Post by samuraijack on Dec 19, 2008 2:45:33 GMT -5
There are a few "so what" moments in Aurora Feint: The Arena. I would like those moments changed to elicit a more positive reaction.
Tower Puzzles. The forum is littered with threads asking for solutions. I can't go fifteen minutes in the Tavern sometimes without someone asking for the solution to Shadow Level 3. But has anyone stopped to think, why do them? I mean, I enjoyed The Beginning enough to pay money for The Arena. In the Town portion of Arena, completing a Magicbook grants a bonus to a specific resource's collection rate. Awesome. Now how about The Arena, the paid portion of the game... ... ... Nothing. For summoning or dueling, there is no increased resource collection rate. For completists who don't mind spending vast amounts of time collecting resources to play the puzzles, have fun. Just understand, they serve no real purpose because:
Leveling. Congratulations. You have reached level 68. Guess what you get... ... ... Nothing. The benefits of leveling end with weapons, and the benefits of leveling weapons end with three, maybe four specific ones. If I started my character over within the design of the game today, I could be in the top of the leaderboard somewhere in the first 20 levels. So why bother with the other 40?
Dueling. Now you can win or lose a duel, and it will be recorded. You can post a message on the wall of the character you dueled. BUT. You can back out of a duel if you aren't going to like the result. And nothing happens. You can lose a duel. And nothing happens. You can win a duel. And nothing happens. You can post a ghost of 10,000 strength and then fight and beat nothing but 100 strength ghosts. And nothing happens. There are so many more things that do not happen than do, that I wonder what the point is exactly. Even something as simple as keeping statistics. So many ghosts dueled at an average strength of X, Y wins and Z loses. Ghost most fought, ghost most won against, ghost most lost against. That's without getting into things that would physically alter the look or attributes of the character or that character's ghost specifically.
That's all I can come up with right now. I'm really trying to focus on working mechanics that exist in the game today, but might not necessarily be utilized completely. If anyone else can come up with something, please. Do.
Tower Puzzles. The forum is littered with threads asking for solutions. I can't go fifteen minutes in the Tavern sometimes without someone asking for the solution to Shadow Level 3. But has anyone stopped to think, why do them? I mean, I enjoyed The Beginning enough to pay money for The Arena. In the Town portion of Arena, completing a Magicbook grants a bonus to a specific resource's collection rate. Awesome. Now how about The Arena, the paid portion of the game... ... ... Nothing. For summoning or dueling, there is no increased resource collection rate. For completists who don't mind spending vast amounts of time collecting resources to play the puzzles, have fun. Just understand, they serve no real purpose because:
Leveling. Congratulations. You have reached level 68. Guess what you get... ... ... Nothing. The benefits of leveling end with weapons, and the benefits of leveling weapons end with three, maybe four specific ones. If I started my character over within the design of the game today, I could be in the top of the leaderboard somewhere in the first 20 levels. So why bother with the other 40?
Dueling. Now you can win or lose a duel, and it will be recorded. You can post a message on the wall of the character you dueled. BUT. You can back out of a duel if you aren't going to like the result. And nothing happens. You can lose a duel. And nothing happens. You can win a duel. And nothing happens. You can post a ghost of 10,000 strength and then fight and beat nothing but 100 strength ghosts. And nothing happens. There are so many more things that do not happen than do, that I wonder what the point is exactly. Even something as simple as keeping statistics. So many ghosts dueled at an average strength of X, Y wins and Z loses. Ghost most fought, ghost most won against, ghost most lost against. That's without getting into things that would physically alter the look or attributes of the character or that character's ghost specifically.
That's all I can come up with right now. I'm really trying to focus on working mechanics that exist in the game today, but might not necessarily be utilized completely. If anyone else can come up with something, please. Do.