I'm not a fan of having to herd kobolds. It's why I don't like Lava Caves, and the only reason I don't mind Extraplanar Mining is the routes are super short. The reason I don't like herding kobolds is because I feel like the kobolds are distracting me from the important stuff: killing bad guys. And there is nothing worse than an Incoming call when I'm way out laying the end of a line, and lose a bunch of kobolds by the time I get back. That's why EM doesn't bother me as much. I can get back to the center very quickly.For those who do not enjoy this type of gameplay, can you elaborate on why?
Thus, I won't run Lava Caves. I'll do the quests that give me ingredients I can trade in for Lava Caves ingredients instead.
But that's my preference. I loved Cove because we always had a full group, and I never had to lead kobolds. I got to scout for good routes and clear em out.
Also, it kind of stinks that they stress being self-sufficient so much. Of course, really, all quests do to a certain degree.
That said, in my opinion, it sucks that half the challenges were kobold stuff. Also, in my mind, this pack kills Crystal Cove, as it won't be a rare, interesting thing if it ever comes back.
Dr. Rushmore's is just good fun. I mean, what's not to like about running around killing things?For those of you who do enjoy playing them, what aspects do you enjoy?
But in terms of gameplay, I do enjoy the points idea. I'll often take longer runs of Picture Portals than is efficient just to see if I can 5 star it running solo. The idea of a quantified "perfect" run is kind of cool. It reminds me of the good old days of playing Tenchu on the first Playstation, and going back and forth with friends trying to get the highest score on a level.
In terms of general gameplay, I feel sad because it feels like good maps are going to waste for me because I don't like the challenge. Also, it's a bit of a bummer than every version of Dr. Rushmores seems more or less the same, as does every version of Kobold Island, Extraplanar Mining, and (from my very limited experience) Lava Caves.General feedback is encouraged, but again, please limit feedback to gameplay and respect other’s opinions. I expect this to be a very polarizing subject.
Thanks in advance.
I think it would have been much better, and made the pack sell better, if every map had a number of different types of challenges (kobold leading, boss hunting, defending hardpoints). For example, Moving Objects could have been the boss hunting Mansion challenge. Then Picture Portals could have been a defend the harpoints challenge (make the portals a static thing so they could be learned and used effectively, and then make bad guys teleport into different rooms and you have to protect the rooms from getting wrecked), and there could have been a Raid the Mansion challenge, where you lead kobolds through and, rather than crystals, they steal books and art and other loot from the mansion.
Do that for every map, then reduce the number of ingredients to 4, one type for each map. That way, players could play the challenge type they most enjoy, and still get the ingredients they need, and a challenge type they don't like doesn't end up being half the pack (2 kobold leading maps makes me sad). Also, if the ingredients were standardized to the map rather than the individual challenges, it would become much easier to implement more or new challenges utilizing the same maps.
Also, I think new challenge types would be cool to implement. I know someone made the suggestion about a Blown to Bits style challenge, where you are constantly dropping explosives everywhere and killing teammates with explosions can be optionals and what not. That could be fun. Also, I wrote up a thread not too long ago titled Godmode here, and I think that would make for a fun challenge type.
Basically, I'd like to see more variation in challenge types within the individual maps, so that people could run what they like to do most.
The next part isn't going to be on general gameplay, but definitely challenge related.
First, cost. Who's idea was it to do a non-standard pack yet charge an insane amount for it? I saw a post on the forums where someone hypothesized that a upper-management type saw the participation in CC and thought: "Holy cow, people love that! Let's clone and sell it for a redonkulous amount!" and I have to think that's what happened. Why else was it so over-priced? Bring the cost on it down to 750 TP, and I bet you'll make a lot more money off it.
Second, lack of divine loot. Why were they left out? A number of items were made that were obviously meant to be caster or melee items (having abilities for both that very very very few builds could take advantage of all of them), so why weren't divine items covered here? That was a sad oversight in my mind, and I did start a thread on that here, too.
Third, BtA switching to BtC. It's not very apparent that this happens, and I've heard of more than a couple players making a tier 3 on the wrong toon thinking it's BtA. I think they should be BtC on tier 3, but that should be more obvious (like a warning message, similar to the one you get when you are about to equip a BtA or BtC on Equip item).
Fourth, Docents and Armor. You did a good job with Mournlode, making sure there was a version for everyone. But what about Frozen Tunic? Was there a reason you didn't want warforged getting access to a cold-caster-specced item? Or why a warforged monk wasn't supposed to get ki+1 on a body slot? Seems rude. Why not make a Frozen Docent, as well?