BlanketPI wrote:Yeah, but what if you want to find them on your own?
I stopped looking for things once I found out I didn't have a good enough Treasure Cracker.
These things are rather well-hidden, so it's not easy to remember how to get to them, and even if it were, there are enough of them that it'd be impossible to remember them all.
I mean, if you've already found them once, so why do you have to find them again?
It's specifically ones you couldn't open but could find. >_>GravityCat wrote:Then go for it. But if you're doing it all on your own you probably will never find them all without a little help.
Then when you can't find them, or find a pod you can't open, you get frustrated, then you suggest marking them on the map.
Yeah, I have the most advanced one now (though I hadn't realized that it was behind a 100 gadget wall at first)Treasure Crackers are easy enough to get; requires a little grind though - 100 Gadgets crafted in The Lab and buying Crackers as they unlock.
It's big enoughThe map is large, but it's not that big. It's not hard to remember where pods you've found previously are located.
...So you're basically justifying it by saying that it's in other games, though such a thing is usually considered a flaw of such games?Welcome to the world of backtracking. I am your host.
Yeah, I know that they're for end-game, but why do they have to be for end game? Why are we discouraged from exploring before the end-game?Treasure Pods I feel are meant for more end-game. So for now, I suggest not worrying about them, building up your Gadget count, buying Crackers as they unlock, and get all of them at once.
CrazeePi wrote:(assuming the original idea isn't to piss people off).
...So you're basically justifying it by saying that it's in other games, though such a thing is usually considered a flaw of such games?
But I don't see how marking on the map the locations of the Treasure Pods you do find before you can open them is a negative toward the game?
Why are we discouraged from exploring before the end-game?
It's less about being a negative impact, and more about is it really needed?
The game map is large enough that it can be memorised, along with locations of certain pods
You've got to remember that Treasure Pods are essentially Slime Rancher's equivalent of a late-game collectable item.
But what some people do on games with collectables is wait until they've either beaten a game or gotten to the point where they have full access to the map, and get them all at once.
CoasterMan wrote:DUDE! THERE ARE KIDS USING THIS SITE (probably)
Ah yes, I can clearly memorize the locations of 50 different treasure pods.
CrazeePi wrote:If you made them appear on the map when you found them, it would make them so much better while keeping the original idea
Shouldn't collectibles be a reward for exploration though?
If only there was a feature that allowed people to do that much more easily...
BlanketPI wrote:I agree that it's not needed. I just think that it'd still be beneficial to the game, especially since it shouldn't be difficult to program.
Couldn't those first two just be tied in with the code that displays the "You need a more advanced Treasure Cracker to unlock this" (or whatever it says) code? I mean, if you don't look at the Treasure Pod, I can imagine them not wanting to show it on the map, anyway, right? Plus, this makes it substantially easier to program in, I reckon. (The other part could probably be ripped off of the part that displays the teleporters/extractors. Then you'd just need to have each Treasure Pod delete the marker once you actually open it.)Purplecharmanderz wrote:BlanketPI wrote:I agree that it's not needed. I just think that it'd still be beneficial to the game, especially since it shouldn't be difficult to program.
depends on a few things, but yeah, wouldnt be overly difficult, except the fact that you would need to inject it into each pod individually with slight variations to the code.
step one: check if the pod is open
step two: check if the player is within a certain zone around it
step three: inject marker onto the map if the open check comes out false and the location check is true
CrazeePi wrote:CoasterMan wrote:DUDE! THERE ARE KIDS USING THIS SITE (probably)
I don't know what you find wrong about saying something pisses people off.
But you're not memorising 50? In your original post you're memorising whatever you come across. Which I doubt is 50.
Makes no sense to allow you to open pods without working for it first.
Your responses to me now indicates that you'd rather have all the locations of all the pods revealed right away, rather than just revealing ones you've found but haven't opened.
that would actually work a lot better, and should take few lines of code. Wasn’t my first thought but it has a similar principleBlanketPI wrote:Couldn't those first two just be tied in with the code that displays the "You need a more advanced Treasure Cracker to unlock this" (or whatever it says) code? I mean, if you don't look at the Treasure Pod, I can imagine them not wanting to show it on the map, anyway, right? Plus, this makes it substantially easier to program in, I reckon. (The other part could probably be ripped off of the part that displays the teleporters/extractors. Then you'd just need to have each Treasure Pod delete the marker once you actually open it.)Purplecharmanderz wrote:BlanketPI wrote:I agree that it's not needed. I just think that it'd still be beneficial to the game, especially since it shouldn't be difficult to program.
depends on a few things, but yeah, wouldnt be overly difficult, except the fact that you would need to inject it into each pod individually with slight variations to the code.
step one: check if the pod is open
step two: check if the player is within a certain zone around it
step three: inject marker onto the map if the open check comes out false and the location check is true
WaffleMelon wrote:I also don't agree with this idea, sorry. I want state all my reasons for it because I feel like GravityCat mentioned most of them, but I will give emphasis to the one I value the most here. Even though the pods actually give you cosmetic rewards, they are mostly still collectibles. I don't agree with adding collectibles to a map, in any game, even if you saw them but can't get to them. I feel like the backtracking aspect of these things is what makes them interesting to collect in the first place.
CrazeePi wrote:Bumping in hopes something gets added to the next update to make them less frustrating.
Would you all feel better about the ability to stick pins into the map like Purple mentioned earlier?
Purplecharmanderz wrote:CrazeePi wrote:Bumping in hopes something gets added to the next update to make them less frustrating.
Would you all feel better about the ability to stick pins into the map like Purple mentioned earlier?
When did I mention sticking pins onto the map? I can't seem to find where I would have mentioned that.
Purplecharmanderz wrote:Would it make you feel more at ease if it were just that you could place markers on the map, giving it more functionality but taking away from how specific it is?
CrazeePi wrote:Purplecharmanderz wrote:CrazeePi wrote:Bumping in hopes something gets added to the next update to make them less frustrating.
Would you all feel better about the ability to stick pins into the map like Purple mentioned earlier?
When did I mention sticking pins onto the map? I can't seem to find where I would have mentioned that.
Couldn't find that post myself, which is why I asked. Sounded like something I would have said but couldn't find the post lol.
I was referring to this.Purplecharmanderz wrote:Would it make you feel more at ease if it were just that you could place markers on the map, giving it more functionality but taking away from how specific it is?
Yeah you didn't specifically say pins but idk, pins sound cute.
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