer skill do I need to not break level 5 CPUs? What's the @#$$@% point of increasing energy if my weapons take a % of energy anyway???) |
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