mamboking053
Well-Known Member
Seems like it would be easier to propose something here first as most of the time I- and maybe others- don't really see the flaws in their idea until they are pointed out.
It seems like GE isn't really challenging to most people because most people will scale themselves out of it's difficulty. Trying to make GE more difficult for the hyper-leveled with make it impossible for the average player. I figured one way to solve might be to have a GE stage where the players combat stats are not applied to the battles, but this would still solve the mediocrity of the fights as being just...more of the same.
1. Maybe GE 5 is not about combat and is not designed to be able to win every week. Instead- in a sort of Indiana Jones-ish way- the last stage is a series of puzzles. (sort of like the event game for the Piazza set, but more of a puzzle than that) Not negotiations, necessarily, but actual puzzles. Solving puzzles gets you further toward the last puzzle which would be very challenging. If you win this puzzle, you get a chance for something- whatever it is that they decide.
Ideas for puzzles can be a variety of things like "spot the difference between two pictures" or "with these specific number of tools, work your way out of the maze", etc.
I guess it wouldn't be an Inno game without a diamond alternative, but I'm guessing the rewards for GE5 would better than GE4 so I would say that it would cost more to use diamonds to get help and that the cost rises for the last puzzle proportional to the prize awarded.
I also thought about puzzle-battles...or maybe battles that did not incorporate the combat bonuses of the player to emphasize skill over blunt power-scaling, but I felt that battles are fairly standard and once one person figures it out, they will tell others how to beat it and then it will be easy again. Puzzles can be hard...and they can be FUN. I would suggest creating 50 or a hundred different puzzles and using a certain amount- like 10- each week so every week is something new and fresh.
It seems like GE isn't really challenging to most people because most people will scale themselves out of it's difficulty. Trying to make GE more difficult for the hyper-leveled with make it impossible for the average player. I figured one way to solve might be to have a GE stage where the players combat stats are not applied to the battles, but this would still solve the mediocrity of the fights as being just...more of the same.
1. Maybe GE 5 is not about combat and is not designed to be able to win every week. Instead- in a sort of Indiana Jones-ish way- the last stage is a series of puzzles. (sort of like the event game for the Piazza set, but more of a puzzle than that) Not negotiations, necessarily, but actual puzzles. Solving puzzles gets you further toward the last puzzle which would be very challenging. If you win this puzzle, you get a chance for something- whatever it is that they decide.
Ideas for puzzles can be a variety of things like "spot the difference between two pictures" or "with these specific number of tools, work your way out of the maze", etc.
I guess it wouldn't be an Inno game without a diamond alternative, but I'm guessing the rewards for GE5 would better than GE4 so I would say that it would cost more to use diamonds to get help and that the cost rises for the last puzzle proportional to the prize awarded.
I also thought about puzzle-battles...or maybe battles that did not incorporate the combat bonuses of the player to emphasize skill over blunt power-scaling, but I felt that battles are fairly standard and once one person figures it out, they will tell others how to beat it and then it will be easy again. Puzzles can be hard...and they can be FUN. I would suggest creating 50 or a hundred different puzzles and using a certain amount- like 10- each week so every week is something new and fresh.