#Overworld dimensional stability

1 messages · Page 1 of 1 (latest)

tidal hearth
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Just heard AMA with Grant, and got an Idea to minimise player grief.

Grant was talking about an indicator to show progress, and at a certain level the map would start to shrink.

That indicator should indicate zero at the time of shrinking. That way all players will feel they got the full loot, but some players can squeeze out extra (go into negative territory for example).

This simple implementation would largely mitigate casual players feeling they left money on the table.

DISCLAIMER:
Just an Idea - not something the team NEEDS to implement and doesn’t HAVE to slow down development towards open beta. The team might have thought about it already. Etc etc etc…

wispy locust
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This is basically doing the same exact thing but in a way that makes people think they are getting more than what they actually are. I don’t hate it but I do find it unnecessary. It’s possible that’s only because I don’t hate the dimensional instability to begin with.

tidal hearth
wispy locust
unique perch
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What I understood is that the mortal kombat bar inside battles is showing stability. But outside instead of a similar bar we have ranger energy. Which is just a number.

olive locust
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I personally don’t like the dimensional stability closing in before I’m on zero. I’m not very good at the open world so I would feel under a lot of pressure if I have paid for my travel and then I have to rush at the end of my run. I like that good players could essentially get a little extra for being super efficient if it doesn’t impact the play for casual or new players.

lucid valley
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What if the dimensional stability, follow the same idea as in arena, and close in according to the energy that is left... so it dose not just start at a specific point and close in on "a timer" until it reach the center of the obelisk. so lets say it start when there is 500 energy left... there is a warning and it start to move slovenly, then stops, until you spend more energy and then it moves again. I think that would make more senses as it would be linked to the same principle as the arena. But... it would still require for some level of planig to get to use all the energy on mining or catching... but it will remove alot of the "stress" and completely missing out on the last enegy.

tidal hearth
dapper comet
tidal hearth
dapper comet
# tidal hearth I would think the idea mitigate that

Sure it would 👍
But the feeling stays.
I'm in General against anything that gives skilled player more loot in overworld. You can implement such Stuff in all upcoming Games, but not in a card-pack opening imo.

tidal hearth
dapper comet
tidal hearth
dapper comet
olive locust
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Any system that potentially cuts a run short and takes financial value away from a casual or unskilled player is not going to be good for the player base. I agree that if there is any benefit to the really skilled players it should be minimal or non financial.