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By complete, we understand levels with varied difficulty, strategically placed rewards and a boss fight near the end. There is a game design theory that says that challenge should flow like music - there must be faster 'attack' parts but if they are without slower and calmer interludes they become mundane and boring. Picking correct order of those parts is difficult if you don't know how long the player will be playing. For example in Skyrim player might spend his whole game session riding on a horse in order to get to a new location. While for some people this is a great experience for most that would be a waste of time.
By having the player declare how much time he/she can invest in one sitting we can craft the game session to offer experience and balance crafted for him/her. Floor size plays a part in this - shorter floors lead to longer and more difficult ones to create enjoyable flow.
The whole idea was not to punish or reward scopes of different lengths. Some people can play only in short sessions while others have free weekends and can play how they like. Limiting rewards or save opportunities would be unfair.
PS We just discussed your post and we agreed that we should prefer larger levels on longer Flexiscopes. We will modify the algorithm accordingly and see how it plays :-)
Do the rewards scale up slightly as the length of the session increases?
Take two people who start two different games. Each plays through the first part of the game to "The Cook": One of them always chooses Very Small games, and the other always chooses Very Big games.
Does the person who chose Very Big end up with more rewards/gold than the person who chose Very Small?
I understand that there may be some randomness involved, but I'm asking about the algorithm which determines the rewards; will one player generally end up with more than the other?
Thanks in advance.
Basically, when you have little time to play, you have the options of can creating a small dungeon and finish it, instead of having to leave it unfinished.
Also, when you start getting imposed cards, having smaller or longer flexiscopes will influence on how long each imposed card set holds itself, greatly impacting in gameplay and item choosing.
I agree the system is dull in general and rarelly makes a difference, but well, there're a few cases where it does.
The system itself doesn't change the rules of the game but rather the flow of the gameplay.
And if you run into fights you can't win, you can also run back to the entrance.
I personally think there should be some small "benefit" to playing longer dungeons - maybe like a tiny XP / gold bonus.
You have a point, but we have limited screen real estate in that window. Too much text makes for an unpleasant UI experience. Which is why general overview of how Flexiscope works is explained in the window popping-up when the player can use the flexiscope for the first time.
If you descend 21 levels/floors, you'll gain as much XP/items if you do it in three runs of 7 floors each, vs seven runs of 3 floors each.
Within the last few months, they found / fixed a bug where you'd actually gain SLIGHTLY more reputation/rank doing the shorter runs. Beyond that, though, the Devs have stated there should be no XP / loot advantage of one size over the other.
(I still think the game ought to clarify this somewhere, because I think most players are going to assume what you did.)
Edit: You know what, i just noticed that when selecting a size with the flexiscope, it shows you an estimate of how much progress it generates. I feel like a derp now for not noticing that sooner :s