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Unique/valuable rewards for vases and chest rooms?


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#1
veramis

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It is my opinion, and I admit it is a very unpopular opinion, that this game is notably more boring when vases and chest rooms are skipped. But please keep in mind, the main point I am trying to make is that this game NEEDS VARIETY, and if bioware isn't planning on making more variety of other types, they should maximize the replayability of existing content to get variety. It is very common in perilous private games for vases and chest rooms to be skipped. When such occurs, the game becomes simply moving from one group of mobs to another group of mobs to another group of mobs, etc, which, relative to if vases and chest rooms were done, feels particularly linear. Why do I feel this way? Because going for vases and chest rooms are activities which deviate from simply moving from one group of mobs to another group of mobs to spam your abilities at. They are a break from the constant moving from one group to the next. In essence, the way I feel about it is that variety is the spice of life, even if it is simply as minor as vases and chest rooms in a game which many would say is very monotonous (after enough hours of gameplay).

 

Some of you will argue, that going for vases and chest rooms is stale and/or unrewarding. I agree that these aren't exciting or rewarding activities in perilous difficulty, but then again, going for vases and chest rooms makes you have to actually think a bit about your environment, think about where the team is, whether or not it is a good time to go for the vases and chest rooms. If you argue that vases and chest rooms are stale, then I argue that the activity of going from one group of mobs to the next is also stale, and becomes even more stale when it is not interspersed with vases and chests.

 

And if you disagree with me, please know that I do understand that you don't want to keep on breaking vases and going for chest rooms because you don't consider such activities fun. I understand that you don't get enough reward for doing them. I understand that you want to just keep killing mobs and grinding for xp to promote promote promote and to finish the round as fast as possible. At the end of the day there will be people who think that vases and chest rooms are NOT fun and there will be people who think that vases and chest rooms ARE fun (or at least a bit of a change of pace), BUT THAT IS NOT THE MAIN POINT I AM MAKING. WHAT I AM SAYING IS WE NEED VARIETY IN ADDITION TO CONSTANTLY MOWING THROUGH MOBS, EITHER IN THE FORM OF VASES AND CHEST ROOMS OR SOMETHING ELSE.

 

Bioware, please take a look at vases and chests and ask yourselves if you think such mechanics are fun or not and whether or not you intended the rewards from them to be so weak that most hardcore gamers no longer bother with them. IF Bioware believes that vases and chests rooms are fun, and IF they want to encourage more people to do them, I propose that they add nicer things into them which are either unique to these objects or which are valuable to players (but still obtainable by other means if people choose not to loot vases and chest rooms). IF Bioware believes other forms of variety should be done, then what I have to suggest in this thread could still apply to them. The following is a list of possible unique/valuable items which could be added to vases, chests, or other future mechanisms if bioware so wishes, many of which I formerly suggested in an old thread here :

 

1. Improved gold and loot from chests, ESPECIALLY ON PERILOUS WHICH NOW IS ONLY ~30% MORE THAN THREATENING, and the three different difficulty levels should not have identical odds of quality/level/type of loot, as things currently are.

2. Appearance selection unlocks (eye color, eyebrow, face, etc., bit by bit for each class)

3. Schematics

4. Attribute +0.1-1, with higher amounts being very rare to extend time of receiving the reward, limited to 5-20 per attribute through this method

5. Armor rating +0.1-1 for all armors of a specific class, limited as above
6. Weapon damage +0.1-1% for all weapons of a specific type or category, limited as above
7. Unlock rune slot for accessories and all armor of a specific class and give existing runes effects when slotted in armor and accessories. Right now many people have surplus runes, assuming they haven't salvaged it all
8. Unlock extra active ability slot for a specific class, limited to 1-2 additional
9. Unlock extra potion capacity slot, allow the player to decide which of the four slots to increase, and alter any prior choices in the potion menu, limit of +1-3 additional capacity per potion slot
10. Additional active ability point for a specific class, limited to 1-2 additional
11. Additional passive ability point for a specific class, limited to 1-2 additional
12. Ability reset token, allow the user to select which class to reset, no limit
13. Make helmets, gloves, boots, talismans, or any other additional accessories and equipment
14. Unlock more accessory slots, but limit the effectiveness of additional accessories and prevent use of 2/3 of the same type of accessory at once (i.e. cannot use two +HP belts. If two belts are used, make the one in the secondary slot only 25-50% effective. If three are used, make third slot only 10-25% effective)
15. Cosmetics, dyes, pets

16. Special bosses, genies, etc., that are hard as hell but give good gold/xp reward

17. Consumable +x amount of xp for any class chosen by the player

18. Super Mario gold star effect (you can jump higher and become quite stronger for a few minutes up to the rest of the round)

19. Booby traps that can paralyze, kill, or even take out a player for the rest of the game even through Barrier/immunity (i.e. deadly explosion or laughing gas vases, lava under chest floor trap, in order to make them more risky for all the extra rewards)

20. Bags for increasing inventory capacity (there ought to be no cap, but eh something to try to get)


  • daravin2k aime ceci

#2
dbrada7402

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I hate playing with people that skip all the extra loot.  I got a level 15 unique shield that adds guard with every hit out of a chest on threatening level, and if you die in the last area after skipping all the loot then the final gold tally is pathetic and you don't even have any items to salvage for crafting later.



#3
Zorinho20_CRO

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Biower should  make one dungeon like Durlag’s tower.

 

For youngsters,that is pretty hard dungeon from old game called Baldur’s gate.

 

There are ton of traps (deadly one),hard and interesting enemies and epic loot.


  • veramis aime ceci

#4
veramis

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Biower should  make one dungeon like Durlag’s tower.

 

For youngsters,that is pretty hard dungeon from old game called Baldur’s gate.

 

There are ton of traps (deadly one),hard and interesting enemies and epic loot.

 

I would love to see such maps. I would like to also see "hazard" variations of already existing maps that will similarly be more difficult, and allow players to choose between standard and hazard versions for all the maps. ME3MP had hazard maps, but they were very limited in difference to normal maps, basically just acid rain, but for da3mp it would be necessary to make much more differentiation but luckily such differentiation could be easily reused across all maps.

 

This would make most use of the limited content and probably bioware's limited ability to create new content.



#5
Zorinho20_CRO

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Hmm,I see some rather interesting stuff you are proposing,but almost no replies.BSN is really peculiar place :lol: