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DarkSoul

Just Throwing this out there for next games

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If you make a game that has a survival mode, do not require the player to complete the normal map/boss.

Reason to allow players to choose what they play and not restrict them that they may/or may not be able to do

AND remove all build timers (its a pointless mechanic and hurts solo players)

its pointless because A) player builds everything they need to pass the wave B) don't and fail

This adds nothing to the game except failure

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I can see your arguments, but...

1. The whole point to survival is pushing what you have already beat. I do not agree that you should be able to play survival without beating the campaign first. That's the whole point in having a campaign.

2. Build timers increase difficulty. It's not called Insane or Nightmare because it's a cake walk. It requires you to plan efficiently.

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1) wrong survival is about lasting as long as you can. Doing the campaign would set you up better for survival but should not be a requirement because

player A might want to play the campaign first
Player B might just wanna play survivals

catering to a large player base is always good as long as your not dumbing down difficulty directly to do it (e.g. making the game a cake walk by decreasing stats unless the majority of players cant progress past a point)

2) no they don't the enemies are still the same strength, This attitude is so fail that because its named X it must be Y difficult,

The difficulty must be FUN and REWARDING because that is what games are FOR not due to a mechanic that exist outside of the model difficulty, that ever A) doesn't effect you because you can build or B) effects you by making you fail.

without the timer you would still have to plan efficiently because you still have to build the same towers to pass the wave, doing so will not give an advantage that breaks the game (the mobs are still the same, the difficulty you CHOSE is the same)

Your success is dependant of the same things build/stats

You can even say just survival is harder than playing campaign because you wont have gear from it

The restriction IS the problem stoping this

Also there are some maps that are impossible solo with timers talay/crystal unless your stat's are uber/character run speeds.

The whole point of a campaign mode is for the story, Survial is a challenge that is OPTIONAL (give or take if u want the best items BUT that STILL OPTIONAL)

removing the tier/restriction on survival would allow players the OPTION to play how they want to PLAY

hell you might even if as you said some people want it make it so every map no mater what difficulty has a OPTION to have a TIMER with increased rewards.

good games design is about giving players OPTIONS.

bad games design is FORCING players to play in a certain way

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you may as well play minecraft


Lol, Minecraft *snicker*.

You could just play standard TD games if you don't want to beat a map in normal to play survival.

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Part of the idea of survival is exactly as classic said; to push the player beyond the normal scope of the game. And your complaint about the build timer doesn't really make much sense because there are many situations where you forget something for the build but still get through the wave. You make it sound like the game looks at your build and chooses if you pass or fail. The point of the crystal not being a one hit kill is so that you can make adjustments on the fly if something is going wrong. If you want the game to be easy, dont play insane and nightmare and just do hard since there isnt a "pointless" build timer.

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1) wrong survival is about lasting as long as you can. Doing the campaign would set you up better for survival but should not be a requirement because

player A might want to play the campaign first
Player B might just wanna play survivals

catering to a large player base is always good as long as your not dumbing down difficulty directly to do it (e.g. making the game a cake walk by decreasing stats unless the majority of players cant progress past a point)

2) no they don't the enemies are still the same strength, This attitude is so fail that because its named X it must be Y difficult,

The difficulty must be FUN and REWARDING because that is what games are FOR not due to a mechanic that exist outside of the model difficulty, that ever A) doesn't effect you because you can build or B) effects you by making you fail.

without the timer you would still have to plan efficiently because you still have to build the same towers to pass the wave, doing so will not give an advantage that breaks the game (the mobs are still the same, the difficulty you CHOSE is the same)

Your success is dependant of the same things build/stats

You can even say just survival is harder than playing campaign because you wont have gear from it

The restriction IS the problem stoping this

Also there are some maps that are impossible solo with timers talay/crystal unless your stat's are uber/character run speeds.

The whole point of a campaign mode is for the story, Survial is a challenge that is OPTIONAL (give or take if u want the best items BUT that STILL OPTIONAL)

removing the tier/restriction on survival would allow players the OPTION to play how they want to PLAY

hell you might even if as you said some people want it make it so every map no mater what difficulty has a OPTION to have a TIMER with increased rewards.

good games design is about giving players OPTIONS.

bad games design is FORCING players to play in a certain way


Again, whilst your opinion is noted, it just simply isn't true. The game has always been like this, with reason too.

If you don't think a build timer increases difficulty, then you are sadly mistaken. It forces you to build quickly and not take any shortcuts.

Secondly, there would be no point naming something campaign, if it didn't have to be completed to unlock the other content. Every other TD game runs it like this.

There is nothing wrong with the way these two things are atm, and I highly doubt they will change this.

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If you don't think a build timer increases difficulty, then you are sadly mistaken. It forces you to build quickly and not take any shortcuts.

Secondly, there would be no point naming something campaign, if it didn't have to be completed to unlock the other content. Every other TD game runs it like this.

I agree, they have casting rate implemented for a reason, and part of it is because it adds an extra aspect to include in your strategy, i.e. having more invested in casting rate and getting more out in build waves, or having less, thus building less and relying more on your character.
Also campaign is the main part of the game, and survival is a bonus you gain access to once completeing it, almost every game out there works this way, theres the main game, then bonuses you unlock from completing it

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2. Build timers increase difficulty. It's not called Insane or Nightmare because it's a cake walk. It requires you to plan efficiently.

lol yah you have to memorize the ddplaner map

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from a console standpoint it takes about 20 mins to beat a map. if you cant beat a level on campain than why try survival. im not sure why someone would feel like you shouldnt be required to beat a map to unlock tougher variations of said map.

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