This idea was planned for the hybrid with finding hybrid eggs, but they changed IT because...who knows, I don't know if they would consider it for something else. But then there's the question of the fire behemoth, it's a dlc, people pay money for IT, they wouldn't like if they would even have to fight bosses for the content they paid for. And the cooldown is there ro prevent players from rerolling for better stats/genders, so removing IT completely would defeat the purpose.
I actualy like this idea, but then no behemoth should be sold As. DLC ever, because if IT worked like the free ones then people would be angry, and if IT was an exception, that would make the DLC behemoth even more broken Than IT is now
#Behemoth Cooldowns and How to fix it.
13 messages · Page 1 of 1 (latest)
DLC is pay to win. Literally every DLC dragon (aside from the bio) is advantageous over other normal dragons. Behemoths are slow yes, but by their sheer power it's ridiculous how I can just buy my way into having the most powerful creatures in this game. That's toxic and discourages me from wanting to play PVP period.
We both agree on that, but it's a fact that the fire behemoth is a DLC and I highly doubt they would change that judging by how they already sell IT when it's not even close to being implemented, so the suggestion needs to count in the fact that IT is happening unfortunately
Like already said the cooldown is to prevent people from repeatedly spawning in and dying to get the rare gender. So the cooldown is a necessary evil to prevent abuse.
Wouldn't mind having these stone things or a similar mechanic to skip the cooldown though, that'd be a neat way to reduce cooldown as long as it's hard to get and not possible to camp stones within a clan. Cuz then a clan would could just get everyone a bunch of stones and still spawm their way to the rare gender. But one per player seems feasible if getting a new one is difficult enough.
Sidenote, Ice behemoth isn't DLC (it's a kickstarter threshold dragon) and fire behemoth is a DLC, though it definitely won't just let you "buy my way into having the most powerful creatures in this game". It's going to be practically impossible to grow a behemoth without the help of a clan backing you, so it's.. actually much more likely that people buy the DLC thinking they're getting a super strong dragon but turns out they bought something they can't use unless they get a bunch of people to help them :D
(which is.. still not great, though I also understand the dilemma since making the most powerful dragon in the game a starter dragon doesn't make any sense either. It's awkward either way really)
Thats why I said through dangerous area or through fighting bosses, maybe something you HAVE to solo to reduce the chances of easy victories for that stone.
Is there going to be a limit how many behemoths a clan can have? If not, Mega clans gonna have a field day by bringing more imbalance to the game
I will also note that, at the time of this writing, Behemoths are most likely literal years away from being implemented.
Any mechanical suggestions made right now may be made entirely invalid in the interim phase before there's even a -chance- to see them come out by changes to the game.
As you yourself noted in the starting post too, I'll mention that. 😁
Secondly, as you yourself also note, this is supposed to be a survival game. A mechanism as you originally suggest would take away from the actual survival concept further that you already mention being somewhat scarce to begin with. So effectively, by your own statement, your idea would be to the detriment of the core idea of the game.
To Kandy specifically, I do not yet know if there's going to be a "coded" limit, but Behemoths are supposed to be so ungodly hungry that it requires multiple people to support their bellies at -least- during growth. That was the restricting method I recall being mentioned in the past.
@fading reef: Yeah, theoretically. But then if they stay as hungry during adulthood, you bring out more than two of these and you will -have- to wipe another clan to not have at least one starve to death afterwards.
Just grow them one after another then don't login until there's a battle, there...food issue solved and you have an army of behemoths
I said it was a survival MMORPG. What's an MMORPG? A game with quests, boss fights, PVE content that can be SOLO'd or done with friends. Literally everything this game isn't. A good example of a survival MMORPG? Sea of Thieves, 7 days to die, World of Warcraft...before you say "well those are AAA titles" 7 days to die isn't. It took 12 years of developement to get to a 1.0 release and even in their early alpha stages, they still had quests and things to do. To get back to Behemoths, Behemoths are things you can just buy and spawn as. No quests, No really hard fights to complete, no finding lost items, just "i paid 10 bucks for this and have a clan to protect me so i can grow." There's no rewarding payoff in getting a behemoth and that's my issue. You just have one. Anyone can just buy their way to a powerful dragon and that's boring and cheap. Don't dare advertise your game as an MMORPG if the elements of one are NON EXISTANT. As a game designer myself, it irks me deeply that the pipeline for this game ignores what makes games fun and worth my time playing. These cooldowns are cheap and, wait for it, LAZY AND EXPLOITATIVE. Having something you have to work for to be able to respawn as a behemoth would be better than sitting on your bum waiting for a cooldown. I mean, we have enough time locked BS already. Eldering, Nesting, growing a dragon. People want better things to do that sitting around waiting. I thought this was an interactive experience, not a waiting simulator? Even in Sea of Thieves, when you have to cross the ocean to get to another island and you have a transitional time, the devs gave you things to entertain yourselves with instead of sitting there and waiting. You could fish, roll dice, play instruments, fight enemies that crosses your path...this game has none of that and adding another cooldown to this cooldown sim of a game is gonna make players leave. You don't want that.
I'm saying all this and being harsh because I love this game and I can see it's potential. I don't want this game to fail. These systems are not how you make a fun game. If I wanted to wait to do literally anything fun, I'd play clash of clans. If I wanted to pay DLC to play certain classes, I'd play Dungeons and Dragons Online. As a dev team, you want people to play this game because its fun and interesting and worth my time over other games. Cooldowns are not the way to go about it, it's all im saying.
I agree that it would be nice to have more interesting mechanics that feel more rewarding than cooldowns, although at some point that's just an issue of the overall lack of content in the game. like it's not a problem to have cooldowns in and of itself, and like you say it's fine in games where there is other stuff to do while waiting, so the problem is really just the fact that currently there isn't much to do and nothing in the game feels particularly rewarding right now. and they do have plans to add more content related stuff in general so they are aware of it, although seems like content stuff is relatively low priority for them in general and game is just more focused on social aspect / pvp for now
That's another issue. Too much focus on PVP. I get that the hitboxes are broken because UE5 had the issue about T-posing the hitbox instead of the animation frame and balancing the current dragons, but to be honest, the team is focusing on things we have and not focusing on things we don't have. What do we not have? literally any interesting PVE elements, quests (which should have been at least started) or any activities to do around the map. I would rather more AI than more dragons if i'm perfectly honest, because it gives me things to do on my own. I don't have to rely on other people to make the game enjoyable. Even the roadmap seems unpromising because the AI is so spaced out and random. Nothing seems fleshed out. There's not even any planned AI for the Lava lands. Lack of attention to detail seems to be a running theme in this game and that's why I believe time-locked/cooldowns are so lazy and lack-luster. It's so...mobile game. Having a cooldown on behemoths seems like something a mobile game would do and they have! I know big boss fights are eons away on the roadmap but that's the fault of the dev's priorities. They're working too much on dragons right now, we have enough. If they slowed down and realized "Man, this game has nothing to do in it right now, how do we fix that and make time spent in this game enjoybale and interesting?" I can garuantee less people would be so heated about this game and it's development. Every video I see about the lack of content and the waiting around. So why are the devs adding more ways to wait around? Makes no sense. And to respond to you Cerioth, it's on the dev pipeline on steam. Just scroll down.
Where is it advertised as an MMO? Am I missing something? I wouldn't pay attention to steam tags since other people can add those, not dev dependent