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First of all, your idea on the rework is very fresh for me. And I have already translated your idea carefully in order to fully convey your wisdom to our developers.
Secondly, as you said, the "cursed scroll" should have massive cost as well as grand boost. In this way I personally think the category "cursed scroll" should be renamed. What's your idea on the (potential) new name that calls these scrolls?
Thirdly, while some of the reworked scroll effect are attractive, some may have overlapping effect with the existing scroll, such as [Snow Boots:Gain immunity to slow effect and -50%DMG taken from traps] and cursed [Old Battle Boots:+100% DMG taken from traps and -10% speed]. If we kind of do some "about-face" thing and make the cursed one to [-50% DMG taken from traps and +10% speed], then the effect would be nearly the same (and as powerful) as normal one. What's your idea on this specific example and other potential ones? (i.e. [Ammo Belt] that doubles ammo capacity & [Inferior Magazine] that cut 20% of capacity)
Last but not least, we appreciate your advice a lot and are looking forward to your further smart words!
Thanks for the notes. Just want to say first up that im loving the game and cant wait to see what the next update brings.
To the second point, i think 'cursed scrolls' would fit the concept. The idea being that they are like normal scroll, but carry a curse. If the Devs adopted my concept, they should also remain undropable, as it deepens the importance of that initial decision.
To the third, i wanted my concept to both offer a revision, but didnt want to suggest too much change incase this became too much work to be worth making any change (i understand this game dev stuff isnt easy). My thoughts on posibilities for these scrolls could be (names might need to be adjusted of course):
Note - Numbers are just my own thoughts, pending testing. Generally its got to be worth gaining the curse, but still provide some conflict in wether its worth it. Assumed the curse works like i noted above.
- No Discounts: All weapons sold at pedler have increased level by +1. Scrolls in shop have increased chance to be rare.
- Inferior Magazine: Magazine capacity -20%, only consume ammo on hits.
- Elemental Curse: Double the duration of elemental effects.
- Cateye Sight: +10% weapon accuracy & stability on hit for 10s (up to 100%)
- Old Belt: Picking up ammo also removes 10% of the cooldown from the primary ability.
- Old Battle Boots: +20% speed to all alies in 7m. Dash distance is +50% longer.
- Cursed Magazine: Weapon damage +100%. Every shot also consumes 1 ammo from the reserve.
- Broken Bullet: Every Crit has a 20% chance to hit twice.
- Fragile Body: Take -50% damage while standing still.
- Arms trafficker: Weapon upgrades at the Craftsman are less expensive. (Instead of the price rise maxing at 600, it maxes at 500).
Anyway, those are just my thoughts on the existing cursed scrolls. Trying to look for effects that are interesting, but dont clash with existing scrolls. with each one also carrying the extra effect of -20% supplies and healing, or some similar stacking debuff, you would, as a player, have to fight your own greed. Generally i've thought about things that are powerful, but mechanically interesting rather than straight stat buffs.
Especially interesting considdering the fact you cant choose which cursed scroll you get.
Well, thanks for looking at this anyway. Hope it gives some enjoyment.
But on another note, I notice that some scrolls here would now come with a buff(i.e. broken bullet to have 20% chance to hit twice) And I think these scroll names would not suit the actual effect of scroll themselves. But we could think of another names if we decide to change them in this way or change some % number here and there.
As you may know, we are actively developing things for the upcoming summer major update (you won't wait for too long, and I can make sure that the content in the box will not let you and our playerbase down). So when it comes to such big balancing changes, we may need more time to review your idea and the overall rework. That being said, while I can fully express your words to the devs, I couldn't instantly set an ETA/make an early promise on whether/how this rebalancing thing would be dealt with.
Anyway thank you for further clarification!
As it stands, Cursed Scrolls are basically "ignore the offer unless I've got Evil banishing Talisman", but with the possibility of 'great buff with great drawback' I'd be more likely to risk it.
Now there's already several scrolls with an upside and a set downside, including roughly half (13) of the legendary scrolls, so making another tier of buff/debuff will no doubt be a delicate balance.
After thinking it over a bit, I've got a few ideas here
1. Good buff on scroll, but the debuff is not set. As in it will have a good side that is the scroll, say 'Crits have 50% chance of hitting twice', but the downside, is pulled from a pool of several possibilities, inscription style
so it may get '-33% copper gain', OR '-25% accuracy and -25% stability' etc.
2. Wild idea, and likely a very tedious thing to implement, but what about instead of 'gaining a cursed scroll' you 'curse a scroll from your inventory', which empowers the positive effect of the scroll, while adding a downside as well (set or otherwise)
Anyway I love this game and can't wait to see it keep updating
Oh i absoululty understand, and im not expecting exact replication or anything. Its just more presenting an idea in order to create discourse and consideration on the topic. Obviously even if the Devs decided to take this on, it would be secondary to other already planned features too. But its just nice to know that this sort of thing is being considdered, even if nothing happens.
I feel part of the issue with the cursed scrolls as they are is that you dont know what kind of downside you were going to get. Part of the core idea here is to put abit more control into the players hands. If you take a cursed scroll, youd get a garanteed effect from the curse. The idea behind it being something that reduces ammo / grenades / health pickups means that no matter what you build, the curse is garanteed to reduce your overall effectiveness. At 20%, if you got 5 you wouldnt get any pickups, but could still restore from shop supplies so its still not run ending, but just a building challange. A risk. And when the control of that risk is more predictable, its not so 'negitive fun' when it happens.
Watched a 'Devs talking about game design' video late last year, they talked about this abit. They said something like 'no one enjoys it when the game [kills] you, thats not fun. So the aim is to make sure that when a player makes a mistake and [dies] from it, its their fault. So the player then has ownership over that mistake'. It was interesting, and i think applies to alot of game design thoughts. Even cursed scrolls. Give players a predictible downside to choose from, and im sure many would take it and feel fine, because its their choice to do so.
The suggestion by OP is a possible way, though it will probably take a lot of iteration to figure out an ideal solution. Another solution I'm fond of is just having scrolls with both a strong positive and a strong negative tied to them.
I had considered that, but it feels like they would just be normal scrolls, and with the way getting cursed scrolls work, you'd get them randomly still and so likely have the exact same issue.
They can name the curse scroll you're going to get instead of just saying 'Curse scroll'. They already do that for the player's side when you have the option to exchange a predefined scroll for another one.
I have 50 hours in the game. For the last at least 40 basically any choice on the chest that offered a cursed scroll might as well just not have been there, with exception of the getting the curses negating scroll early on, of course.
I have not taken on any of these since simply choosing nothing, to me at least, feels to be the best choice here.
I am more likely to take a choice that reduces my life to a few points over zero a stage before a boss then take a choice that offers a cursed scroll in exchanged for getting something.
This was my thought to.
The issue as i see it is that while 80% of the curses tend to be ignorable for a particular build, the change of getting that 1 scroll that ends you is too risky, especially as the payoff, at best, is a 1 in 30 chance of a scroll thats actually good for you.
Im of the opinion generally that i'd like the cused scrolls to be a 'hard mode' modifier. Each one giving you a predictable, stacking level of difficulty that you can willingly take on if you think you can handle it.
Instead I would propose to rework "curses" from chests into temporary effects, which lasts several rooms. It would fit gameplay much better than "pay %HP now, eat bun later".
Hades does a similar thing. What i was trying to propose was a system that isnt too far from whats currently in the game, in the hopes it might make the change more likely to happen.
Still, the idea of 'bounty scrolls' is interesting. Might expand on that in another topic.
in Dead Cells you can open some chests for their contents that are cursed. Those curses are not permanent but impose a sort of challenge on the player.
For example: the player could die from just a single hit but if they manage to kill 20 enemies without being hit the curse gets lifted.