Author Topic: AVWW Post-Release 1.009-1.010 "The Opal Guardian's Store" Released!  (Read 8134 times)

Offline x4000

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Original: http://arcengames.blogspot.com/2012/05/avww-post-release-1009-opal-guardians.html

This one is focused on the remainder of the largest complaints we've had so far.  Once again, the results are pretty darn exciting if I do say so.

Supply Depot / Meteor Storm Missions Overhaul
So, these were definitely the most-hated missions.  They took too long, had too little strategy if you did certain things, or were impossibly hard if you did other things.  Not a good balance.  There were also a lot of glitches with the stacks of crates in multiplayer in particular.

Well -- that's all changed now!  There are no longer crates at all in fact, but rather there are four larger "supply stash" objects that you have to protect.  And the new catch is that you have to protect all of them rather than just one, which really brings this a lot closer to its original Missile Command roots.

Enemies are still in abundance to bother you personally, but they won't mess with the supply stashes anymore -- that means that the meteors are now the sole threat that can actually cause you to lose the mission.  The monsters are just there to kill you and make life more difficult.

There's now a handy heads-up display showing the health of all the supply stashes, so that you can protect the ones that are in more danger.  There's also way fewer meteors over a much shorter period of time, and fewer monsters also.  It's still a very hectic sort of "defend the hill" vibe to this mission, and they are quite a challenge... but it's world's better and more interesting than it was before.

We'll of course be very interested in feedback on the new mechanics from folks, but at worst I think you'll find that these are a giant step in the right direction.  Personally I think these are pretty cool now, albeit still one of the more difficult mission types.

Trash Mob Loot Drops
Okay, so folks really wanted trash mobs to drop something other than just health.  This came up during beta, but died down after a lackluster implementation involving the six-colored consciousness shards.  Then we switched to health-only drops, and players who had been through most of the beta with us seemed placated because the alternative was clearly worse.

Then we hit 1.0 and of course now there's thousands of new players, and the strong consensus has been that they want more of a reward for killing trash mobs.  "Otherwise, what's the point?" has been the general sentiment.  Of course, then there's a smaller contingent who prefers avoidance and has been arguing the other side... people can't ever agree on anything, not that I'm particularly complaining.

Keith has always been in the camp that he wanted to see loot drops from minor enemies anyhow.  I've been the one who was so opposed to it, because of some of the experiences during beta.  For instance, when the rewards were tied to the monsters themselves there was no way to decouple the reward and the challenge.

So if you had three bosses guarding some cool treasure, you'd inevitably get 3x the normal boss reward PLUS the treasure, which just made all sorts of trouble for a challenge/reward system.  And it's more complex than that, too, but I won't bore you with the details -- I believe those are still somewhere in the forums from back in November or thereabouts.

Anyway, something occurred to me yesterday when Josh brought up the fact that "enemies should drop loot" was starting to reach a fever pitch of popular opinion: my concerns really had to do with bosses and vengeful ghosts and missions.  So the compromise is easy: during freeform exploration, trash mobs now drop the consciousness shards as well as the health they were already dropping (not either/or like it was in the beta, as that was a big part of the problem then).

However, during missions you don't get rewards from killing even the trash mobs.  During a mission your sole focus is the completion of the mission, so that makes sense.  Outside the mission you're fighting and exploring and doing whatever other activities interest you, and I can understand players wanting to get rewarded for more activities than just poking their heads into every corner of the world.

The Store
So what's the point of those consciousness shards, though?  Yesterday I said they had no point but would soon.  "Soon" meant this release, as it turned out.

In your settlements you'll now find a third guardian stone: this one being the Opal kind.  Talking to this guy brings up a store where you can spend... you guessed it... consciousness shards.

The store itself serves several functions.  First of all, it provides a combat-based way to get some basic supplies like upgrade stones, wood platforms, and crates.  You can now kill enemies rather than exploring stash rooms if that's really your preference.  I recommend still using the stash rooms for things like that and then spending your shards on cooler stuff at the store, but to each their own.

Secondly, the store acts as something of a safety valve for when the random number generator is unkind to you with enchant unlocks or some of the more central guardian powers as mission rewards (buoys, wind shelters, and seek survivors mainly).  You can now spend a fairly substantial sum of shards if you wish in order to get those things outside of the normal course of missions.

Which is great for your average player who enjoys the exploration anyhow: now they have all these shards and probably not much need to spend them on basic supplies like wooden platforms or upgrade stones.  So they instead get to invest those either into enchants that are hard to find, rarities like elusion scrolls, or getting more buoys without having to stalk secret missions for potentially a really long time.

In other words, the store is a way to remove some of the accidental grind that could happen simply by virtue of the world being so randomized.  If you're unable to get something you absolutely need, you are no longer stuck with just having to explore ad infinitum looking for that thing: the store is your safety valve that lets you trade some combat or exploration loot (you find shards via both) for whatever you most need at the time.

There's actually a larger variety of random tweaks and fixes than usual with this one, too, so be sure to check out those release notes.  There's a new music track, player bats work differently, the warp gates let you move around differently, and so on.  More to come soon.  Enjoy!

UPDATE: 1.010 is now out.  This is basically just a cleanup maintenance patch with some hotfixes for stuff from the last few versions, plus some extra polish we threw in there "just because."  Hopefully this is the last release prior to Monday, when we get back down to serious business.  Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 0.500 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time.  If you don't have 0.500 or later, you can download that here.
« Last Edit: May 05, 2012, 01:44:07 pm by x4000 »
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Offline MouldyK

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #1 on: May 04, 2012, 09:52:59 pm »
Well, Chris, you've stole atleat one of my weekend days probably as the 3 main features I so want to give a whirl. But sadly, it's 3am and time to sleep. :P

I'll be back to hopefully be amazed tomorrow.

EDIT: Love how quick and simple the Meteor missions are now. One of mine was at 171/900 health at the end and the others were like 600/900, 500/900 and 400/900, so I wern't too on the edge of my seat while using Plasma Bolt 4 and the continent is on tier 3.

Feels better than last time for sure and they can no longer be hated as much.  8)
« Last Edit: May 04, 2012, 10:04:16 pm by MouldyK »

Offline nanostrike

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #2 on: May 04, 2012, 10:11:08 pm »
First you make the missions not suck, rebalance windstorms, and make missions on the world map more varied.  Now you fix more missions, and make enemies give drops so I don't have to grind out Glyph Transfer Scrolls and such.

This is excellent support so far.

Offline TechSY730

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #3 on: May 04, 2012, 10:14:41 pm »
Awesome stuff.

Man I feel like making one of those cheesy commercials with the obnoxious narrator:

COME ON DOWN TO OPAL'S GUARDIAN EMPORIUM!

WE HAVE THINGS FOR ANY GLYPH BEARER!

WE GOT PLATFORMS, WE GOT CRATES. WE EVEN HAVE UPGRADE STONES!

EVER WANTED TO FULFILL YOU LIFELONG DREAM OF BECOMING A BAT? WE CAN DO THAT!

COME BY TODAY!

Opal's Guardian Emporiums can be located at any guardian protected settlement. Opal provides no refunds, and no warranties. Terms and conditions may apply
« Last Edit: May 04, 2012, 10:16:22 pm by techsy730 »

Offline KingIsaacLinksr

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #4 on: May 04, 2012, 10:17:21 pm »
First you make the missions not suck, rebalance windstorms, and make missions on the world map more varied.  Now you fix more missions, and make enemies give drops so I don't have to grind out Glyph Transfer Scrolls and such.

This is excellent support so far.

You have no idea how excellent the support will be.  *Evil cackling laugh*. 

 :P

King
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Offline MouldyK

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #5 on: May 04, 2012, 10:24:36 pm »
The shop is such a tease. 3 Boomsticks, then an Overload, then an Air slash? All worse than my others by the way, but I might get an addiction with the chance system in place. -farms more enemies for their souls to use for the shop-

I don't have a problem >_>

<_<

-is gonna be addicted-

Offline KingIsaacLinksr

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #6 on: May 04, 2012, 10:29:23 pm »
The shop is such a tease. 3 Boomsticks, then an Overload, then an Air slash? All worse than my others by the way, but I might get an addiction with the chance system in place. -farms more enemies for their souls to use for the shop-

I don't have a problem >_>

<_<

-is gonna be addicted-

Hah, I've always found the notion ridiculous that video games cause us to be more violent. If that's true, we should have killed half the world by now if we look at Call of Duty players. ;)

King
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Offline MouldyK

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #7 on: May 04, 2012, 10:38:02 pm »
The shop is such a tease. 3 Boomsticks, then an Overload, then an Air slash? All worse than my others by the way, but I might get an addiction with the chance system in place. -farms more enemies for their souls to use for the shop-

I don't have a problem >_>

<_<

-is gonna be addicted-

Hah, I've always found the notion ridiculous that video games cause us to be more violent. If that's true, we should have killed half the world by now if we look at Call of Duty players. ;)

King

-just died, so is stealing King's concious shards by sticking a straw through his brain- Huh? Yeah, I agree, i'm never violent :3

-goes to buy more upgrade stones-

Offline khadgar

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #8 on: May 04, 2012, 10:45:22 pm »
I just tried out a meteor defense mission -- FAR FAR better. The go quickly, they can potentially end quickly, and skelebots/bats don't jump through your supplies anymore and ruin your day.

I was leery after hearing about the store, but now, seeing what is in it? These changes are great.

Offline MouldyK

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #9 on: May 04, 2012, 10:53:52 pm »
O_O I died 3 times against a Giant Green Jelly thing, but because ach of it's spores gave me 30 shards or so, I managed to get like 7,000 out of the whole battle, which was enough to cover the 250 upgrade stone cost AND still gain 5,000 profit.

Surely this is madness? O_O

Noi, i'm serious, the floor was covered in shards. They kind of made me feel like dying would not be a big issue anymore.
« Last Edit: May 04, 2012, 10:59:59 pm by MouldyK »

Offline Nypyren

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #10 on: May 04, 2012, 10:57:39 pm »
YES!  Mob drops and store; this is possibly the best change ever!

Good enough to make me post :)

Offline Coppermantis

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #11 on: May 04, 2012, 11:32:36 pm »
I had 45,000 shards because I've been playing the same world since Alpha. Yay stuff. I'm liking the update, gonna try a new Supply Depot mission now.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Epitaph64

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #12 on: May 04, 2012, 11:46:21 pm »
Great patch! Loving all these changes, especially the monster drops.

Offline Coppermantis

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #13 on: May 04, 2012, 11:56:21 pm »
Just tried an updated SD mission. Vastly more fun, great job guys. All the new players are getting a taste of what Arcen service is like.  ;)
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Izumi5

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Re: AVWW Post-Release 1.009 "The Opal Guardian's Store" Released!
« Reply #14 on: May 04, 2012, 11:59:18 pm »
Great job about the new meteor missions, I surely like it.

But, about consciousness shards, it may be only on my side, there are still white (old) ones and green (mob drop) ones, and the guardian counts only white one, effectively making green ones meaningless. :-* There are even no counter for mob drops.

Could you fix it? or... could you tell me how to make it work?

Thanks.

EDIT: One more thing, in a boss room in at least some missions, it just plays soothing or flat ambient-like music, not awesome boss music...
EDIT2: well, played more and figured out that normally they both drop white and green shards... not sure why some monsters only dropped green shards (probably on missions). anyhow, boss music doesn't show up, that's for sure.

EDIT3: sorry for many editting, forgot to say shards are awesome, and in caverns boss music plays, found giant green amoeba to be a farm of consciousness shards because it splits and recovers over time (which I think is bad, but if you intended, so be it)
« Last Edit: May 05, 2012, 12:45:50 am by Izumi5 »