More meaningful loot than standard chests, to facilitate more mid-late game content
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Szog2332
As it stands right now, with the exception of the mines and Trials (and supposedly the new areas in the upcoming update), 100% of the loot that can be found in the game is the mediocre chest loot, which feels moderately copy-pasted, and due to them not having equipment better than iron or copper ever in them, it overloads the early-game with lots of free equipment, while adding basically nothing to late-game play.
Additionally, because the chests are the only source of repeating loot currently implemented, new areas basically have to be designed around being accessible early-game, which leads to a significant lack of content that requires >iron equipment, outside of the mines and Trials (and some of the Forest).
So while these are pretty broad suggestions and are in very likely not easy, here are my suggestions:
- Add a method of giving repeating loot that isn't the same 2 types of random chest loot. This could be making use of the system that the mines has where >iron equipment can be spawned in chests, or it could be something entirely new.
- Take some of the new content areas planned to be added in the next 6 months or so and change them to be only accessible with >iron equipment, and have rewards and challenge to match. This could be some of the stronger Turabadas, or it could be the non-Oak Goteras, which would also assist in the porting of non-Oak wood types to Quest.
- Implement my suggestion for the Tarn (seen here: https://feedback.townshiptale.com/game-feedback/p/birch-wood-in-the-tarn-progression-fixes) where the minimum equipment to get to the Climbing Tower is increased, and in turn increase the difficulty and level of loot in that zone.
- Rebalance loot that can be found in the Forest to match these changes, as most of the loot in the Forest aside from non-Oak wood isn't worth your time beyond the first "tier" of play (copper/iron/gold metal and oak wood)
- Possibly rebalance some of the pre-existing content areas around these changes as well. Not necessarily something massive like making the Dust Bowl need Valyan, but perhaps the upper level of it could need Red Iron to unlock (instead of the gold it needs now) and would have a higher quantity of Crystal Wyrms, possibly other wood types and/or Goteras (preferably non-oak variants), as well as better randomized loot.
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Cody_Alta
Merged in a post:
Unique items in the Tarn
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Evolution_man
Having recently completed the tower (and feeling like an actual achievement) I have been looking for opportunities to use it.
I thought the Tarn would be good place to start, but it's just full of the same old trash - No one wants to spend 10-15 mins climbing the Tarn to find a leather roll and a few peices of flint in the chests along the way.
The same goes for the following area... I'll risk death climbing round the walls for... Some iron ore??
It's a real let down, when this ability unlocks lots of areas which could hidelots unique or rare items or rare ores.
Please can you let some of the hard to reach chests drop silver or mythil items or add some rare ore to the walls for the climbers to mine.
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Ace_Axolotl
I agree mostly and also hope that in the future there will be less rng drops, it sucks spending 4 hours looking for a sai blade fragment because of bad rng
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Bob Stuntsville
I agree with pretty much all of this. Bringing back the higher tier metal requirements for the tower bridge would help a lot with separating areas with skill checks. Unsure about making the dust bowl’s cliffs higher tiered though. That place is the only reliable way to get recall potion, and cutting off new players from accessing that resource would hurt their experience unnecessarily. I would recommend shifting the lens to the mountain pass possibly? Skills make more sense to be guarded by higher tier enemies than recall potion.
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Szog2332
Bob Stuntsville: The mention of the Dust Bowl was just an example, but yeah, I agree that melee and archery skills should probably be harder to get than they are now (assuming the inconsistency of finding birch wood gets fixed before that)
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OmegaGiven
Sounds semi decent. I just wanted to add my perspective as a Avid miner. I go into the mines and mine a ton of copper and iron and when I come back up it seems anyone that loots overland chests gets more copper and iron from melting down or breaking buckets than I would ever mine just by breaking down buckets and cauldrons. I find this to make my effort to mine for those early game raw resources worthless even though I risk more to go into the mines (still love the mines though...). I kinda think the spawn chance of buckets and cauldrons should be significantly reduced as they offer almost too much resources being a crutch for early game. I like my games semi challenging though so whatever works for the general populace I guess.
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Bob Stuntsville
OmegaGiven: no
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Warentan
Context for readers; A tarn is a small mountain lake. Evolution_Man is referencing to the little playground/practice area on the path to Climbing Tower