Axing Adventuring

Hello Everyone!

 

I've played a bit of Elemental (bought at launch) but I've been a tad too busy writing and working to spend much time with it.  Que sera sera, thats what getting old is all about, I suppose.  

 

One thing that seems strange to me is the way the adventuring tree works.  Your science nerds spend all their time learning what heros and champions are, and their work results in stronger monsters in the countryside.  

It makes much more sense to me that actually adventuring would lead you down the adventuring tree.  Find a few level 0/1 adventure locations, progress to level 2, monsters get harder, new locations open up, then progress to level 3, and so on.  In that way, your ability to actually adventure is what would progress your adventuring.  Just a thought, as I found the "science of adventuring"  (adventurology?) to be rather obtuse and unintuitive.

Cheers

14,273 views 20 replies
Reply #1 Top

It's actually "Adventure Theory", and it's a real thing.  I think I saw an advertisement for it during Judge Judy.

Reply #2 Top

Maybe it works like this because they're opening portals to other dimensions ? This would be especially interesting in multiplayer. Someone opens a forbidden passage and suddenly everyone's fighting demons.

Reply #3 Top

I agree, it makes no sense.

But this led to a "heated" debate once already, so I'll just shut up early this time.  O:)

Reply #4 Top

I don't think the monsters are actually coming into existence after researching adventuring tech.  I think it simply means that you have learned about their existence like resources.

I think, really, that it's just a sneaky way to make the challenge level go up the longer you've played.  You can think of it as your civilization expanding and as more people join you, you are becoming more "aware" of the big world around you.

Reply #5 Top

What GV said. I love this tree, and certainly don't think it should be removed.

Look at it this way: they're researching the locations of forgotten notable places, resources, and leads on important people wandering the wastes. Imo, there could be more quest types (and more involved) and notable locations, but I would be sad if it got the axe...

Reply #6 Top

Quoting JSJ101, reply 5
What GV said. I love this tree, and certainly don't think it should be removed.

Look at it this way: they're researching the locations of forgotten notable places, resources, and leads on important people wandering the wastes. Imo, there could be more quest types (and more involved) and notable locations, but I would be sad if it got the axe...
End of JSJ101's quote

 

You just want your adventurer go to the next level of dungeon. Honestly, I hate Adventure Tech and hope it would changed

Reply #7 Top

"You just want your adventurer go to the next level of dungeon. Honestly, I hate Adventure Tech and hope it would changed."

Yeah, that's pretty much what I'm saying. I think the adventuring component is a fun aspect of the game. I'm not sure I understand what your point is, I'm sorry. I'm guessing that English is a second language for you (and I apologize if that's incorrect), so I really don't want to argue about it.

Reply #8 Top

Quoting Brainsucker, reply 6
You just want your adventurer go to the next level of dungeon. Honestly, I hate Adventure Tech and hope it would changed
End of Brainsucker's quote

Everyone knows that you need to go up a level to go down a level.

Standard D&D, except in this case going up a level means going up a level of technology :grin:

 

Seriously, I don't mind this one too much. It isn't particularly logical but it doesn't scream out as being crazily illogical either.

Reply #9 Top

Quoting JSJ101, reply 7
"You just want your adventurer go to the next level of dungeon. Honestly, I hate Adventure Tech and hope it would changed."

Yeah, that's pretty much what I'm saying. I think the adventuring component is a fun aspect of the game. I'm not sure I understand what your point is, I'm sorry. I'm guessing that English is a second language for you (and I apologize if that's incorrect), so I really don't want to argue about it.
End of JSJ101's quote

 

Yes, English is not my mother language. And even not my second language, so I'm sorry if my english is bad :)

I think, rather than you upgrade the adventuring tech to get the higher level of monsters, why not improve the Inn purpose of the game, just like some people suggest in this forum?

I think, we can make the Inn as the "quest centre" for the Adventurers. You go there, look the list of the quests, then solve the problem. When you have questing enough (for example you have finish all the E rank quest) the monsters be become stronger. This way, the monster spam trigger can be controlled, as there are only limited level of monsters in the wild (E, D, C, B, A, S, H)

 

Reply #10 Top

The map would really be overloaded with inaccessible goodie and quest huts if you saw them all at the start, and its great to have a source of fresh goodie huts and quests.  In GC2, and often in Civilization X, anomaly specials can get consumed quickly which gets dull.  I hope they take the "generate new goodies as the game progresses" from Elemental into GC3 when they make it.

Reply #11 Top

"Yes, English is not my mother language. And even not my second language, so I'm sorry if my english is bad"

Well, in that case, that's pretty f'ing impressive. So, I'm guessing that your intent in having inns as quest centers is to have quests that replentish over time? I actually think that this is a good idea (if it can be balanced within reason), but again, I think that having different "levels" of quests/locations is a good mechanic to reward the player for pursuing a tech line other than warfare.

Reply #12 Top

1. it's a game

2. the game mechanics operate as Stardock intended....hopefully

3. Still the OP makes a strong arguement for an experience that would be more intuitive and ultimately fun I think.

 

here's looking forward to patch 1.08 !!!

Note ATI released a new win7 64 bit driver package for the HD radion series GFX cards.  TODAY! 

Reply #13 Top

I would say there are two schools of thought on adventuring in a fantasy universe. The first is the idea which is similiar to most computer rpgs where you go out, explore, and level, all the while finding new and exciting things in the universe. The second is the idea which is similiar to most fantasy fiction/Table top rpgs where adventurers take time to ask around about different locations and happenings. Consider that Gandolf spent years researching the ring, the major players, etc, before returning to frodo to start the quest to destroy the ring. If we take a more realistic approach, adventurers just wondering into the wilds in hopes of quests/loots/etc. would find themselves starving with no sense of direction before too long. So from my pov, yes you need to do research to adventure.

Reply #14 Top

Quoting GaelicVigil, reply 4
I don't think the monsters are actually coming into existence after researching adventuring tech.  I think it simply means that you have learned about their existence like resources.
End of GaelicVigil's quote

It specifically tells you on the tech the monsters are awakened by your scouting efforts. Most of them have been dormant since the cataclysm, like the rest of the world. Not enough people concentrated in one place to feed a dragon, at least not until some fool builds a town near it's lair ;)

 The sites are explained as researching historical notes to find their location, which makes sense too. The former castle of a powerful mage is likely to have some decent loot, the former wine cellar of an ancient tavern less so.

Plus I prefer being able to research rather than having to grind goodie huts to be able to grind more goodie huts. My heroes have much more important things to be doing than checking every discarded purse, and often when they do have time for a little adventure they're levelled and equipped to the point that they're ready for something a little more serious than killing a couple of spiders for pocket change.

Reply #15 Top

Hello Everyone!
Just a thought, as I found the "science of adventuring"  (adventurology?) to be rather obtuse and unintuitive.
End of quote

The game needs more content - not less, and in this particular case the rewards need to be far higher. As it stands now, the only logical research path is towards Lord Hammer and Vigilant Minion for the Empire faction only.

Reply #16 Top

How are you supposed to get your adventure level up from 1? Research adventure tree and more stuff / sites appear but I'm always too low to use them.

Reply #17 Top

Quoting ARFF1Tampa, reply 16
How are you supposed to get your adventure level up from 1? Research adventure tree and more stuff / sites appear but I'm always too low to use them.
End of ARFF1Tampa's quote

Keep researching the Quest adventure tree....  researching the recruiting and resource adventure trees don't help.

Reply #18 Top

Quoting JSJ101, reply 5
What GV said. I love this tree, and certainly don't think it should be removed.

Look at it this way: they're researching the locations of forgotten notable places, resources, and leads on important people wandering the wastes. Imo, there could be more quest types (and more involved) and notable locations, but I would be sad if it got the axe...
End of JSJ101's quote

This - most definitely.  I also love the idea, after all, Gandalf only found out more about the One Ring after lots of time in Minas Tirith doing research.

Reply #19 Top

First people asking for Diplomacy getting axed. Now Adventure. One day we will only have Warfare and a battle simulator. :P

Reply #20 Top

This adventure tech tree is one of the most innovative and fun thing in the whole game. If you feel like it, go down this tree to turn the game into something different. Its way cool!!!