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http://steamcommunity.com/sharedfiles/filedetails/?id=925043255
I haven't looked at the reviews so I can't be entirely sure of the context of the comments you're referring to (are they calling it a good or a bad thing?), but I'd guess that they're referring to the mechanic that shows up in a number of other clicker/idle games where a buff will be active any time you haven't made any click damage (buying levels and using abilities don't interfere with this, only actually clicking on the enemy) within the last 60 seconds. A lot of other games do this.
CotLI doesn't have anything like that. But if it did... The ability would most likely be a power of a specific crusader (a new character intended by design to be an "anti-clicker") instead of being built into the core mechanics of the game. It would kind of be like a reverse of RoboRabbit's Wind-Up Bunny buff, really. Where the Wind-Up Bunny buff starts at 0 and builds up to a maximum effectiveness after 25 clicks and persists for 15 minutes after the last click (refreshing the duration if you click again)... An idle booster type of buff would have to start out at the maximum boost (whether it's boosting global DPS directly or just boosting crit chance and letting the Passive Criticals talent translate that into a global DPS boost) and lose effectiveness temporarily when you click.
Because that's CotLI's design concept. It's not just a single never-changing list of 20 characters that rarely contribute anything more than a share of the group's DPS output while one enemy at a time appears for the team to fight like so many others in the genre. We have to pick and choose who is on the team. We can unlock alternative options for each of the 20+ positions in the roster. Each different character can bring their own quirks to the team. We place them in a formation and their position within the formation can make a difference. And they must fend off waves of multiple attackers at the same time.
Granted, when running free plays (which become the bulk of the gameplay since they're the repeatable content / objectives are not repeatable) most players will typically just select one DPSer and surround them with characters that will buff that DPSer and run until that DPS stops instakilling the enemies (plus using the Billy + Mindy + Baen combo for making it a speedrun). Objectives can challenge us to need to make use of other types of crusader abilities, but those opportunities are limited.
That's the legitimate failing in CotLI's design. We've got options for tanking and healing. We've got options that slow enemy movement. We've got options that fire projectiles or deal splash damage. We've got options that buff based on enemies on-screen or when the formation stops moving. We've got options that react with buffs or counterattacks when an ally dies. We've got a clicker option that can go for raw power (Bush Whacker with his Swordplay ability) or a clicker option that can work as more of a supplement to the rest of the team (Warwick with the combo of his Soul Harvest and Curse of Weakness abilities). But they have their place and for some of those it's often not in a free play (unless that's just the player's random whim).
In my opinion, the game kind of needs a "challenge mode" option added to free plays (with customizable objective rules and with prizes that scale based on how tough you make it and how far you can go into your custom challenge). Something in the repeatable portion of the game to encourage getting into situations where it pays off to experiment with different crusader abilities.
Nice idea, although I think it would have to be random rules when you go into a challenge (although maybe you could choose the number of extra challenge rules to add), otherwise it would mostly lead to doing exactly the same challenge rules over and over once an ideal combination was found.
I guess the difficulty would be lifting out a load of random objective rules and them being able to coexist together without causing conflicts or bugs as the number of combinations grows massively compared to the limited amount of combinations in the existing objectives.
I was not thinking of it as a complete free-for-all of every option in the entire game all in one place. (Although that could be another idea. A separate option outside of the campaigns. Maybe something like a gladitorial arena setting / story. Flexible formation, letting us choose from any formation in the game. Including even the event formations. Pile other conditions on top of that.)
Anyway, for what I was thinking, for World's Wake as an example this would get options for the Rampaging Rabbits in the back row, the Priests of Antioch in the corners, the Trojan Rabbit in the center, and the Gray Goo overtaking the entire thing. In theory the Trojan Rabbit could coexist with either the Rampaging Rabbits or the Priests of Antioch, but outside of that it's all clashes (RR and PoA both try to claim the corners, GG will sooner or later try to claim everything that any of the others cover). A drop-down box to select your formation condition(s) for a challenge would include those six valid possibilities (each of the four main options alone, or the RR+TR combo, or the PoA+TR combo).
Another drop-down box would be the destination, maybe? Just the target area to reach. And another box might be for other miscellaneous options? For World's Wake that would be... Inflation and Top Tier (plus maybe the combination of them as another option?) Although it could be argued that Inflation might override the destination selection. (Your end target there is leveling up Nate (or whoever else in that seat) enough to be capable of resetting. Reaching a specific area may be too much to ask for.)
But yeah... I could also see them leaving the actual decisions up to RNG like you suggest. Maybe give options to define upper limits in terms of maximum number of conditions and maximum tier to pull conditions from. Account for what should and should not be allowed to combine together within the algorithm that gets written for each different campaign challenge. But that would all be hidden from us. They'd just show us the final result.
-.-;