#Infinite content glitch

1 messages · Page 1 of 1 (latest)

hollow cipher
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Just an idea.. a tool where people can create dungeons for themselves, have a catalogue of mobs that we can drag and drop in places on existing maps. Then create custom games to run it.

Example:
Age of mythology used to have an extensive design tool to create maps.

Never seen this done in any other game. Still chasing the nostalgia high!

still crow
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Ooh, custom maps lobby for dungeon game. Now there is an idea. Add some support for custom scripting and ... oh boy. Battle of thermopylae scenario in Fellowship :-D Huge spartan mommymilkers helena. Cant go wrong with that.

primal bolt
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I'm not sure if the example of RTS games is quite applicable (many RTS games have editors, but few RPGs do, at least outside of modding), but custom dungeons might be fun.

The only direct issue is that they can't offer loot, otherwise people will optimise the fun out of the game and create dungeons that are the most rewarding per time spent within whatever minimum rules are set, ideally with easy pulls as well, which will only make the game boring.

If dungeons can be created purely as challenges to be shared and progressed at rising difficulties, that could be interesting.

However, as good as this sounds on paper, Fellowship is ultimately a mandatory multiplayer game (well, except for the mode they're adding next pre-season, but that's not the core gameplay). As such, I'm concerned about any possible split in the playerbase.

I believe that shelving this idea for future use when the numbers are greater would be more appropriate. More diverse game modes could certainly enhance the long term viability of the game, and ever new challenge dungeons could serve as content lasting long beyond the point when most people have reached their realistic peak for a season.

But for the time being I think they should focus on core game modes and making sure that most queues (even if perhaps not the highest eternal ones) are reasonably short.

covert folio
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Always a fan of at least trying this sort of thing. There's a long history of examples where games that allow players the ability to create and share experiences like this survive much longer.

short halo
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I don't think it's a bad idea, in fact it could be awesome actually. Overwatch comes to mind here; they added an incredible and pretty complex editor/creator tool where users can pretty much make their own game modes and it was received very well by the community, with tons of user submitted modes that were very creative and fun.

But probably not for now tho. That does seem like quite a bit of work to implement properly and I think it's something so "big" and "game changer" that it should be saved for another moment.

I personally think the main focus right now should be to get more heroes and more dungeons out for before 1.0, as well as refine some UI elements and keep balancing the general gameplay (from hero balance to reward systems) to hopefully make the game more engaging to more players in the long term with it's core gameloop. And once the game has that, then I would not mind them investing some more into marketing to attract more players.

For me the most important thing in a game like this is to be able to play it; and for that it needs a healthy player base. You can see the steam reviews, the only really negative thing about this game is the incredible long queue time; which is specially punishing for new players that are not already in eternal. So we need more players or another Q system that does not split the playerbase into 6 different "modes" (QP + 4 leagues + eternal).