Armagon submitted a new blog post: August 5th - Mission Prototyping Continue reading the Original Blog Post
Sounds promising, I second the Anti escort mission statement as well. Delivery missions fine >_> But no peoples.
Sound pretty good. Except for the jump puzzles.. Immensely frustrating. I'm not into platformers in general but especially not with mouse and keyboard. =/ I was kind of hoping to find random missions too though. Like find X and bring X back. Kill X amount of Y and return. Save X from Y, etc. These would be much easier to implement too. I don't mind escort missions.. the only thing I don't like is timed missions. Anything with a timer puts me right off. Oh and stealth.. I HATE stealth. >Edit< Just reread your post. 15 mins per mission?! That's awesome! Adding these in with procedurally generated quests would be incredible for coop play. Really looking forward to this now.
Sounds amazing. Try to make missions as varied as possible, not just with traps, monsters, and obstacles- But more with other things too. I can't wait for this though! Keep up the good work!!!
Woot! Can't wait for missions! I am unsure if I would want Escort missions or not. On the one hand I hate them with a burning passion. On the other I don't want to limit you guys on your choices of missions. Plus having more mission types breaks up the monotony. As long as half the missions aren't "kill X monsters for Y amount of Z" I will be happy. Also, how will missions be broken up between progression styles? Will builders get their own missions, like build an outpost here? And will farmers be given quotas they have to fill out? And will these missions be style separate, or avalible to all players?
When it comes to the platforming challenges, how will tech and certain items factor into it? With so many major systems being reworked, I wouldn’t be surprised if tech gets reworked into part of game progression instead of extra stuff for the player to use. I mention this because most tech could make the jumping segments trivial, especially ones like Bubble Boost. How would the grappling hook be affected? Would it not latch onto blocks inside dungeons? Would later game dungeons have to be designed by expecting players to have certain tech and movement aiding items? From what I understand, you won’t be able to destroy blocks in a dungeon till they are completed. Would this also go for placing blocks? Otherwise the tons of dirt you probably have will make things quite easy. It sounds like these dungeons are supposed to be a challenge and there’s a different between stuff to help you out and flat out rolfstomping your way through. I do look forward to the missions which can hopefully spice up random planets a bit more. I'll also like to add to what others said in that I also really don't like escort missions especially if whoever you're escorting tries to "help" in combat or get in the way of your attacks.
Immediately thinking back to the jump quests of Maplestory. So many grueling hours of try, try again.
" so we can gauge precisely how many polished missions we could create in time for 1.0, and to highlight any issues we may run into." This does not sit well with me. This statement implies that 1.0 is not dependent on the content of missions, but rather the mission's content is directly proportional to the amount of time left before 1.0 happens. "In time for 1.0" I don't like the sound of that. Even if we're talking about a smaller aspect of the game. It's been a couple of weeks now, but I really feel like the team is moving toward releasing whatever they get done before the game is unprofitable against resources being spent; rather than finishing a planned structure. I continue to believe that there is no real design document for Starbound. Some of the language used in this post has really cemented that feeling for me. "Prototyping" missions is something that should have happened by now. It sounds like they are being stuck onto the existing structure, rather than being part of the foundation for said structure. Also, the Roadmap already says that quest generation is 50% complete. Are missions different from quests? Not sure if I understand.
Hmmm... Escort missions? On a 2D perspective? Be the damage sponge, and play this at 2x screen resolution (the farthest-known)
Yeah I agree with everyone else. No escort missions please, unless it's gonna be like Bioshock Infinite where the escorted is actually helpful and not in the way. Also, I hope there's a thing to keep people from placing or removing blocks, otherwise every dungeon will be deconstructed instead of fought through. I admit to doing this with Apex labs, and it really took all the challenge out of it. Don't let people be cheap!!
In case some one dosnt understand he is talking about a new dungeon prototype, not a quest, with better mechanics (like better puzzles and stuff). And I actually played the dungeon he's talking about (I'm on nightlys) and had heaps of fun (exept for the jumping puzzle at the start that just seemed to make lag) so I'm glad their going to add more like it here's a cookie for the Devs, good going guys! Edit: I had (for hater reasons) to hide my cookies but here's some thumbs ups instead
I could only imagine those pesky monsters with any attacks that fire at at you killing the person you're trying to escort. That would be quite the annoyance if it was a main mission that you'd require to continue the storyline.
Are the missions designed to be an instanced dungeon separate from the worlds/areas in the game itself? And is it that the planned Director's Mode could allow players to create custom missions like this in multiplayer?
I hope that the ability to remove/place blocks and wires is removed for these missions, just, completely. (Unless it's the point of it, I guess?). Otherwise it's going to be a joke.
Does this, perchance, has anything to do with those Glitch dungeons that we start on every time we make a new char? Those new cool places with switch puzzles?
Sounds Good Bud! Good luck with the testing. The game can only go up from here, an example would be me thinking I have done everthing then I turn a corner and I'm slapped in the face with some crazy stuff *No Spoilers* Good work so for from the whole team.
Jeez, you guys are doing awesome things, it's almost every other night I find out about some great new aspect of the game. It's already a game with twice the amount of the things I love in a game and all the time there's more. Thank you guys for making the perfect game for me and, I'm sure, a lot of other people. I'm starting to sound repetitive so ill end it here. Good work guys.