Instalează Steam
conectare
|
limbă
简体中文 (chineză simplificată)
繁體中文 (chineză tradițională)
日本語 (japoneză)
한국어 (coreeană)
ไทย (thailandeză)
български (bulgară)
Čeština (cehă)
Dansk (daneză)
Deutsch (germană)
English (engleză)
Español - España (spaniolă - Spania)
Español - Latinoamérica (spaniolă - America Latină)
Ελληνικά (greacă)
Français (franceză)
Italiano (italiană)
Bahasa Indonesia (indoneziană)
Magyar (maghiară)
Nederlands (neerlandeză)
Norsk (norvegiană)
Polski (poloneză)
Português (portugheză - Portugalia)
Português - Brasil (portugheză - Brazilia)
Русский (rusă)
Suomi (finlandeză)
Svenska (suedeză)
Türkçe (turcă)
Tiếng Việt (vietnameză)
Українська (ucraineană)
Raportează o problemă de traducere
The pocketing of mutations is a really cool and fun idea. Im really not sure how that would be implemented though... Everytime? or only certain times?
On the part about accessing secert levels it would be cool to need boiling veins to jump into a firy car explosion to go to a hell themed level!
I like the idea too. Dunno how it will occur. An alternate idea is that you choose a mutation to pocket, and if you succeed, you get an amped version of that specific mutation, rather than a specific one.
Another similar idea:
You know how they are planning on implementing endgame mutations? Maybe in order to get them you have to pocket ALL of your mutations. All or nothing.
Yeah, like that. Or an ancient proto door that only opens with gamma guts.
It would also be cool to have secret areas that are just skill based. Really hard to get to, maybe easier for some characters /mutations/ weapons than others.
As for the actual discussion here, I like your idea about pocket mutations, but it kind of serves the same role as the crown of blood, as with the COB you end up with double the rads you would normally get and consequently get more mutations. Or at least that is how I see it.
I do like the idea of being able to swap mutations, and secret levels that require mutations. Maybe a crown of indecision, lets you swap the last 3 mutations you got for another random 3?
The gamma guts proto door sounds awesome! I think the labs really need a secret level too, perhaps a sealed room that can only be opened by breaking a glass panel with sharp teeth? Or just teleporting into it with crystal's throne butt..
http://thomaswellmann.tumblr.com/post/66758295533/some-fanart-for-vlambeer-s-nuclear-throne-it-is
The pocket mutation is fairly different than crown of blood, in my mind, at least. It ends up having a similar result, though.
The risks of pocketing a mutation:
You don't get to use that mutation for the next level.
You have to meet some specific requirements
If you don't perform to those requirements, you end up with one mutation down the drain, and one less mutation you can get total. (You still level up, so if you lose the mutation for that level, you just lose it, no chance of recovery.)
You don't get any extra rads, as the extra mutations occur outside of the normal 9 levels you get. (which would actually be a really worthwhile payoff.)
The enemies aren't any harder, you just have to play better.
Crown of blood gets you to level 9 faster, though. Like I said, gambling with your mutations would ultimately allow you to get more mutations than 9, but it's completely dependent on how well you play.
I like your other ideas, also.
I also think your solutions are not really going to solve anything; I'll break them down into two groups...
Risks without Risks
The problem here is that there is no reason to change mutation choices and most of these could be avoided anyway. Even if people are given more mutations to chose from they are still going to go for the same general mutations. These are not bad ideas, but they do not address the issue at hand.
Buffs
This is really just a buff to certain mutations. I think this is a cool buff and the kind of thing I'd like to see in the game, but its not really a new system... buffing is just something that should generally be done to mutations to balance them out anyway.
The most useful fix is to probably just make all the mutations equally good, as you suggested.
I guess I didn't explain my issue very clearly. I guess I didn't understand it that clearly myself.
My complaints come as a 200+ hour player. Someone starting out probably couldn't care less.
And I might have just blown this problem way out of proportion in my head. :)
Depending on the direction of the game, there might not even be a problem to solve. For all I know, JW wants to have a more reliable system to complement the craziness of weapon drops.
What I really want to see are just different scenarios the player can find themselves in later in the game.
E.G.
You find yourself only level 4 in the Labs because you lost a gamble earlier.
You pulled off a really risky move that gave you a really great "special" mutation, outside of the normal pool of mutations. Endgame mutations might fill this.
There are many solutions to this (adding mutations, reducing mutation options, require more xp to level)
What is your take on it, Solid? Is there even an issue at all?
I think all J.W. wants is some more "coffee" and a bit of oil for his servos. In game terms I'd say the game needs to be grounded, but the devs clearly want the game to be able to deliver unique experiences and unusual circumstances.
WELCOME TO THE CHALLENGES! - Sorry; wrong place for that. I think that might be a different debate or many different debates, but I think a lot of people, including the devs, strongly believe in this. The question is how far it should be taken.
I don't have a good answer for this. I suspect Rami and J.W. would say there is a problem because they are all about different situations coming up. However, I personally don't see this as a serious issue. I don't want to reveal my cards per say, but I've seen a lot of devs over engineer their games to get around problems like this to no real effect. The illusion of choice (no matter if the choices are actually there or not) is only worth so much of a dev's time and resources.
The core of this for me is that the mutations are never going to be "equal" (because of the different elements involved). Even if things were perfectly balanced players are going to have subjective opinions of things either as individuals or as a group. For example I am a defensive player and even if it could be shown that all the mutations were equal I would still take the health/survival related mutations. Personally I'd like to see more mutations, more choice, a higher mutation cap, etc. However the time Rami and J.W. have is of great value and I know they intend to move on at some time. (If only modding was a thing so the community could add to pools if they see fit.)
If there is any debate I'd like to start out of this its if the weapon mutations (and other very specific mutations) should remain as they are in the game specific mutations should be in the game as they are.
You always bring up a lot of great points, just like these.
Of course equal is subjective, and player choice of mutations can often be based on situation as much as it is on situation.
Maybe a more interesting point, and possibly more core to my problem with this all, is that the choice of mutation isn't all that difficult or interesting. And I loooove painful decisions. Really.
I think that is an interesting discussion on weapon specific mutations. I don't think there is any other place in the game to implement them, other than a crown, maybe.
I don't know. After typing so much, I'm getting all of the systems and game design goals of NT mixed up. I'm glad JW is able to keep it all straight. Maybe it is the coffee!
now to NT, what this would mean to mutations and rads is that every time you complete a level you're asked to either bank or gamble your rads. if you decide to gamble more rads are going to show up. the multiplicator gets reset when you spend those rads on a mutation. you can also try to wait longer to then gain multiple mutations in one portal...
hope, this was not to confusing (if so go play nitrome must die, it's free and a decent amount of fun) actually prefer this over pocketing entire mutations, kind of seems too big of a buff to me. i'd probably always pocket my mutations in the early levels and by this be a lot more powerful than usual.
actually the more i think about the idea the more i think it will slow down the gameplay. it might however be fun as a score system in an another game mode if they ever plan to include one.
what nt needs, isn't a new system for mutations, it needs more mutations. some that really mix up the gameplay both in good and in bad ways. how about some mutations that seem op at first but then cause you some kind of malfunction. or some mutations that are allergic to others. well well, i guess that's all a little too vague and the game's system is actually fine already in its current state. i just want a little more variety. just too make each time you play truly unique.
Also, the really nice thing about mutations is that there is no granularity. We don't have character stats like "Arm Length" or "# of Legs" or "Throne Butt-ness" that we need to put xp towards to level them up, only a little bit at a time. It's an all or nothing thing, that drastically changes gameplay.
Nessel, I think your suggestion is good, but makes the game a little too complex, and might require some redesign. What I'm envisioning is a ton of icons in the top right to try and help the player remember not only what mutation they got, but also what level they got of that muation. Mutations need to be very reliable, and it isn't fun for the player if they find themselves in the middle of a life or death situation and can't remember exactly the level of the mutation they so desperately need to work right now is.
I'm not against amped, powerful mutations. That could occur once a game, like a throne butt mutation, and allows you to pick one of your existing mutations to buff.
Also, a Throne Butt for passive abilities would be cool, if somewhat redundant.
I think it's a cool idea do have many different effects from each mutation. I like the long arms one in particular.
I've definately made consious desicions to attempt a Plant, Fish, or Crystal true to character run. Just to get better at not relying on go-to perks. I tend to think to actually role play games that aren't even subtly encouraging you to, just to engage myself more. Like if you are Fish, and you are severly irradiated to the point of mutation, wouldn't it make some kind of sense that mutating further in your own direction of nature, rather than adapting some trait of another species would be easier to obtain proficiency?
The mutations would have to get split across the unrepresented characters, but I can imagine rebranding some of them would be possible. I think of which character would more easily pull bullets off of corpses... well Eyes for obvious reasons, but Robot too could adapt a magnetic field to pull hit bullets back. Steroids could pretty easily get a little stronger and quickly evolve to carry more ammo.
It seems like I just make up my own lore anyhow, but I was thinking it wouldn't take much or any noticable advantage to get a little deeper and not have to change the interface or really even bring new logistical questions to a working formula.
I hesitate even suggesting change because of how amazing of a game it already is and how much I anticipate what these amazing developers will do with the rest of their lives.