05-02-2021, 09:14 PM
(This post was last modified: 05-02-2021, 09:32 PM by penny. Edited 5 times in total.)
(05-02-2021, 07:27 PM)Tarmunora Wrote: reposting from discord, since people there were getting hung up on adventure-zone stuff since the intent behind the change was not necessarily made clear:
Main reasons were:
- detrivialize/encourage-proactiveness-in getting out of sticky situations (can't just ask AI for the portasci[remote] when stuck)
- Reinforce that the port-a-sci is the RD's toy, in the same way that the NT syringe gun is the MD's, or the RCD-C is the CE's
I understand that risk and reward are part of what game gives a game depth and depth is part of what make a game fun.
But in a round-based social game there is nothing fun about being stuck on the bottom of a trench so that I get a "more satisfying gameplay experience"
It's just worse, being trapped on the bottom of the trench or stuck in a shop inside an asteroid made of indestructible materials(or just the void because telescience had a portal up and you lagged into it with NO FLASHLIGHT) leaves zero depth in your future. It leaves adventuring as a process of getting clone scanned and commiting suicide when you're ready to go back.
Medical's depth is similarly lowered into a respawn point for adventurers; because I know we all love collecting extra biomatter so much.
If you sit down and explain this change, you can't explain how it's fun.