#Overworld changes

1 messages · Page 1 of 1 (latest)

ripe bison
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Shards need increased chance to capture and master should be priced to make them monetarily bad (20 percent more not 1200) but timewise good.

5 selenvium per stage 3 run avg would feel better as right now getting MAYBE 1 per run is way too low especially when you need 30 for just an advanced harmonic stabiliser. As it is now that is probably 45 stage 3 runs.

I would like to see higher tier illuvials more often but have the autobattler mechanics add to catching. For instance catching an illuvial with more points left gives a slightly higher chance of a good stat illuvial (x% more per x points over a set amount). Let the rarity of illuvials be their stats and breeding not just finding them. This makes the overworld more fun as you see better illuvials more often and incentivizes more play/grinding/leveling/burning for the "perfect illuvial".
Currently running around for 45 minutes to find 12 encounters of tier 3 and 4 stage 1 illuvials gets old fast and the random rare illuvial doesn't make up for the rest. Adding more variety of stages and tiers of illuvials would make it much more interesting and adding a bonus for good positioning and play would make battles feel more meaningful.
To combat the increased number of illuvials in the game you could add a burn mechanic where you have to burn illuvials to create something similar to shard dust which is used to fuse illuvials. You would have to burn similar tier illuvials to fuse as dust in addition to the illuvials you are leveling. You could also add a leveling design where each level or every so many levels you can add points to the stat of your choice to an illuvial and when maxed you would have a near perfect stat illuvial. To get a perfect one you can spend fuel and roll for a chance at perfect/burn where the higher the level the higher the success rate. Therefore time with an illuvial can be traded for good stats. Breeding or a super lucky catch would be another way to get a perfect stat illuvial.

shell moat
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Another burn/dust mechanic would be cool for illuvials yeah. Maybe you can craft another illuvial with same composits depending on tier and stage or something

grizzled plover
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  1. Shards

They increased chance for shards, lets give it some test to see if it makes sense. With harmonic stabilizers it actually pretty decent

Mastershards need to be that special pricey things. Auto-capture sucks, if you want it you gotta pay the price/time for it. x10 is an attempt, lets give it a good test before establishing a conclusion

  1. Selenvium
    Tier5 is the rarest, i think its fine as it is. It sure is a grind but its better that way imo

  2. I disagree with more often seeing higher tier illuvials. They should be really really hard to find, its what makes them so special

I also disagree with more tier/stages, this is insane amount of work and wont solve anything has if you add 2 tiers you dont have more you just make previous tier lesser and the 6-7th tier are the old 4-5. Same for stages

Adding another possibility of burn other than fusing could be good

I also like the idea of paying something to reroll your stats

ripe bison
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Shards are definitely a good thing to see how the changes go. I think maybe I was unclear on stages. I don't want to add any I just want to see more variety in my runs. Running a stage 3 abyssal basin and seeing 90 percent slappin, dash, and atlas gets boring very fast especially when there are only 3 after the ethereal change. For selenvium I do agree rarity is good however when you have to pay to do the run and see 0 with a full ore build it feels pretty lackluster. I guess I get having rarity but they are wanting to have a game that people play becuase it is fun and I honestly believe at the moment it is not fun after a fairly short period of time and instead people would play to make money. I guess intention of the game matters for this.

karmic ember
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did the team nerfed the likelihood of apperance of rare deposits? Im on the stage 3 but almost I see whites ones only.
and I did found a rare deposit, it didnt give a tier 4-5 ores
so difficult to craft if this is the case

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is this a bug after the update?