Hades

Hades

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Reya 27. juli 2020 kl. 0:07
Dark Thirst should not be random
Currently the next weapon that receveis the Dark Thirst modifier is random, this can leave you with a situation where it "Bounces" between two or three weapons repeatedly. Since Dark Thirst is designed to make players use a variety of weapons instead of just the ones they prefer it should be a Semi-Random process to select which weapon gets it next. Each weapon should have a percentage chance based on how many runs you have done with them, the fewer runs you have with a weapon the higher the percentage chance it will be picked while the reverse is true of weapons you use frequently.
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omniwyrd 27. juli 2020 kl. 21:36 
Hmmm... I am hestitant to agree: I think the idea of breaking the players preference is the reason why it is done. And should not be reworked to encourage a stagnant approach to playing the game.

The +20% darkness is great for farming darkness but not completely necessary for progression. Progression comes in other forms such as skill development. I found following the darkness buff to be counter intuitive as I wanted to develop my play style of a particular weapon.

If it were to prefer the players preference, what about when the players preference change?

I would agree to a non repeating dice roll, so that the darkness buff will not repeat the same weapon used within the past three runs.
Tinytim 30. juli 2020 kl. 15:08 
Agree with OP. Unbiased random is bad design. Preferably, there should be weapon use as OP described, and number of times dark thirst has applied to a weapon both counting towards the likelyhood. Meaning that Having had dark thirst recently -> drastically lowered chance of getting it again. That and what OP described would be the best way to use Dark Thirst to push players into using it more. Also, 20% is abysmal. Make the gem part you can later unlock for it 50%, that way any player who wants to start unlocking more things in the palace will want it. 20% darkness is neat just for the healing bonus if you go for that mirror bonus, but the gems are ignorable.
Reya 30. juli 2020 kl. 16:58 
Oprindeligt skrevet af decimal hallow:
Hmmm... I am hestitant to agree: I think the idea of breaking the players preference is the reason why it is done. And should not be reworked to encourage a stagnant approach to playing the game.

The +20% darkness is great for farming darkness but not completely necessary for progression. Progression comes in other forms such as skill development. I found following the darkness buff to be counter intuitive as I wanted to develop my play style of a particular weapon.

If it were to prefer the players preference, what about when the players preference change?

I would agree to a non repeating dice roll, so that the darkness buff will not repeat the same weapon used within the past three runs.

That is the exact opposite of what my post was suggesting, I was suggesting it be more likely to go to weapons the player uses less.
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