Deep Rock Galactic: Survivor

Deep Rock Galactic: Survivor

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What's the game design reward behind killing a level boss early?
Seems like the game punishes you for killing the boss early since you have less time to grab extra materials on the map. The game punishes you if you take too long as in everyone gets stronger but if you your self are stronger it just brings an abrupt end to that level.

Why not spawn the drop pod but give bonus time before leaving the level when you kill the boss fast? 30 seconds changes to 40 to 50 to 60 depending on how quickly you destroy it?

Maybe extra xp or something? Something feels not well thought out with the way it currently is. I find my self hoping I don't kill he boss too fast so I have more time on a map but trailing sludge or dot damage will kill it even when running away.
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Beiträge 1624 von 24
Moonbane 27. Feb. 2024 um 13:34 
Ursprünglich geschrieben von ImpactHound:
Ursprünglich geschrieben von Moonbane:
Currently at 30/31/31/27 for my foursome.

Dwarves over 25 disgust me. Can't believe they don't promote/rank up with borders and stars like the base game. I appreciate getting in the drop pod after the last second and the door bisects my dwarf but still takes me on to the next area though.
Early Access, there will be more to come. Be patient, its not a complete game.
Zero0n3 27. Feb. 2024 um 15:04 
to all the haters of this idea, they already have a solution for making sure you move to the next level. ENEMIES SCALE UP THE LONGER YOU STAY AROUND WITH THE BOSS.

A better solution may be to:
- Have the drop pod land when the final boss spawns.
- the leave timer is upped to say 120 seconds.
- The pod doors don't open for you if the boss is still alive. Maybe make it drop 'fuel' for the pod that allows you to move to the next level (so you dont kill it, it wont go anywhere or doors don't open)

So, if you kill it faster, you have some more time to go around and collect things, while the bugs are still swarming and chasing and getting scaled up (scaling up starts the moment you kill the boss - think 'ENRAGE" because you just killed their parent)

If it takes you TOO LONG to kill, it means you fail the level, which is a fine outcome as well.
I like the enrage idea there but I think the idea is unworkable simply because when the pod normally arrives, when the boss is killed, its in reasonable proximity. I know that when I am being chased by the boss, as it is, I travel a fair distance trying to stay safe while killing it. The proposed change could leave you quite a way away from the pod and I am pretty sure I do not want to be concentrating on where the pod is when I am trying to not get jumped on or corralled.
Kurtino 27. Feb. 2024 um 16:33 
Well the usual incentive in a game like this is that the enemies progressively get stronger based on time...passively? It's strange that they only get stronger once the boss has spawned and hasn't been killed for a set amount of time, I actually assumed it was always getting harder per time but the game started to warn you if you waited too long.

Seems like a relatively easy thing to fix though.
Maybe it is pheromones released by the Dreadnought?
Moonbane 27. Feb. 2024 um 17:12 
I dont agree about enrage, it serves as means for you to hurry up.
Metro 27. Feb. 2024 um 17:15 
Ursprünglich geschrieben von OmegaFreak01:
Ursprünglich geschrieben von tODDlife:
Reward for an early kill is lower risk
First person to answer the question. Thank you I didn't consider that point.
You posed the wrong question. It's not a matter of reward but game balance. Not every aspect of a game is designed to reward a player.
Zuletzt bearbeitet von Metro; 27. Feb. 2024 um 17:16
Snowfunk 27. Feb. 2024 um 17:18 
None. It's stupid, counter-intuitive game design.

That's why you want to kite, and avoid killing the boss for as long as is possible.
Find, mine resources, kill bugs, collect experience.
That is why all the ♥♥♥♥♥♥ turret weapons, are even worse, because they work against you in this regard.
Zuletzt bearbeitet von Snowfunk; 27. Feb. 2024 um 17:19
Ursprünglich geschrieben von Snowfunk:
None. It's stupid, counter-intuitive game design.

That's why you want to kite, and avoid killing the boss for as long as is possible.
Find, mine resources, kill bugs, collect experience.
That is why all the ♥♥♥♥♥♥ turret weapons, are even worse, because they work against you in this regard.
Turrets, at the risk of going on a tangent are not really worse. When mining if you stop pushing in the direction while at a seam the turrets deploy. Better, you can have them follow you around with one overclock. Against a boss you only have to pause for a second to deploy an array of shooters while you kite around. Imagine your regular weapons - do you only like the ones that say "target highest HP enemy" or "closest enemy"? Different weapons are used in different ways and that is part of the challenge of the game.
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Geschrieben am: 27. Feb. 2024 um 10:23
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