Jump to content

Norchack

Members
  • Content Count

    11
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Norchack got a reaction from XrossBones in RtL - Custom campaigns and side quests?   
    "Having the option to play randomly generated quests IN ADDITION to the role play style campaigns they're currently offering would give players a choice in how they experience RtL and would enrich the experience without taking anything away. Additionally it would keep the app relevant, useful, and fun even when no new campaigns have been released for a while. The utility and marketing potential of such a feature is so basic and obvious it baffles me that FFG released RtL without including it, and baffles me even more that so many people seem opposed to the idea."
     
    1) It really does make very little sense that people are arguing on behalf of reduced functionality.  
     
    2) Why Fantasy Flight didn't include the feature is anyone's guess.  Inclusion was the obvious choice.
  2. Like
    Norchack got a reaction from XrossBones in RtL - Custom campaigns and side quests?   
    If Fantasy Flight doesn't act quickly, interest in this app will fade.
     
    1) Releasing the app with no content beyond a pre-scripted tutorial quest with little-to-no replay value was a huge mistake.  People rushed to download, played through the tutorial, and now have nothing to do.  For a product that was meant to revitalize interest in the game, they've given people very little to do; this will result in many people losing interest and moving on.  RTL should not have been released without a more well-developed tutorial and at least one ready-to-go in-depth campaign for purchase.
     
    2) Not including some method of randomizing dungeons failed to meet the expectations of a large number of RTL's customer base.  Failure to include such a basic function (no matter what a vocal minority on the forums contend) leaves most of us feeling letdown and disappointed by a product that was meant to energize interest the game.
     
    3) This looks like a missed opportunity.  Hopefully they realize and address that.
  3. Like
    Norchack reacted to Rikalonius in The Last Expansion...   
    I pretty much agree with everything you said.  However, and I know I'm in the minority here.  Disney honestly isn't proving to be much better.  Kylo Ren and Snoke are horrible characters.  The story is nostalgia powered and strip away the Star Wars aspect and honestly it doesn't hold up well on its own.
  4. Like
    Norchack reacted to BigH20 in The Last Expansion...   
    I'd hope for Jabba's Palace. With a Sarlacc pit to travel too - I love that location - and on the PS4 it's my favorite location in the Outer Rim on Battlefront. Sullust would be a close second.
  5. Like
    Norchack got a reaction from Luijod in RtL - Custom campaigns and side quests?   
    If Fantasy Flight doesn't act quickly, interest in this app will fade.
     
    1) Releasing the app with no content beyond a pre-scripted tutorial quest with little-to-no replay value was a huge mistake.  People rushed to download, played through the tutorial, and now have nothing to do.  For a product that was meant to revitalize interest in the game, they've given people very little to do; this will result in many people losing interest and moving on.  RTL should not have been released without a more well-developed tutorial and at least one ready-to-go in-depth campaign for purchase.
     
    2) Not including some method of randomizing dungeons failed to meet the expectations of a large number of RTL's customer base.  Failure to include such a basic function (no matter what a vocal minority on the forums contend) leaves most of us feeling letdown and disappointed by a product that was meant to energize interest the game.
     
    3) This looks like a missed opportunity.  Hopefully they realize and address that.
  6. Like
    Norchack reacted to DerDelphi in RtL - Custom campaigns and side quests?   
    I really can´t understand how anyone can argue against implementing things, that would increase replay value tremendously.
     
    But to be honest, after playing RtL a few times, I realized that the fixed map layouts aren´t even the main problem, they are just a symptom.
     
    The real problem is, that there is a fixed script for every quest. Each and every time you play a certain quest, it will basically be the same thing.
     
    The map layout is static, you will always have the same objective and do everything in the same order. The only thing that changes are the monsters and some random decided things (for instance if a search token is a trap or gold). Static map layout and objectives work in classic Descent, because you have an overlord to play against and outwit, but here this simply serves no purpose other than to eliminate replay value.
     
    Ironically, this problem is, to some extend, the same problem that plagues "Imperial Assault" with it´s hidden information approach. Once the players have played a quest, they just know what is going to happen when they play it the next time and they can prepare for it. It´s the same in the app.
     
    Let´s take the 2 side quests as examples. After 2 plays you realize, that the objectives are fixed. This means, that you will prepare for the "surprise" shadow dragon spawn in "Hook, Line and Tentacle".
     
    In future playthroughs, you will position your heroes in a way, that is advantageous to deal with it. Your stalker will pre set trap tokens, your ranged attackers will position accordingly, and you will likely send a shadow walker (specced with shadowstep and a pre placed shadow soul in the treasure room) to get the key. These are just some examples, but this is exactly why it is a bad idea for the player to know 100% what is coming. Solving problems with the ressources you have at hand is what Descent teaches its players. If you know the challenges you will face beforehand, It trivializes these challenges, that are actually meant to surprise the players.
     
    It also leads to odd behavior while playing with other people. The 3rd time I played the campaign, I did so with a friend. He obviously didn´t know what was coming, but I did already know the quests by heart at the time.
     
    So I had the choice: either I could pretend to not know what is coming and make some "lucky predictions" or outright tell him that every room, objective and "suprise" element is pre set, and destroy the illusion of unpredictability.
     
    Now let´s look at the other quest "Soul to save". When we had our playthrough of this quest, it was pretty harsh, as we faced a lot of terrible peril effects.
     
    My friend didn´t think we would make it, as Raythen and 4 bandits suddenly spawned directly behind us. We could have faced this group and we might have won against them, but I knew that the only thing left was to reach the final altar and so I made a run for it (since the peril that damages every hero was already ticking). Needless to say, we won the encounter. His comment: We were so lucky that this ended the quest right there. Luckily he didn´t know, that I knew this from the start. When I told him after we played the campaign he was disappointed like me, but he understood why I hadn´t told him this beforehand. He did enjoy playing this first campaign, but we both agreed that we would wait until the next campaign is released before continuing.
     
    Now I always read everybody writing about how "having story driven quests" is better than "having random dungeons". My question: Why do you think these 2 things are mutually exclusive? It is perfectly possible to create a story narrative with certain randomized elements in quests. Also, it really doesn´t change the narrative of a quest, if some room layouts vary. If this is seen as a problem, then open monster groups are also against the narrative. How did FFG solve this? They use fixed monsters in some cases (for story purposes) and open groups as generic enemies. It works perfectly fine. Even it is a bit more complex, the same thing could easily be done with rooms?
     
    But the far more important issue is, what to do with the current fixed quest objectives. Personally I´d have tried to create a system, that randomly decides a final quest objective.
     
    Let´s take "Hook, Line and Tentacle" as an example. Currently 1 thing is happening after the heroes pick up the key: The Shadow dragon spawns.
     
    Now, what if there were 2 other possibilites (let´s take the "Shadow of Nerekhall" influence effects as example)? One possibility could be, that there is no shadow dragon, and instead the dungeon suddenly crumbles. This would mean, that the heroes must reach the entrance in a set number of turn, while fighting and looting on their way back. This would also mean, that the group is rewarded for clearing out the tentacles on their way in.
     
    A third option could be, that the hero collecting the key suddenly gets ambushed by a monster group and taken prisoner, so that the other heroes have to save him, while he can´t be activated as long as he is held captive.
     
    These are just examples, and there could be even more options, but just these 3 possibillities would make this quest so much more exciting and greatly enhance the replay value, simply because it is unpredictable. It would not be boring to play this quest a second or third time. It would be very nice, if every quest in the campaign would have a few variations of this kind.
     
    I´m 100% sure, even with this changes, a narrative campaign is absolutely possible to do. The narrative might be slightly changed, depending on some things that happen in the quests, but is this a problem?
     
    Compared to the work, that already went into creating this app, the effort to create such variations is surely minor, but it would make for a much better replay experience than the current implementation. This is not even a programming issue, it´s just mainly quest design 101.
     
    FFGs current approach feels, as if they don´t even realize yet, what this app allows them to do. It seems like they are still in their "Hero vs Overlord Scenario" mindset, when they could easily leave the constraints of this game mode behind.
     
    I hope it will just take time for them to create better content for this app, as this was the same thing that happened with the campaigns (comparing "The Shadow Rune"  with "Heirs of Blood" or "Shadows of Nerekhall" does reveal a lot of flaws).
     
    Perhaps i hoped they would aim higher to create a unique playstyle with this app, and push the limits of what can be done. It´s a great framework for things to come, but currently there is so much unused potential.
     
    I´m ending my rant now
  7. Like
    Norchack got a reaction from DerDelphi in RtL - Custom campaigns and side quests?   
    If Fantasy Flight doesn't act quickly, interest in this app will fade.
     
    1) Releasing the app with no content beyond a pre-scripted tutorial quest with little-to-no replay value was a huge mistake.  People rushed to download, played through the tutorial, and now have nothing to do.  For a product that was meant to revitalize interest in the game, they've given people very little to do; this will result in many people losing interest and moving on.  RTL should not have been released without a more well-developed tutorial and at least one ready-to-go in-depth campaign for purchase.
     
    2) Not including some method of randomizing dungeons failed to meet the expectations of a large number of RTL's customer base.  Failure to include such a basic function (no matter what a vocal minority on the forums contend) leaves most of us feeling letdown and disappointed by a product that was meant to energize interest the game.
     
    3) This looks like a missed opportunity.  Hopefully they realize and address that.
  8. Like
    Norchack got a reaction from DerDelphi in RtL - Custom campaigns and side quests?   
    "Having the option to play randomly generated quests IN ADDITION to the role play style campaigns they're currently offering would give players a choice in how they experience RtL and would enrich the experience without taking anything away. Additionally it would keep the app relevant, useful, and fun even when no new campaigns have been released for a while. The utility and marketing potential of such a feature is so basic and obvious it baffles me that FFG released RtL without including it, and baffles me even more that so many people seem opposed to the idea."
     
    1) It really does make very little sense that people are arguing on behalf of reduced functionality.  
     
    2) Why Fantasy Flight didn't include the feature is anyone's guess.  Inclusion was the obvious choice.
  9. Like
    Norchack got a reaction from cdj0902 in RtL - Custom campaigns and side quests?   
    If Fantasy Flight doesn't act quickly, interest in this app will fade.
     
    1) Releasing the app with no content beyond a pre-scripted tutorial quest with little-to-no replay value was a huge mistake.  People rushed to download, played through the tutorial, and now have nothing to do.  For a product that was meant to revitalize interest in the game, they've given people very little to do; this will result in many people losing interest and moving on.  RTL should not have been released without a more well-developed tutorial and at least one ready-to-go in-depth campaign for purchase.
     
    2) Not including some method of randomizing dungeons failed to meet the expectations of a large number of RTL's customer base.  Failure to include such a basic function (no matter what a vocal minority on the forums contend) leaves most of us feeling letdown and disappointed by a product that was meant to energize interest the game.
     
    3) This looks like a missed opportunity.  Hopefully they realize and address that.
  10. Like
    Norchack reacted to XrossBones in RtL - Custom campaigns and side quests?   
    It would certainly take us a lot longer to "see everything" than the current system. Besides, we already have seen the entire possible pool of rooms and monsters. That doesn't keep the game from staying interesting and fun. When you sit down to play a randomly generated quest, even though you know all the possible monsters you'll face, all the possible rooms you'll face them in, all of the possible objectives to complete, and all possible random dungeon encounters, you still don't know which ones you'll be facing in THIS quest, and that makes ALL the difference.
    Having the option to play randomly generated quests IN ADDITION to the role play style campaigns they're currently offering would give players a choice in how they experience RtL and would enrich the experience without taking anything away. Additionally it would keep the app relevant, useful, and fun even when no new campaigns have been released for a while. The utility and marketing potential of such a feature is so basic and obvious it baffles me that FFG released RtL without including it, and baffles me even more that so many people seem opposed to the idea.
  11. Like
    Norchack got a reaction from CheapCreep in Dear EU Purists...   
    To the OP:
     
    Great post!  So often online forums begin with condescension and degenerate from there.  Yours easily could have gone that route.  Thanks for breaking the mold!
×
×
  • Create New...