Post by asmeurer on Aug 14, 2008 13:58:47 GMT -5
I already posted some of this idea over in the difficulty thread, but I figured I would post it here too. The problem is that mining is too easy, and random action generates better results than planned action. My idea is to create blocks with a negative effect (power downs, anti-tools, what would you call these things?). There would be a way to avoid these negative effects, but random action would be a bad strategy for doing so. Naturally, these wouldn't be built like tools in the smith. Instead, they should probably appear incrementally as you level up. Here are some ideas for such blocks:
Any other ideas? Does everyone agree with me that mining becomes too easy after you get used to it and have plenty of tools, or at least that random action shouldn't be better than strategic action?
- A dreameater-like block that clears the screen but doesn't level you up on the blocks it destroys. Higher levels of this would actually take away the blocks it destroys. Here would be the incentive that some people have been asking for to clear the screen: you clear the screen of all other blocks and then double-tap on the anti-dreameater, which would then destroy only what remains, hopefully nothing.
- A block that can be matched with any two elements like a tool, but must be matched with a certain element, say fire, in order to have a positive effect. Matching it with the wrong block would have a negative effect. An easier version of this would be a block that can be matched with any element except for one. I suppose you could have in-betweens for this, but that would be confusing if it isn't done right.
- A "hardened" element type that can only be joined if no other elements are on the screen. Another incentive to clear the screen. For example, you might see a wind that has a dark border around it come up, signifying that you will only be able to destroy that wind if you match it with two other winds and there are no non-wind elements anywhere on the screen. Screen clearing requires strategy and is rarely done completely with random swiping.
- Naturally, the current tools would have to interact somehow with these new negative elements. Maybe the alchemy, dreameater, and/or sorcerer tools could be used to eliminate the easier.
Any other ideas? Does everyone agree with me that mining becomes too easy after you get used to it and have plenty of tools, or at least that random action shouldn't be better than strategic action?