Hey guys, I’ve got an idea to change the way stealing gems work. The current system when stealing a gem is that you have a set amount of hearts that you can lose, and the more times you die the more hearts you lose. These hearts are divided by stars, up until 3. The more stars you have the higher chance you have of grabbing a gem in the totem using the spinner. However, the RNG associated with the spinner also causes frustration. This can be fixed by reworking the way you can steal gems within the game. First off, remove the spinner entirely. This will sound ridiculous at first, but after a few more changes it will make sense, so keep reading. The next thing on the list is to change the way the health bar works. When your health bar reaches 0, your character will “die” and will be evicted from the said player’s dungeon. The stars in between will affect how much gold the player will get if they beat the dungeon. Sounds familiar right? The strongholds found by entering the living totem has a system like this, where you can actually “die”, and your stars affect how many runes you will get at the end. To recap, we have made our character able to “die”, and made a guaranteed chance to steal a gem at the end. While these are some of the changes, there will be a few more. To start off, traps can no longer be disabled by any effects. This means that one trap is no longer disabled after a set amount of attempts. This means that the thief will have to navigate through the dungeon with all the traps enabled 24/7. This brings us to the next change of removing, reworking and replacing some potions. First off, the disable trap potion will be removed to fit with the previous change. Next, the ghost potion will show a glowing green thief solving the said player’s dungeon before the start of every attempt. This will make the ghost potion more useful and balance with the other changes. To recap; we have made all gems guaranteed after reaching the totem, we have reworked the health bar so the player “dies” at 0 health, we have made traps enabled 24/7 no matter what happens, we have removed the disable trap potion, and we have reworked the ghost potion. I believe that this will make players spend their money on orbs to over-level their traps to make other players die faster. I do not believe this will have any effect on the income generated from the game. That being said, it is a lot fairer now that traps can no longer be disabled. In my opinion, I believe that this will make the game more strategic in terms of creating dungeons and making attacking a fun and intense experience that requires your full attention even more than the game currently offers.
[BRIEF POINTS MADE IN THE ABOVE PARAGRAPH]
-Removed the spinner and made gems garunteed upon reaching the end of a dungeon
-The player “dies” at 0 HP and will be evicted from the dungeon they are trying to raid
-stars now only affect the amount of gold stolen
-Traps will ALWAYS be active indefinitely refused less of circumstances
-Disable trap potion has been removed (hallelujah)
-Ghost potion now shows a glowing green thief that completes a said player’s dungeon before the start of every attempt
Let me know what you think about these changes. I want the developers to make attacking and defending fairer without disrupting too many of the core mechanics of the game. I hope some of these changes can be added in the near future.
Edited by DeathKillR, 22 July 2018 - 01:14 PM.