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 If I could change one small thing on The Island
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Omega
 Sunday, May 20 2012 @ 06:36 PM UTC  
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Quote by: Awesome+Fred


It'd be comparatively unintuitive for [some drinks to work like that while others don't] than [to make all buffs work the same way, but the imbalanced drinks are rebalanced].



It may be, but it'd be terribly unfair to me to make White Spring Water harder to use, since I use them almost any time I build in my Place or get logs.


There are two secrets to success. The second one is to never reveal all your secrets.
 
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Awesome Fred
 Sunday, May 20 2012 @ 06:47 PM UTC  
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it'd be terribly unfair to me


I'm making a suggestion so that the game is more streamlined, not so that you or I get a boost. Short buffs make the game tedious, and req sinks are needed because req is currently very easy to acquire. Are you suggesting it's reasonable for a powerful 20% stamina cost reduction of 20 turns to cost only 50 req and doesn't actually add to fullness or fat?

We're players. We can adapt our strategies to changes.


 
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Hairy Mary
 Sunday, May 20 2012 @ 06:48 PM UTC  
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My one small thing would be to change the flavour text for the PSK quests so that the beasties are actually subordinate to the drive rather than the drive broke through to an alternative dimension where these demons already exist.

That's an extra piece of this world (demons from another dimension) that really doesn't fit in with anything else at all.

The new(ish) monsters with the silly names that we have now are a massive improvement certainly, but it still seems like an RP nudge in the wrong direction to me.


My other small thing would be the midget manikin in the museum. I'd like to see him/her drinking a can of Wanker rather than White Lightning cider. White Lightning cider is certainly appropriate for midgets, but Wanker's an actual in-game drink, and it would seem more fitting to me.


 
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Awesome Fred
 Sunday, May 20 2012 @ 07:17 PM UTC  
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Quote by: Hairy+Mary

My one small thing would be to change the flavour text for the PSK quests so that the beasties are actually subordinate to the drive rather than the drive broke through to an alternative dimension where these demons already exist.

That's an extra piece of this world (demons from another dimension) that really doesn't fit in with anything else at all.



I'd honestly go the other way. I think it makes sense for Improbable Island to be one of those fictional universes where other fictional universes exist. With broken fourth walls and character references, I wouldn't be surprised to see a dimensional rift tear apart and release a whole bunch of baddies from some other story. It's fine to me that the Drive isn't the biggest bad that can exist, it bothers me that Dan the Barkeep somehow knows about all this whenever it happens and has singular adventurers continually stop these dimensional portals. Also, the whole "defeat this minion to make the boss weaker" or "get this item to help you" should at least get some flavor text in the final battles, and maybe you should be able to fight the bosses without defeating or acquiring it all, but it's massively difficult to fight them.


 
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Ada
 Monday, May 21 2012 @ 01:27 AM UTC  
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Going back to the buff duration stacking, I see where you're coming from, and it makes sense, but I think it would be a bad idea. With enough req, you could get basically unlimited buffs. Now, you have to keep hopping back in to the bar when it runs out, so if you want to stay hopped up on Wanker you have to stay in (or keep returning to) Squathole. If buff duration stacked, you could drink a thousand rounds of everything from every pub and be a buff machine for the rest of the day with minimal effort.


 
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Svergon
 Monday, May 21 2012 @ 10:18 PM UTC  
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I agree with Fred on the Danquest thing. I like the interdimensional rift concept, and the idea that the special monsters were not created by improbability, but are their own entities. I can also see how some might like to skip all the run around and just cut to fighting the main beastie (but isn't all that running around part of the nostalgic charm of Dan's quests?). Giving it large buffs, weird powers, and the assistance of the lesser creatures should make people think twice, but a nasty downside to failing would be a good idea for those who bite off more than they ought to; the very least being Dan's ceaseless mocking.

Special text for those who did bother to take on all the sub-missions would be a good touch(if it did become optional), like the big bad beast calling for help, and being puzzled when none shows up. The notion reminds me of one of the games in the Gauntlet series, wherein you could go out of your way to get special items that would make the bosses easier: like the scimitar that cuts off one of the chimera's heads, or the ice thinga-mawhatsit that freezes the dragon solid for the first 15 seconds or so of the fight. Not to say that it should be something so in depth as that, but that is what came to mind when I saw the idea.


 
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Nekops
 Tuesday, May 22 2012 @ 02:04 AM UTC  
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Quote by: A Bottle of Water As for something I might add... The ability to take dwelling keys back from people, maybe? Not sure.


Seconded.

Perhaps make the Key Of Keys be exempt from being snatched back, and give the weilder the ability to snatch keys back in turn? (with the Original Master Key also being immune to seizure, of course) After all, the Key of Keys is a huge display of trust... you don't give those out unless you're sure.

The ability to voluntarily lay down those keys might also be advantageous... if, for example, you wanted to pass a Place's torch on to a successor (or sell it outright) you could cut them a new Key of Keys, give it to them, and then lay down your own key, relieving any fear they might have of you coming back and taking over the Place again...

Just a thought.


 
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Count Sessine
 Tuesday, May 22 2012 @ 04:01 AM UTC  
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Quote by: Nekops

Quote by: A Bottle of Water As for something I might add... The ability to take dwelling keys back from people, maybe? Not sure.

Seconded.

Perhaps make the Key Of Keys be exempt from being snatched back, and give the weilder the ability to snatch keys back in turn? (with the Original Master Key also being immune to seizure, of course) After all, the Key of Keys is a huge display of trust... you don't give those out unless you're sure.

The ability to voluntarily lay down those keys might also be advantageous... if, for example, you wanted to pass a Place's torch on to a successor (or sell it outright) you could cut them a new Key of Keys, give it to them, and then lay down your own key, relieving any fear they might have of you coming back and taking over the Place again...

Just a thought.


Related point: I will transfer a Place to a new owner at the request of the original owner. It's not a bother, just ask. So, you know... elaborate key strategies aren't needed for that.


 
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Nekops
 Tuesday, May 22 2012 @ 04:09 PM UTC  
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*Chuckles.*

That does sound a tad less complex, yes. :-P


 
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Awesome Fred
 Thursday, August 30 2012 @ 07:08 AM UTC  
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Resurrecting this thread because it's a got a good purpose.

One small thing I want changed: I'd like to be able to input the Monster Parts for targeted fighting. Also, meat amounts.

One actually-gigantic thing I want changed: remove the ability to skip risky Something Improbables! A safe player who doesn't want to get failboated or doesn't care for low rewards will always avoid them. They will not walk the ledge, go into Stonehenge, travel with the ferryman, answer a cryptic puzzle, etc. If this change were made, players would feel a completely different sense of what is safe to do and what isn't if there's ALWAYS the chance to be boated by Stonehenge. Perhaps this kind of thing should be mitigated by having Stonehenge have one high-reward, boat-risk option and one medium-penalty, never boat option. Etc.


 
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Matthew
 Thursday, August 30 2012 @ 08:30 AM UTC  
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That actually sounds super annoying and terrible, to be honest.

Rather, what I would do is increase the rewards, make them enticing enough to risk death for. Right now, like Fred said, it's pretty much never ever worth it.


 
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blake7791
 Thursday, August 30 2012 @ 11:00 AM UTC  
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Change Truancy from every game day to every 24 hours.


 
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Awesome Fred
 Thursday, August 30 2012 @ 01:35 PM UTC  
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Quote by: blake7791

Change Truancy from every game day to every 24 hours.



If you try to have a Dojo fight when you're not high enough to have one, after getting embarrassed, you will not be captured for Truancy if you then gain 2+ levels that day.


 
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Count Sessine
 Thursday, August 30 2012 @ 01:55 PM UTC  
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Quote by: Awesome+Fred

Resurrecting this thread because it's a got a good purpose.

One small thing I want changed: I'd like to be able to input the Monster Parts for targeted fighting. Also, meat amounts.

One actually-gigantic thing I want changed: remove the ability to skip risky Something Improbables! A safe player who doesn't want to get failboated or doesn't care for low rewards will always avoid them. They will not walk the ledge, go into Stonehenge, travel with the ferryman, answer a cryptic puzzle, etc. If this change were made, players would feel a completely different sense of what is safe to do and what isn't if there's ALWAYS the chance to be boated by Stonehenge. Perhaps this kind of thing should be mitigated by having Stonehenge have one high-reward, boat-risk option and one medium-penalty, never boat option. Etc.

That violates a basic principle of good game design -- player choice.

If people sometimes want to play a lower-risk game, why should the code stop them?

Me, I have been around the game a long time. I have gone through phases when I'd go into Stonehenge every time it showed up, and others when I'd never, ever, go in. It has depended on how reckless Sessine is feeling at the time -- and that is part of my imagined version of his life. I get to choose. Why strip that out in favour of a mindless forced entry every time the RNG turns it up?


 
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Awesome Fred
 Thursday, August 30 2012 @ 02:08 PM UTC  
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If you have a part of the game that the player is allowed to skip, it means that the content may not be used. Sometimes, it's good to have that design because it lets the player pick the experience that they want. Sometimes, it's not good because a player will avoid content integral to the experience, for the sake of keeping their character safe among many other reasons.

Improbable Island is all about the randomization. It's about taking chances, rolling the die, and the serenity to accept the things you cannot control. Being able to avoid risk entirely just means that content is being underutilized.

If you want choice, then give the player the choice between doing THIS in an event, or doing THAT in an event. Don't give them the choice of DOING the event, and NOT DOING the event.


 
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Hairy Mary
 Thursday, August 30 2012 @ 04:26 PM UTC  
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Quote by: Awesome+Fred

If you have a part of the game that the player is allowed to skip, it means that the content may not be used. Sometimes, it's good to have that design because it lets the player pick the experience that they want. Sometimes, it's not good because a player will avoid content integral to the experience, for the sake of keeping their character safe among many other reasons.

Improbable Island is all about the randomization. It's about taking chances, rolling the die, and the serenity to accept the things you cannot control. Being able to avoid risk entirely just means that content is being underutilized.

If you want choice, then give the player the choice between doing THIS in an event, or doing THAT in an event. Don't give them the choice of DOING the event, and NOT DOING the event.



I beg to differ here. That's just one aspect of the Island - the game play. There's also role play and Places (which have elements of game play and role play, with other things as well, programming for example.)

There's a significant proportion of us here who actually aren't all that interested in game play. A first approximation to how I see game play is "some numbers go up - other numbers come down - whatever." I engage with it in so far as it impacts building. It's a means to an ends.

There's quite a few who would concur with me if I were to say:

Quote by: Hairy Mary

Improbable Island is all about the role play. It's about good writing and characterisation, and the acceptance that your character is imperfect and can't control everything.



Bludgeoning people into accepting those aspects of game play that you're talking about would be similar to bludgeoning people into accepting role play. "You must write a line of RP for every 2% stam that you use." That wouldn't help anybody's enjoyment.

As an aside, I almost went off on one about different aspects of Island life here. Role play covers several different things from scene writing to socialising. I think that this a big subject that would be well worth discussing, but not in this thread. And I'm not going to start a new one right now.


 
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Harris
 Thursday, August 30 2012 @ 04:30 PM UTC  
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I think both Sessine and Fred have great points.

....I also just realized that after a certain point, you are forced to fight the Drive (the Villagers grab you and throw you into the laboratory, once you get into the laboratory, the Drive itself blocks the exit, so there's no Running Away. Except for the fact that you can still use a One-Shot Teleporter to flee if you have one in your bandolier.

What about making the major Something Improbable events more diffcult to escape using a similar method to that?
(as well as ratcheting up the payouts the events give proportionately, like Fred said)


"Ain't nothin' left to do but smile, smile, smile." -The Grateful Dead
 
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Full Metal Lion
 Thursday, August 30 2012 @ 04:43 PM UTC  
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And while we are on the subject an adjacent subject, I'd like to see three Improbable Somethings that irk me changed: The Raven Inn, the Trail, and the Ledge. The Raven Inn needs more interesting things within it (not to mention that it needs to stop taking me to a page with says "This place holds for you no interest." and making me click again to go back to what I was doing (which might just be in the world map or just in the jungle)) and the Ledge and the Trail need to be more Improbable.


 
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Ada
 Thursday, August 30 2012 @ 05:52 PM UTC  
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Quote by: blake7791

Change Truancy from every game day to every 24 hours.



That would be terrible! I think most players use truancy to level, so they don't have to go back to their home outpost every time. Roleplaying and fighting at the same time, breach fighting, Dan questing... all of these things would get a lot more annoying if it were more difficult to level up away from your home outpost.


On the random events: I'm with Sessine here - why remove our choice? I like to jump into Stonehenge when I'm low on stamina and not when I'm full up, because I'd like to avoid a random failboat. Sometimes I decide to just go for it on impulse (and often die). I like to have that choice. It's not fun to be forced into random events - it's just annoying. Though I do agree the ledge could have the outcomes rejiggered... I discovered way early on that it's just not worth going to, unlike Stonehenge, broth, etc, that have enough good outcomes to be worthwhile.

On the Raven Inn: bring back that chatspace please! It's useless now except for gambling, and while I think the gambling is great I really do miss the Raven's chatspace.


 
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Matthew
 Thursday, August 30 2012 @ 06:39 PM UTC  
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Gonna go ahead and requote this from the other thread, concerning the new right side stat bar thing:

Quote by: Matthew

e: e: Thought: could the turned-off categories move themselves to the bottom of the list, perhaps? I don't know if that's even possible but it would please the organization-obsessed freak in me.
e:e:e: If not, Buffs should be above Global Banter.



Also, concerning Raven Inn: I would love to see it be removed from random encounters and simply added as a link that you can access via any Jungle. Similar to the common ground, I suppose. You never want it when it pops up, and on the rare occasions you do want it, you can never find it!

edit: Oh, and I don't know if this is a bug or intended, but categories reset themselves to show all of them after a DK. Seems like weird behavior.


 
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