|
Post by finestep on Feb 3, 2015 17:01:43 GMT
I'm curious, what motivated this change? I thought it was fine previously.
|
|
|
Post by Von on Feb 4, 2015 3:08:26 GMT
Quite a few people were having a lot of trouble with this level and were not enjoying it.
|
|
|
Post by Praesumo on Feb 4, 2015 6:52:23 GMT
To be fair. This game could USE a few truly challenging levels. It's understandable that the first island be easy, but after that...everyone is going to be starting most levels with a machine they already have built that can do the job. To counter this, the levels need to be more difficult to encourage people to redesign or build a new machine. Even then...with a bot designed specifically for the job, it shouldn't ALWAYS win every time. A little luck should be needed on some levels, or this game will quickly become "One of those games you can beat in a few hours"
|
|
|
Post by saitam on Feb 4, 2015 13:22:53 GMT
I agree with Prae, the levels need to be more challenging or difficult in different ways (timers, other machines, fortresses). I think the best way to make this happen would be a map editor, the game has somewhat of a user base and this way the same creativity that is going into building the machines can go into challenging them. The game attracts creative people, use them!
|
|
|
Post by ScottyWired on Feb 4, 2015 14:18:04 GMT
I agree with Prae, the levels need to be more challenging or difficult in different ways (timers, other machines, fortresses). Things like this should definitely be optional. If people want that extra challenge they'll take it, but it shouldn't be forced on.
|
|
|
Post by saitam on Feb 4, 2015 14:47:37 GMT
I agree with Prae, the levels need to be more challenging or difficult in different ways (timers, other machines, fortresses). Things like this should definitely be optional. If people want that extra challenge they'll take it, but it shouldn't be forced on. i guess the timers should be optional, you can always take it up to yourself to complete it under x time, but i do think the whole point of having a game with a lot of potential to get creative in ways to achieve a goal is to have various forms of challenges. Sure, the first island should be easy for people to get acquainted with how stuff work and maybe have a better tutorial.
|
|
|
Post by doglock on Feb 7, 2015 21:23:37 GMT
Things like this should definitely be optional. If people want that extra challenge they'll take it, but it shouldn't be forced on. i guess the timers should be optional, you can always take it up to yourself to complete it under x time, but i do think the whole point of having a game with a lot of potential to get creative in ways to achieve a goal is to have various forms of challenges. Sure, the first island should be easy for people to get acquainted with how stuff work and maybe have a better tutorial. I agree, timers should be optional. We also need to have different difficulty levels. Think FPS. What is the point in playing any game if you can no longer progress beyond a given level. Hey you suck at this game so, you will never pass 'Go' and collect and two hundred dollars, just quit looser. I've played fps games where I just could not get through a point in a level unless I changed the difficulty to 'easy'. Should I be unable to finish the game because I suck in a certain area? Challenges are great. But remember this is single player, the only thing at stake is ones ego. Make it challenging and fun.
|
|
|
Post by NubViking on Feb 10, 2015 21:29:13 GMT
Of course the first island/continent should be easy, but if the whole game is easy, I, among others will lose interest. I see the first 15 levels as a tutorial. After beating them all with different machines I built a multi-purpose tank/catapult with a grabbing arm that can easily beat all 15. Now I'm just waiting for more content. So I'm hoping for a lot more challenging levels. With different parameters that might force us to build in a specific way or limit us to make a fragile build (like a water level in which structures have to be mainly wood to stay afloat, castles with a moat that limit how close machines can get before firing bombs, moon levels with low gravity that mess with our fine tuned trebuchets and flying machines that might have too much lift and take off into space.) But before we get more levels, I'm going to mess around in sandbox some more. Thanks for an awesome game.
|
|
|
Post by ripped24x7 on Feb 11, 2015 12:38:41 GMT
I turned my knight-plow on the front into a lifter, like a snowplow. Don't need a grabber arm anymore 8)
|
|
|
Post by darkcleopro on Feb 12, 2015 13:13:29 GMT
I agree that the rest of the islands need to be a lot more challenging since the first island is to get used to it but I found that I easily completed all 15 levels within an hour and mainly spent my time going back and just improving my machines but I'd except a lot of different challenges on other island and like NubViking said there would be things that limit your designs on different levels to force you to come up with even more creative designs. Like the iron moving level was great as a starting level to get you into challenges that aren't just blow stuff up but then it also was pretty easy to complete I just shot cannons at the top ball and rammed the other. I'm always very interested in the moon and guess it's going to have low gravity.
|
|
|
Post by shogun on Feb 13, 2015 0:14:55 GMT
A challenge mode would be a really interesting feature. Maybe it could be done like in Trials games, where there are something like 3 specific challenges in every level. I imagine things such as limiting what objects you can build with, how many blocks your craft can have, or even specific tasks such as "kill every enemy with fire" would be a very good addition to the game.
|
|
|
Post by jetcutter on Feb 13, 2015 0:30:40 GMT
To be fair. This game could USE a few truly challenging levels. It's understandable that the first island be easy, but after that...everyone is going to be starting most levels with a machine they already have built that can do the job. To counter this, the levels need to be more difficult to encourage people to redesign or build a new machine. Even then...with a bot designed specifically for the job, it shouldn't ALWAYS win every time. A little luck should be needed on some levels, or this game will quickly become "One of those games you can beat in a few hours" What He said ^
|
|
|
Post by Praesumo on Feb 13, 2015 0:50:09 GMT
Thanks jetcutter. On a completely unrelated note..I've been playing Angry Birds "Bad Piggies" on my phone the last few days. I've got to say Rovio REALLY knows how to create built-in replayability by adding multiple objectives to a single level. For example. Every level, they give you only certain parts to work with, then you build a machine that can accomplish the goals. On each level there are 3 goals They can be varied, and are not always the same: - Get to the finish line (most common)
- Collect a star box (and get to the finish line)
- Find and collect the collectible (hidden only on certain maps)
- Make it to the finish line without breaking
- Complete the level in a given time-limit.
Once you complete a goal, it remembers that you have, and then you can rebuild your machine to attempt to achieve the OTHER goals. Completing goals unlocks parts to be used in OTHER unlockable levels. So the better you are at getting all goals in the normal levels, the more parts you have to build with on the special levels. This is great incentive to go back to a level where you missed a few objectives to try to get them again.
The effect of these various goals is that you can play the SAME level many different times, without it getting tedious...because each time you play it again, you're aiming for a different goal, and you learn something new from each attempt and can go back and tweak your design.
I think Besiege could benefit from incorporating similar goals/achievements into their gameplay. This would give the game more objectives to accomplish (other than the 4 we have now: "Kill X people, destroy X structures, get to X location, transport item to X location")
I think the developers may already know this. You can see on the incomplete sandbox level various chickens are placed in hard to reach areas. I think this might be the early stages of a "get them all" challenge .
|
|
|
Post by SuburbanSB on Feb 13, 2015 4:09:47 GMT
I think the developers may already know this. You can see on the incomplete sandbox level various chickens are placed in hard to reach areas. I think this might be the early stages of a "get them all" challenge. I was defiantly thinking this when I saw the chickens... Was planning on making a community contest to see who could kill them all, using one machine, in one go. See who would be able to accomplish it. Though I'm sure someone has done it already.
|
|
|
Post by Arlekin on Feb 13, 2015 10:25:17 GMT
SuburbanSB actually someone even already organized such challenge
|
|