DRL > Requests For Features

Gain Computer Map Effect After Level is Cleared

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ParaSait:
And what about for instance if you're blocked by a lava river and you don't know what's on the other side? You must then sacrifice some hp in order to find out.
If this suggestion went into effect though... you'd know immediately without risk whether it's worthwhile or not.

I don't agree with this suggestion.

thelaptop:
Hm.  Let's nerf the current behaviour.  When the level is cleared, we instead turn out the lights and leave only a small visible range.  The rationale is that the demonic power is no longer present, so the lights would go out.  Right?

* thelaptop grins evilly

Klear:

--- Quote from: thelaptop on April 04, 2013, 13:26 ---The rationale is that the demonic power is no longer present, so the lights would go out.  Right?

--- End quote ---

I think you have it backwards. Lights tend to go out in the presence of demonic powers.

appuru:
There's definite balance issues with this. The easiest counter-example are any type of late-game caves. These are usually ridden by lava pools, and they will sometimes block even the stairs and not just items. This would trivialize the decision of running through a lava pool in hopes of finding items, powerups or just the stairs to the next level.

Evilpotatoe:
I like the idea... but this has to be balanced a bit better. Got to agree that it removes an interesting aspect in some levels, especially late caves
An idea, for example, could be to explore automatically all tiles the player could reach without walking in dangerous fluid... ofc, still a light issue with health or powerup decay, but the significant gameplay improvement would be worth it, imo.

Also, I'd like somethink like int3, to reveal useful items on a floor (e.g. all exotics, uniques, and activable items...  I mainly tough of this for Ao100+ games) Or maybe, exotic & mods sense could be bundled with scavenger... ?

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