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Its probably impossible to remove or rework panic system at this point, but yeah it is somewhat problematic.
That being said, due to random nature of both waves and rewards, you can win runs where you "failed" one, or even several nights, so maybe its not that bad.
Challenges would be a cool addition, difficulty spike as a result of your own choices feels less bad than random or forced one.
I threw a lot of runs in Across the Obelisk taking challenges even though the rewards compared to risk of ruining the whole run were quite low.
I totally agree that one bad night doesn't mean the run is a loss - and yeah I forgot to mention that the corpses within haven buff was a good step in the right direction - but at the end of the day it's a mechanic they introduced to try and counter the silly win more mechanic that panic is to begin with.
IMO a dynamic challenge system is definitely what I'd go with if I was going to rebuild this game from the ground up - I might even keep the panic system alongside it, but I'd change how panic interacts with the rewards, and make it so panic has more of a dynamic effect on the night as it happens.
In general I think the biggest flaw the game has is just that runs are very long, and it really doesn't go hand in hand with a game philosophy of presenting a hard enough challenge that not every run should be a given win - naturally a loss isn't really a loss, as you still walk away with meta progress same as you would with a win - but losing feels particularly bad, and people don't play games to feel bad.
I think this is why there's such an outrage over the ballista nerf (I think it's a good idea personally as I can win almost every run fine without depending on them), but I see so many people complaining that nerfing the ballista = removing fun from the game.
As best I can tell this is because they feel the game only feels fun when a run is going well and panic is never induced.
I propose this change:
Thematic: during the night, have some people murmuring in the background on a low volume at mid panic level, and some low volume screaming in the background at high panic level, increasing in volume as panic rises. Darkest dungeon did this with torchlight and boy is it terrifying just from the soundtrack alone.
Mechanic: higher panic should give MORE short term rewards but less long term rewards, to make it more like what people would actually do when panicked. They'll do whatever it takes to survive now, and damn the consequences. You want to reward good play, and bail out someone about to lose. You do not want to reward bad play like the initial intention of the corpse mechanic.
i.e. you get +1% permanent gold and material income bonus and 1% increased exp gain for every lower rank of panic up to +4% at S, but you get one extra worker the next production phase for every higher panic rating.
Balance: Max panic immediately upon magic circle being hit or a hero dying, because when either happens, the player should also be panicking.
A mechanic to lower the panic would be interesting, but then the devs will make other things more difficult. The only solution is to achieve perfection, and stick to the meta :)
Well that's the biggest issue with the current system - it's jump on the meta or have a bad time and get your rewards taken away.
I don't mind the panic system overall, as generally I don't have issues s ranking most nights in a run until it gets really hectic, or just the boss wave - but my thoughts on why it should be changed are inspired by the recent outrage over the ballista nerf.
If you had to think why some people are so upset about it, I imagine the answer is because they feel they can't reliably s rank without having very powerful ballista to mop up anything getting close to or inside the walls.
Panic rewards players already doing well, and punishes those already struggling - fine if you can git gud, bad if you're not quite as capable.
I'd still say those people should be playing on boundless anyway.
Perhaps an omen that helps manage panic would be another solution.
It might create a weird incentive to let enemies in late-game if you've already got plenty of gold, though. Or lead to lame-duck scenarios where you're not dead yet but it's clear your economy isn't good enough to win the run.
Humanity shouldn't even use gold to trade anymore.
We should not required to pay gold buy gear from shop.
I mean if the defenders screw up, the shopkeeper will be dead also right ?
I think the core of the issue is that if you find yourself on the third night missing out on an item reward and extra economy, it feels like you're never going to get far enough ahead of the game to even make it to the end. "Play Perfectly" is absolutely a mentality that should be avoided, as I find the most engaging and exciting moments of this game are the ones where I feel like I'm barely holding it together against insurmountable odds!
I think the panic system as it represents an interesting idea, and fills a half decent mechanical purpose (an incentive to value the haven above the heroes). However I think that without some sort of trade-off to the downside of panic, it really does feel like a negative snowball.
There's been some discussion about creating a short-term benefit to panic that I think could be valuable and well implemented. I like the idea that as panic rises the heroes become more powerful in a desperate last ditch effort to save the day. I would also offer that the town could help the heroes by providing a different long-term resource other than gold and materials - health and mana. Imagine if ranking poorly on the panic meter, doing the worst you possibly could, resulted in double your typical health and mana regen. You'd still be economically damaged from the lack of resourced, but you'd be going into the next night fresh, with at least a chance to stop the snowballing.
I think there are a lot of ways to improve on the current system creatively if that is the desire of the developers, however I don't see much reason the mechanic can't be scrapped.
I don't think the game would be all that different if every night you received rewards as if you got an A or B rating on panic and that was that. A nightly item, and a decent spattering of resources seems fair enough to me, when there are already so many other systems at play to make the game engaging on the long-term.
Ultimately however, none of this is all that pressing. I think an adjustment is warranted, but I don't think it's going to change all that much. In truth if I struggle with S ranking the first night I typically just abandon before I waste my time in the first place.