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Consumable Suggestion  (Read 472 times)

Offline Visio

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Re: Consumable Suggestion
Reply #7 June 22, 2018, 06:47:03 PM
Especially maps. I have so many of those and they're never going to get used.
Actually i find em extremely useful as of now, especially in sigil maps if i think i cant quite beat any nemesis and should start evading from far off. In normal maps its usual - grab emblem/sigil/do quest/go down, though map saves a ton of time since you can avoid dead ends or empty spaces. I find that i can only sustain maps if i push enemy level/stats/damage in/out high up and do some treasure chests/nemesis, otherwise their droprate wont let you use em in every area. But ye why not use em for crafting too. Though i have like 1k supply i now try not to allow em falling below that point since who knows if drops will be nerfed again and they are imo too good not to use em :P

Offline Cambria

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Re: Consumable Suggestion
Reply #6 June 22, 2018, 02:34:25 PM

Tbh consumables etc- id like to see some crafting in, as a late game resource sink + a way to recycle books of wisdom/pills/knives/cloth scraps at the very least. Think there are huge opportunities here to be claimed.

Especially maps. I have so many of those and they're never going to get used.

Offline Visio

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Re: Consumable Suggestion
Reply #5 June 20, 2018, 09:42:58 PM
well portable black holes dont work in itherian realms at all. i just use em as a finisher for 'reach realm x' prophecy or when go shopping to gods. imo their value is next to nothing due to that, since danger of normal realms is close to zero anyway.

Id like to see black holes working in itherian realms - or for some item that will allow that. Though BH are pretty rare as they come and definitely rare enough to allow any constant use.

Battle flee item idk, maybe could be useful, not a bad idea, but again very limited use, since from my experience if you allready got in combat with something you cant kill that can kill you, you are dead before you see the menu, like 90% of time, but thats me, other players experience may be vastly different. Though again those items might be a lil bit useful.

Tbh consumables etc- id like to see some crafting in, as a late game resource sink + a way to recycle books of wisdom/pills/knives/cloth scraps at the very least. Think there are huge opportunities here to be claimed.

Offline Psylisa

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Re: Consumable Suggestion
Reply #4 June 20, 2018, 09:22:49 PM
that's the nature of the game, isn't it? to construct a team that can deal with anything - if your team has a weakness, I think it's good game design that you get killed for it now and then. call it constructive punishment :P

I completely agree. I love how Nemisis packs at to the aspect of the game. I am all in favor of having a game where it is challenging to figure out how to deal with everything that might be thrown at you.

That being said, powerful rare Loot is cool. Therefore, I think having a small number of rare "get out of jail free" type consumables could be reasonable. It is great never to need sick a consumable, but if you might need one to save the day in an incredible difficult sigil ... Then it feels really good when it drops. (And you want the player to have plenty of moments where they feel good because something cool dropped)
Repurpose Black Holes to be a battle flee mechanic instead. You leave combat, mob disappears, no loot given, GOOD DAY, SIR!
I'd vote for that.

Offline Noetherian

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Re: Consumable Suggestion
Reply #3 June 20, 2018, 03:53:06 PM
that's the nature of the game, isn't it? to construct a team that can deal with anything - if your team has a weakness, I think it's good game design that you get killed for it now and then. call it constructive punishment :P

I completely agree. I love how Nemisis packs at to the aspect of the game. I am all in favor of having a game where it is challenging to figure out how to deal with everything that might be thrown at you.

That being said, powerful rare Loot is cool. Therefore, I think having a small number of rare "get out of jail free" type consumables could be reasonable. It is great never to need sick a consumable, but if you might need one to save the day in an incredible difficult sigil ... Then it feels really good when it drops. (And you want the player to have plenty of moments where they feel good because something cool dropped)

Offline wolfgirl5000

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Re: Consumable Suggestion
Reply #2 June 20, 2018, 03:45:49 PM
that's the nature of the game, isn't it? to construct a team that can deal with anything - if your team has a weakness, I think it's good game design that you get killed for it now and then. call it constructive punishment :P

Offline Noetherian

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Consumable Suggestion
Reply #1 June 20, 2018, 03:37:49 PM
I absolutely love Nemisis packs. However, Sometimes a combination of a particular Nemisis Pack in a Particular Itherian Realm can be unwinnable for a certain team.

For example, let's say that stat boosting is a key part of how my team wins most fights. Misery packs prevent stat boosting and so I had better bring a back-up strategy that gives we a chance of winning this fights. However, if the properties of a particular Sigil interfere with my back-up plan, then I am really in trouble.

Bottom Line: Sometimes in an Itherian Realm, I will see a particular Nemisis Pack coming towards me and know that it is unwinnable for my current team.

This seems like the type of situation where I want to be able to burn a rare consumable to help me out.

Consider adding a rare consumable that either:
-- Re-randomizes all Nemisis packs in the current Realm. (E.g. re-roll am Agile pack and maybe it becomes Horde instead)
-- Removes Nemisis status from all packs near the player, turning them into regular encounters.