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Post by burtosis on Sept 25, 2008 14:27:29 GMT -5
I voted too easy. Actually, I thought it was way too easy! But that is because I have been a fan of similar strategy 'head to head' two player games where the first one to stop getting chains looses. I found the hardest thing to be understanding what tools and other inventory items do. Others might not have wasted 1000hrs of thier life learning the ins and outs of chains and combos. Thus the problem might be frustration at not knowing strategies that will give you more options while playing and increase the fun! I suggest a good read here: aurorafeint.proboards100.com/index.cgi?board=world&action=display&thread=1088BTW, I think this was the point of the scrolls so Kudos to the developers for working learning strategy in ur head into the game! I love the way the game is set up now - but I completed many of the level 8 blueprints on one try in 1/3 the needed time with hundreds of extra blocks. All you need is upwards of a x25 chain and that is it for any blueprint (easy once you get the hang of looking for patterns in the board and get at least a x4 to start u out) Sooo... What about having 3 difficulty levels? One needing 1/3 resources, one as it is now, and one needing 3x the resources? You could have different awards for completing all blueprints/scrolls on each level? That would keep everyone happy! Finally what I really want is TWO PLAYER!!!!!!! After you get all your items what is there to hold your interest? Two player would extend your fun to indefinate levels - even better if you could pick who to play with so you can challenge your friends. On second thought, think of all the bad grades and firings there will be when people don't show up because they played too much AF! (twiddles thumbs as if it never happend to me....)
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Post by colin on Sept 28, 2008 11:54:35 GMT -5
One problem with the different difficulties giving different end achievements is that someone who can't get the chains will still never fully finish the game. In Mario 64 one of the tougher moments in the game is where you have to pull off a five wall wall jump, within a certain time, to get those blue coins. I managed it plenty of times, but wall jumps isn't always a certainty. Imagine if every level of Mario 64 required that you had to master a 25 wall wall jump against the clock to complete the level, and there was no other way to solve the problem. That would be frustrating.
Two solutions to the current problem could be: remove multipliers altogether, and have everyone have to play fast and well to finish the levels (the timings of which would be changed to make them be possible). Or change what it takes to continue a chain. Currently if I get a chain going and slide a block under two blocks that are going to fall (but don't because I just put a matching block there), that stops the chain, it's deemed to just be a combination move.
If you make any set at all, by skill or by the luck of blocks falling onto a matching set, then keep the chain going. The time scale for when you have to make that new set can be short, that way someone doing current chains still gets the extended time it takes for the block to fall, and someone just doing fast sets would have to be fairly fast, but would at least keep the chain going by being so fast.
As other people have said, at the moment you can only complete the game by using one particular technique, and being really good at other valid techniques gets penalized.
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judy
New Member
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Post by judy on Sept 28, 2008 14:44:15 GMT -5
Well, I just started over & now it's fun again! Maybe by the time I'm back to my previous level everything will be ok again. Or I can just start over & over!! I'm not a real competitive person..
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Post by burtosis on Sept 29, 2008 12:38:01 GMT -5
I have thought about the difficulty thing quite a bit and I think I have an idea as to how to make it better.
If you will indulge me on this: I think the idea of getting chains as the way to score points is great. I also think that putting them together is really not that challenging (once you get the hang of it and practice a bit). The problem, I think, is getting them started in the first place, in the current version, is a bit difficlut and that it can be discouraging.
I find sometimes it is hard to get to the 4-5x range, but once there, the large amount of lag makes chaining rather easy. If the timing were changed to permit a longer lag for the 2x and 3x then perhaps more people would be successful starting out and learning to chain. They should find the game more enjoyable then, and not so frustrating.
Alternatively, you might have a 'training mode' where chaining was easier, to let people practice. Even better if it could work towards some goal or item.
Right now, I think you need to be quite good at chains to get to the 4-5x mark, especially on higher speeds, which is at odds if you are just learning and never get those chains. If you never get there, then you never get to practice, and I can see how that would just be not as much fun and would be a bit discouraging instead. Especially so since they would probably enjoy the h*ll out of getting large chains if they only had the experience to be able to enjoy them!
So, my suggestion would be to just tweak the feathering in of the lag a bit to make starting a chain easier.
If people could start with the lag that we have on the 5x, I am sure more people would find the game to have more options of play and thus more enjoyable.
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Post by colin on Sept 29, 2008 18:56:13 GMT -5
Your idea would help people like me who've read the chain advice threads, but anyone who doesn't understand chains may not realize what the intentional delay is for, they might think their iPhone is playing up!
What I was saying about making chains develop under more circumstances (sliding a block under blocks that would have fallen, or even just completing any set within a certain time) would bring many more people into the world of chains.
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Post by theconfuzed1 on Oct 3, 2008 15:28:33 GMT -5
Colin--
Sliding blocks does work to continue a chain. I do it quite a bit. You just have to do it before the pieces fall into place.
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Post by colin on Oct 3, 2008 15:42:01 GMT -5
Sliding blocks sustains the chain, but doesn't increase it. If you've built up to a 2X or 3X, those extra points are worth having, but it's still hard to get into higher multipliers. The best I've done is to briefly reach 5X.
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Post by theconfuzed1 on Oct 5, 2008 0:35:45 GMT -5
Continuing the chain is the key! The longer you can keep it, the more time you are given to set up the next move.
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Post by harry817 on Oct 20, 2008 14:44:23 GMT -5
So after 7 pages of discussion and a vote resulting in "Too Hard (But was too easy in v1.0.0.1) (127 votes, 71.7%) " what is the conclusion of this thread ? Just keep things as they are now ?
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Post by aardWolf on Oct 30, 2008 8:28:31 GMT -5
The game has been released twice since the beginning of this thread... Time to unsticky it.
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scorpz
New Member
Beat this?
Posts: 3
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Post by scorpz on Nov 11, 2008 0:45:59 GMT -5
Everything is WAYYYY too easy for me, you've just got to do a whole bunch of chains, I didn't even need any tools to solve the Level 8 Sorcerer! ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
edit: sorry, forgot to post my biggest chain in mining! Speed: 63 - Chain: 82
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scorpz
New Member
Beat this?
Posts: 3
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Post by scorpz on Nov 11, 2008 0:52:47 GMT -5
And Colin, You've got to do it like this:
OOOOOOXOOOO OOOOO OOOO OOOOOO OOOO OOOOOOXOOOO OOOOOO OOOO OOOOOO OOOO OOOOXO OOOO OOOOOOXOOOO OOOOOOXOOOO OOOOOOXOOOO
Or like this:
OOOOOOXOOOO OOOOOO OOOO OOOOOO OOOO OOOOOOXOOOO OOOOOO OOOO OOOOOO OOOO OOOOXO XOOO OOOOOX OOOO
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