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Emergency Adventure Zone Escape Beacons
#10
In my opinion...

- I feel there is a flaw in the design of some azone content which makes it quick to complete by individual players who have finished them before.

- Azone content should be harder and take longer to complete but be more accessible for players. The ability to leave without the port-a-sci would be very welcome.

- Puzzles will not slow down powergamers who already have solved them, so should not be considered as a way to slow down progression through them.

- Azones should encourage groups of players to take part in them rather than being easily completable by a single player.

- Longer and more difficult azone content could allow for more fun rewards to be kept which would encourage players who simply enjoy the exploration of them (like myself), rather than constantly needing to be nerfed due to people abusing them.

A friend suggested an absolutely fantastic idea for a new type of azone content, but as I have no coding experience I have no idea how much work would be required or if it would be possible at all within SS13. A roguelike azone. Random generation would effectively solve the issue of people rushing the loot, since most parts of the azone would be random and totally unknown - this could also extend to the puzzles which could also be randomly generated each round to ensure that there is a time investment for progression. The loot and challenge could also be scaled depending on the number of players in the group, once again making it harder for individual powergamers to obtain the most powerful loot by themselves. If anyone knows if this would be reasonably possible to code I may make a separate post with this idea alone as I think it would make an absolutely wonderful addition to the game.
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RE: Emergency Adventure Zone Escape Beacons - by Nidabutt - 12-01-2021, 02:59 AM

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