New cult?

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New cult?

Postby dullahan » Tue Oct 16, 2012 7:12 am

Maybe a new cult to give more verity?and more enimes and areas? idk im not the expert.i love the game i just wish there was more variety
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Re: New cult?

Postby Taylor » Tue Oct 16, 2012 2:46 pm

I'm working on a new area, but it keeps getting pushed to the side by bugs and features and things.
The framework's definitely there to add more societies, but I'm not sure how good of an idea it is since there are so few players to begin with.
If that's what people want, though, I can definitely do it.
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Re: New cult?

Postby crashnburn11 » Thu Oct 18, 2012 6:56 am

The main thing needed is more players. Players want content, nobody wants to slog through monsters for no reason other than to gather runes. This is the area the game is lacking in, things to do once you get to rune collecting. More passive and quest based ways to get runes would be the direction I would go for things to work on. It will make the game more of a coffee cup game than a fight monsters till you get tired of playing game, imo. New cults wont really help that I don't think.
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Re: New cult?

Postby Taylor » Thu Oct 18, 2012 2:32 pm

I've added Thaumophages, minibosses, and casino games. Is more still needed? Should I get rid of the runes-from-battle entirely?

Also, most players never even get to the rune-gathering point, so whatever's driving people away, it's not that.
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Re: New cult?

Postby Salen » Thu Oct 18, 2012 8:07 pm

i don't know, i keep trying to help them out then one day poof! they're gone and for no reason i can come up with.....more people are needed thats for sure and i keep plugging this everywhere i can!
[*]Everything must burn[*]
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Re: New cult?

Postby crashnburn11 » Fri Oct 19, 2012 6:15 am

Rickton wrote:I've added Thaumophages, minibosses, and casino games. Is more still needed? Should I get rid of the runes-from-battle entirely?

I'm not saying to get rid of runes from battle, just that adding things to do to get them that isn't just battling is a good idea. The casino only works if you have money, which basically comes from doing lots of battles, so that is pretty circular. The thaumophages are great, especially for more casual players, it is too bad more people didn't take advantage of them this cycle. I personally haven't fought more than probably 3-5 battles in the last 7-10 days, but I have still been able to gain a good amount of runes. The minibosses are great too, but there is only one per day, so that goes quick. What I am saying is more miniquests so to speak that would take 10-15 mins in a day to run through.

Also, I still don't really understand why vitality is a soft cap.

Rickton wrote:Also, most players never even get to the rune-gathering point, so whatever's driving people away, it's not that.

It might not be driving new players away directly, but the same concept applies to the quests, particularily to new players without IOTMs or knowledge. The quest monsters are difficult to beat at low xp, but there are no lead up quests to bridge the gap in xp, so you end up slogging to get to a point to where you can beat the monsters. Now, more experienced players know methods and orders to pick skills so the bosses are more trivial.

Also, I would suspect that some people also can't figure out what to do. This is made tougher by only getting to see the quest text once. I think it would be cool if your society re-gave you the quest text if you revisted the quest page. The more stats thing would work too, but I wonder how much a new player would know to go look there for it there.

Also, as a new player it might annoy me that if I need, say, Witch Brew, to make some drugs, but all the witches have been exterminated from the village by others looking for the same thing. I know they pop up again at the mini rollovers, but the new player probably doesn't.

JMO on things
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Re: New cult?

Postby Salen » Tue Oct 23, 2012 10:25 pm

yeah the lead up to quests would rock, the first fight , while hard, isn't impossible, but some of the others take alot of xp and stats. i bet if they had to kill 25 people before the first quest, then maybe , oh i don't know, had to gain some stats before the next quest hehehe i know, it's harder with this make up but at least you see what i mean, then they will be ready for the fights, and maybe excited that they saw their stats go up and learned how to do it:)
[*]Everything must burn[*]
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Re: New cult?

Postby Taylor » Mon Nov 19, 2012 8:37 pm

I'm writing a small mission you'll get right after the tutorial or joining a new society. You'll have to defeat a number of cherubs, imps, or sludges (depending on which society you're in).
I considered making the quest achieving a certain amount of favor, but that could be a problem for Weirdfellow infiltrators.

I'm also going to tone down the Beelzebros' first quest...everyone else is fighting campus monsters but bros currently have to fight a Witchfinder from Greenwitch, that's pretty tough for a first mission.
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Re: New cult?

Postby Salen » Tue Nov 20, 2012 12:31 am

awesome! Crashnburn11 fixed the template i wanted that matched the pic you put up on facebook, so i can enter the new tutorial into the wiki once i see it next round
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