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 Requesting new Hunter's Lodge item to kill monsters.
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Tamar
 Thursday, June 01 2017 @ 01:22 PM UTC (Read 398 times)  
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A small problem that has been with us for awhile is that the lesser used outposts are constantly getting hammered by monsters. A few dedicated players usually clear them out. I would like to help out but the act of clearing an outpost of monsters is vastly time consuming.

My solution would be the introduction of a new Hunter's Lodge item to kill monsters.

First idea:
A monster bomb. Straight up clears an x number of monsters. Would be nice to have different tiers of bombs to kill different number of monsters depending on the severity of the situation.

This seems like it would be relatively easy to make but the effects aren't long lasting as monsters will pile up.

Second idea:
An anti monster turret. It will kill x number of monsters for x duration. Different tiers of turrets could last longer or kill monsters faster. Something like that.

Would be more difficult to implement but could keep an outpost clear for awhile.


 
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Tamar
 Friday, June 02 2017 @ 12:37 AM UTC  
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Or you know, have the outpost turrets actually do something.


 
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Kes
 Friday, June 02 2017 @ 02:49 AM UTC  
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Quote by: Tamar

Or you know, have the outpost turrets actually do something.


Ideas that have tossed around banter:

--Turrets that are repairable/buildable using stamina, like outpost walls are (potentially this could a bit too similar to outpost walls, but more useful when the outpost is prone to Titan stomps, and would actually affect threat level. I sort of like the idea of having to make a judgement call when seeing an outpost in trouble: does this need higher walls first, or more working turrets?)
--Turrets that you can pour req into to keep them going, like those weird seaside binoculars

Idea that has tossed itself around my head without developing into anything actually helpful:

--Some way to use scrap from Down Below or the Scrapyard to fix them. It just seemed neat.


 
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Widdershins
 Saturday, June 10 2017 @ 12:29 AM UTC  
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Something to Keep in mind: Outposts under attack drop more Money in their jungles. Up to "Critical" you can earn more and still safeguard your req in the bank. I'd hate if some power Players or auto-defense turrets lower threat Levels to "no extra req".

Building turrets sounds tempting though...


Stupid Microsoft Edgeplorer and ist goddamn auocorrect Messing with my capitalization *grmbl*


 
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Tamar
 Friday, June 16 2017 @ 02:26 PM UTC  
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Quote by: Widdershins

Something to Keep in mind: Outposts under attack drop more Money in their jungles. Up to "Critical" you can earn more and still safeguard your req in the bank. I'd hate if some power Players or auto-defense turrets lower threat Levels to "no extra req".

Building turrets sounds tempting though...


Stupid Microsoft Edgeplorer and ist goddamn auocorrect Messing with my capitalization *grmbl*



The core problem is that it takes considerable effort to lower threat levels.

As it stands there are some outpost that are generally getting hammered all the time. If the extra req incentive worked and people actually fought we wouldn't be having a problem.


 
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CaptainSvess
 Tuesday, June 20 2017 @ 09:59 PM UTC  
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So, my two cents: Really have to agree that the threat levels get way too high way too quickly at the moment. I currently spend a few hours every day or other day to kill a few thousand monsters, keeping all the outposts at reasonably safe levels. There are only a few other people on the Island that are willing and capable of doing this sort of thing, especially so often. If none of us do it for even just a few days, we end up with multiple breached outposts, NewHome having the only open bank, and outposts so flooded with monsters from lack of help that it takes thousands of kills just to unbreach them. Cleaning up such things can take upwards of 5+ hours, requiring 6000+ kills.

Basically, at the moment, the safety of the outposts is almost entirely based on how much free time 3-4 people have.

Not exactly a stable, reliable source of security. I'm gonna show my support to the turret idea. Feed it req, it kills monsters. I might be slightly out of touch with the average player and their earnings, but my suggestion for the exchange rate would be about 1000 req in the turret = 1 less monster at the walls. This would let people contribute without having to actually spend the time to kill monsters, and would help the less-visited outposts hold their ground despite the lack of people patrolling it.

An idea of mine is some kind of system where, if an outpost's threat levels are at absolute zero, any monster kills done at that outpost will spill over into other outposts. NewHome, for instance, is very commonly at extremely low monster levels, so a few of the kills done there would translate over to kills at other outposts in need. Of course, the exchange rate couldn't be 1-1, or people would never leave a single outpost. Perhaps every 4 or 5 monsters killed at a completely peaceful outpost would translate to 1 kill at an endangered outpost.

An idea I've heard is to add more incentives for killing monsters, to inspire more people to go out and help. Perhaps some kind of small chance of getting a SP or two? With a hard cap per gameday, of course, to prevent people from farming it. Or a system where killing a set amount of monsters gets you a one-use changer for your rollover, or a few quills for special comments.


 
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CavemanJoe
 Wednesday, June 21 2017 @ 03:05 AM UTC  
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Halved the difficulty again, until I get around to either making this less shit or taking it out.


 
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Matthew
 Saturday, June 24 2017 @ 12:40 AM UTC  
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If you do take out Breaches, I would adore a 'random hunting' option in the jungle- like, say, it makes you encounter a monster of any level up or down.

Maybe a skill you need to learn somewhere, like cooking and insults etc?


 
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Widdershins
 Sunday, June 25 2017 @ 07:45 PM UTC  
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Quote by: CavemanJoe

Halved the difficulty again, until I get around to either making this less shit or taking it out.


You're gonna take breaches and/or threat levels out? That'd spoil my fun! I already miss my monsters now that the whole island is peaceful.
But seems I'm like the only one on whom the req incentive works as intended, so the system needs change for the benefit of all other players.

I understand right now the monster metrics take into account how many players are logged in. Which doesn't work out when some people kill 6000+ monsters per day while others enjoy their roleplaying. What about using the HoF variable "Total Monster Kills" to better adjust monster numbers to jungle grinders? Drawback would be that threat levels would rise and drop sharply when a superkiller like Svess or Tamar logs on/off.
Or the monsters need to be distributed more unevenly, aggregating at the hotspot du jour, while other outposts remain at moderate threat levels.

I even wonder if it's a self-exacerbating process: When some people are capable of killing 6000+ monsters per day, the game metrics supply more and more monsters, the superkillers feel obliged to kill more and more monsters, until it becomes a chore and threat levels go haywire if a superkiller lacks time for their daily killing quota.


 
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Hairy Mary
 Monday, June 26 2017 @ 12:20 AM UTC  
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Minor detail: I love the writing for this. I still occasionally reread about the Squats thieving all the reinforcement timber to set up their own timber stalls, or getting catapulted into the fray outside. It would be a great shame if that went.


 
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