I'm not. Palace of the Dead is completely different content in which the core concept is that you start off at low level and has its own progress separate from the main game. Aquapolis is high level content that uses your current stats.


Palace of the Dead is something that progressively gets more difficult. (something that's been suggested for the Aquapolis, in this thread)
Aquapolis is high level content that uses your stats, synced down to i180, so you can't overgear it.
While your suggestion of simply reducing the dungeon timer might work, 10-15 min is hardly enough to be considered a serious disadvantage. 30 min would be sufficient, giving groups a second chance if they get unlucky early on, without it being too much of an advantage for a group that already managed to get through 5 rooms.
Pentamelding isn't limited to DoW/M. DoH (and to some extend, DoL) has pentamelding as well.
While I didn't enjoy pentamelding my way to 3-star stats, it sure wasn't a waste of money, considering I recuperated that amount and turned it into a profit, by selling 3-star crafted gear.
Fun aside, surely you must agree that they could make a more interesting barrier to entry to reach 3 star stats than a random number generator saying "pass" or "fail".
Same thing applies to Aquapolis.
Player
It's more like: After every few levels after beating the boss, you can access three different tubes. Two of them get you to the next level. But one of them gets you in a room with a couple koopa troopas, coins and three tubes again. Get lucky 7 times and you get many coins and up to 10x1up.


3-star entry doesn't take heavy (or any) overmelds. Those melds just make it easier.
If Aquapolis wasn't RNG procession, then it would be low chance RNG drops, or items so abundant that they are worthless.



Actually thats a very good Idea!To elaborate on what I mentioned, you could have two different rooms. One is the normal room, the other is booby trapped. It will apply a penalty to your group. Time reduction, Poison (can't clear), Paralysis, Reduced Healing. Etc. This makes it progressively more difficult to continue clearing. Think FF7 Battle Square.
We had that in FFVII Gold Saucer within the ARENA...
Still one thing to point out: It was clearable even with all negative effects!
RNG is choosing the penalty, if i remember right you always got one after a fight before the next fight. Still, there were some penalties who didnt hurt that much: no more item use allowed, no more magic allowed and so on... while others were hurting really hard -> 1/2 STR or 50% HP ... Ok to be fair: Players have chosen the penalty by stopping the wheel... experienced players could stop it on the penalty they wished for with stopping the wheel in the right time...
Yes please, such a System is much better!
Last edited by Yukiko; 05-25-2016 at 03:49 PM.



lets see if portal was 100% spawn rate and no doors kicked you out then people would whinge its boring and repetative blah blah blah they wanted somethin different and they get it.. but wait they still complain and whinge because its not 100% honestly i feel sory for games programmers SE should stop listening to the fan base n just do as they planned to begin with
Yeah, dumb whining people. SE should have just gone with what they planned to begin with.lets see if portal was 100% spawn rate and no doors kicked you out then people would whinge its boring and repetative blah blah blah they wanted somethin different and they get it.. but wait they still complain and whinge because its not 100% honestly i feel sory for games programmers SE should stop listening to the fan base n just do as they planned to begin with
https://www.youtube.com/watch?v=39j5v8jlndM
...well that went well.
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