You need to revisit monster spawn mechanism

Some great work has been going on in the flurry of patches, and it is well done.

One of the changes has been to spread the monst levels off the combined average of adventures techs researched. I can certainly see the reasons behind it, but it is pretty much assuring any large game has no monster depth at all. I think I have only had one game where 300 turns in I tier 2 creatures and that was right at the end. Not onl is it a shame to miss out on the more fun creatures, it makes the whole monsters challenging att first then quickly trivial and pointless.

I think there are several ways that this could be fixed.

1) Make it the average of the 2-3 highest adventure techs instead of all players, thus when you knock out players it doesn't forver stop high tier monsters.

2) Instead of adventure techs make it ona  percentage of land not covered by influence. later in the game when most of the land is habited, the really nasty monsters are staking their turf in hefty armies.

3) I doubt this is possible but worth throwing out there, make it so that the spawn level depends on the closest factions influence and it's tech level.

I really think the current system is a total waste of high level monsters.

7,669 views 5 replies
Reply #1 Top

just give us more monsters in general :)

Reply #2 Top

I personally wish all the stuff in the adventure tech tree to be rethought. Everything in that tech tree in my opinion needs to be happening far more seemlessly and dynamically "behind the scenes" as the player plays the game. To me it is killing some of the magic of elemental knowing that so and so monsters are only spawned due to something I research, it is the same with quests, and heroes. If they really want the world of elemental to feel more alive they need quests, heros and monsters to be less clunky and more natural, something I don't think will be achieved while they exist in a tech tree.

Reply #3 Top

I think the monster spawnings should not be tied to just the adventure tree but all trees. The benefits of the adventure tree will seem more important if there isn't always the downside of "Oh crap, I have to fight an even BIGGER drake" (Which admittedly is the fun:) ).

Reply #4 Top

I'd personally love for most of the adventure tech tree to be re-worked around the concept that high-level monsters (and low level monsters), generic loot (as well as powerful artifacts) and quests (both simple and epic) exist from the start. As in, all that stuff is out there, visible and available from the get go.

All the loot, monsters and quests could be scaled so that the more one travels inwards from the coast, the more exciting and dangerous things he/she is able to stumble upon. This would also give the game a sort of "unexplored wilds" feel, as players would be forced to stick to the coasts and nearby areas until sufficiently strong enough to travel inwards.

The actual adventure tech tree could be dynamic: once the player discovers an ancient relic for example, he / she must then research how to use it. Other techs could involve "lore research", where the location of important dungeons, monsters or loot is awarded to the player. Note: The location is given, the actual content was already there and could have been discovered manually if the player had wanted to risk wandering around in-land.

 

Reply #5 Top

In that vein then another solution would be instead of having all or nothing monster tiers is just have certain spawn chances based on general tech level.

 

E.g at the start of the game

T1 100%

And say 100 turns of research might be

T1 60%

T2 35%

T3 5%