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Post by slayernz on Dec 14, 2013 17:28:05 GMT -5
Along with the scripted (or Trigger Point) encounters that you get, it would be great if there were random encounters while you move around the map. That way even if you've cleared the level, you can still find things from time to time to kill ... and just when you think you're safe on the way back to camp, you stumble across a bunch of spiders that were also traversing the map.
Most simple way would be % chance per movement (or per 7 moves) that increases by 1% as difficulty increases ... Easy = 1% chance, Normal = 2% chance etc. No random encounters during combat, or within x radius of a camp/entrance/exits/scripted trigger points.
Slightly more complicated would be using the same green/red approach as StarTraders. Green would be the wagon trail path (even when the wagon trail isn't visible). Red would be the nooks/crannies and "off the beaten path" areas.
Green would have a 50% reduction in encounters compared to Red. This means that in Easy difficulty, green areas would be 0.5% chance and Red areas would be 1% chance.
The green/red approach would be the biggest challenge because you'd need to add another bunch of information to the map data, which may or may not be easy to do.
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Post by fallen on Dec 14, 2013 17:54:05 GMT -5
slayernz - thanks for the suggestion, we have some plans in this area - linked to safe areas, travel areas, and fast movement. Something we will look into in January.
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Post by Cory Trese on Dec 15, 2013 1:48:20 GMT -5
HoS != ST
If you were thinking about a Wish List requiring the team to have enough water to make it to the next town ... that request is also denied.
=)
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Post by Cory Trese on Dec 15, 2013 1:49:26 GMT -5
All kidding aside, there is a wandering monster system in place for use in later episodes and difficult dungeons.
It's not a random roll per move -- quite the opposite, but you'll find it an interesting addition to the E1 challenge set.
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Post by slayernz on Dec 15, 2013 2:22:30 GMT -5
HoS != ST, BUT Ratkin = Steel Song
It really does fit. They are both scavengers They both love ambushes (but are generally cowards) Their mantra is "Please hit me, I like it" They both have no real purpose in a modern society, and only serve to be exterminated by anyone even slightly on the side of good
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Post by Cory Trese on Dec 15, 2013 2:50:46 GMT -5
I cannot argue your points.
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mikelrysk
Hero
[ Heroes of Steel Supporter ]
Posts: 160
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Post by mikelrysk on Dec 17, 2013 17:20:12 GMT -5
+1
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Post by sgbeal on Dec 25, 2013 9:16:27 GMT -5
FWIW, one of the things i really like/admire about HoS is the complete lack of grinding, i.e. the complete lack of random encounters. The encounters are scaled directly to the progression of the story. Random encounters are (IMO) for lazy game designers who want to stretch a 2-hour story into "40+ hours of exciting gameplay!" i'd rather have 2 hours of well-paced story than 38 hours of grinding interspersed with 2 hours of story which cannot be completed without the grinding. That's the main reason Final Fantasy (and clones) make me so sick to my stomach.
Please, please, PLEASE don't turn HoS into a grind session! Rather than random encounters, i'd prefer "arena fights," or similar, as that gives the player more control over how much of his time he chooses to waste, rather than having that be largely influenced by random encounters (which, in any case, often pop up at inopportune times).
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Post by beuns on Dec 25, 2013 9:25:41 GMT -5
An arena ! Great idea ! +1
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Post by fallen on Dec 26, 2013 0:24:11 GMT -5
The pattern you are seeing of combat / clearing areas is the generally the pattern that the entire HoS game will use. An arena is possible, but even in that case, it would not allow for endless fights or grind.
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Post by beuns on Dec 26, 2013 2:21:30 GMT -5
The pattern you are seeing of combat / clearing areas is the generally the pattern that the entire HoS game will use. An arena is possible, but even in that case, it would not allow for endless fights or grind. I was thinking of a side quest where you could be named champion of the arena... That would be awesome !
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Post by sgbeal on Dec 26, 2013 6:37:27 GMT -5
One option for an Arena would be to only have it provide gold or gear as a reward, and no XP, to avoid "the grinding problem." OTOH, there's currently not much one can do with his gold except buy Spirit potions (that's where all my gold goes, anyway).
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Post by nolost on Jun 4, 2014 7:15:15 GMT -5
If I can add my opinion.... I just hate random encounters, no matter the RPG. For me they means combats without design, repetitive combats, non interesting combats. I don't remember any exception to that. :-) Well if I search better I'm less sure I don't have one or two counter example, but if there's an exception it's very rare.
That said limited respawn is cool stuff for surprising a bit, not systematic respawn but one like when you enter a second time in the area. The game use some specific respawn like when you leave a dungeon there's new opponents on your leaving path.
An arenas can be cool, particularly if optional. And like a sort of tournament, not with random encounters.
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