Author Topic: Events (adding in a slightly more random factor)  (Read 1141 times)

Offline timesend

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Events (adding in a slightly more random factor)
« on: May 25, 2012, 04:49:47 pm »
One of the few problems I have with Avww is that everything is predictable before you enter a zone, if i enter a normal room I will expect that it may have a few bat scrolls or some enchant containers, but normally it is just a pathway to the stash or mission entrance or boss. The introduction of infestations causing traps made the game far more intresting, it suddenly meant that the normal room became a challenge an interest, the fact that the event was random and thus I was unable to prepare seemed to me to add to the fun.

From this I considered perhaps it would be possible to add in events that occur randomly within building or the world, they don't show up in the minimap and occur simply as a factor of chance, they could simply be a hidden stash room half way up a building, or a room filled with traps in an unifested area, or a room full of monster spawners, or a hidden mission entrance spawns. By adding in this hidden rewards you would be able to add an element of tension into exploring, you truly wouldn't know what was in the next room. It would even reward those who unneccesarily explore everything.

I was just wondering people thoughts on this idea. I have been extremely impressed with the current updates and hope this game keep evolving. 

Offline x4000

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Re: Events (adding in a slightly more random factor)
« Reply #1 on: May 25, 2012, 04:59:22 pm »
Yep!  Ultimately that sort of thing is exactly where we're headed.  Cheers!
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Offline timesend

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Re: Events (adding in a slightly more random factor)
« Reply #2 on: May 25, 2012, 05:55:15 pm »
Ah cool, well as I've started this thread might as well suggest some events, I know you have an incredible list stretching to the infinite distance between the earth and the moon of improvment already but always good to write down thoughts.

Specific event for biomes. For example in forests, you could encounter a room engrossed by trees and protected by fairies.  Or lava plains suddenly the lava starts to rise!. (same affect as missions forcing you out of room if you dont succed). Skelebot junkyard, found a room of discarded robot parts, build your own robot (becomes a playable character. Just a few possibility for bioms, to make each biome feel even more unique.

Offline Yurka_Maku

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Re: Events (adding in a slightly more random factor)
« Reply #3 on: May 25, 2012, 07:16:05 pm »
FLIGHT MODO~! I can totally see a Flying event/Flying mission spawning from this, making some kind of Gundemonium Recollection style challenge.

Offline yllamana

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Re: Events (adding in a slightly more random factor)
« Reply #4 on: May 26, 2012, 12:14:59 am »
I thought I'd post to say that the elements of randomness and exploration are things I really treasure in both AVWW and AI War, and I'd love to see those enhanced and expanded on.

One particular event-related trap that can be taken away from D3 is this: while their events are nice atomically, they tend to feel pretty much the same to me when they've been completed once. Whether the event appears at all on the map is frequently random, but beyond that it stays the same every time. It'd be nice if AVWW could leverage some randomness or that magic emergent stuff that makes AI War fun to make events stay fresh.