Random Event Tiles: Suggestions

  • ElSabidon's Avatar Salty Dog 850 671 Posts Joined 06/07/2019
    Posted 1 month, 2 weeks ago

    So, Mysterious Stranger on Air Elemental was gutted. While it is sad, and while you can argue about the priorities Blizzard have (let's face it, we all know what they are, Bobby "Goblinlord" Kotick needs a new 150M$ bonus check), it doesn't change the fact the Random Event Tile (RET for short) is still very shallow in terms of gameplay. Getting one of 4 options (Potato, Portal, Sabotage and Stranger) is boring and feels cheap. So what can we do about it? Here's my suggestions:

    1. Remove Stranger altogether (I have a different approach for task collecting);
    2. Add a lot of events (both good and bad), allowing for more variety of gameplay throughout the map and, more importantly, allowing for more than one RET on the map.

    So, what are the events I'm suggesting?

    1. Keep the Hot Potato. It's a genuinely interesting gimmick, it only falls into sore eyes because we want the Stranger;
    2. Keep the Portal, but add the option to walk into it or not;
    3. Keep the Sabotage, even if it's boring and has almost no gameplay impact [it remains mostly as a placeholder for more interesting detrimental effects, with a smaller chance than other events];
    4. Boons become RETs. You won't know where they are on the map anymore;
    5. Spirit Healer can be found on RETs;
    6. AMBUSH!!! -> You face a team of 6 Mercs all at once who were payed to stop you on your tracks. But it turns out, those mercs were payed partly in advance, and they were payed with up to 25 coins for a random epic/legendary merc (rarity and number of coins depending on the bounty you're in);
    7. Bananas! -> King Mukla passed by here and forgot some bananas. Your team picks them up and eats them, granting a +X/+X buff (again, depending on the bounty);
    8. Sidequest! -> Send one of your mercs alone on a sidequest, removing him temporarily from your team. He promises he'll come back to you before the final boss and he returns with a special treasure (like the ones you gain when you face elite battles), or he finds a new task for him (if you didn't finish all his tasks. If you did, he returns with a couple of merc coins, with a higher chance of those coins being for him) [both the task and the amount of coins he finds also depend on the bounty and you find less coins than the AMBUSH!!! event];
    9. Mud Pit! -> Oh great, now you're all muddy. And look at the dirt on our treasures! We have to clean them up. You won't be able to use your treasures next battle;
    10. Bob! -> "Hey there, friend, glad to see you. Here's a treasure to make sure your travels are safe". You gain a random treasure for a random merc (you don't even choose 1 of 3);
    11. Wrong turn! -> You can only find this in the middle of the map. It changes your pathing, nothing too special [it's also mostly a placeholder, low chance to get it on the event pool].

    These are just some ideas, there could easily be more of them, both beneficial and detrimental. These ideas also represent pathings with more than just 1 RET (for example, I could easily see bounties from Heroic Blackrock Mountain with 5 RETs, especially when you consider that Boons would stop showing up as Boons themselves [some tiles would still be Spirit Healers, you just also have a chance of finding them in a RET]).

    Now, regarding the Mysterious Stranger, my answer is actually simple. You ALWAYS find one after completing a bounty. However, to avoid abusing early level bounties, the level of your task depends on your bounty.

    • Barrens -> Up to Task 2 (the first 3 bounties), Task 3 (the next 3 bounties), Task 4 (the last 3 bounties);
    • Barrens Heroic -> Up to Task 3 (the first 3 bounties), Task 4 (the next 3 bounties), Task 5 (the last 3 bounties);
    • Felwood -> Up to Task 8 (the first 3 bounties), Task 9 (the last 3 bounties);
    • Felwood Heroic -> Up to Task 9 (the first 3 bounties), Task 10 (the last 3 bounties);
    • Winterspring -> Up to Task 14 (the first 3 bounties), Task 15 (the last 3 bounties);
    • Winterspring Heroic -> Up to Task 15 (the first 3 bounties), Task 16 (the last 3 bounties);
    • Blackrock Mountain -> Up to Task 17 (the first 3 bounties), Task 18 (the last 3 bounties);
    • Blackrock Mountain Heroic -> Up to Task 18 (all bounties).

    These are my suggestions for events to spice up bounty runs. What do you guys think of them? Guaranteeing Mysterious Stranger as an extra reward severely diminishes frustration with grinding and the increased amount of events makes each bounty more unique and engaging. EDIT: Also, throw in more ideas if you have them, maybe we could actually see some of them in-game.

    PS: Turns out it's hard to think of detrimental effects without simply gutting your team. I feel only Mud Pit! really worked as a one and done detrimental effect (Sabotage and Wrong Turn! feel very meh), with the more extreme ones (AMBUSH!!! putting you in a 6vs3 fight and Sidequest! temporarily disabling a merc [maybe you can choose which one, maybe not]) compensating the detrimental effect with a reward. I feel that is a way detrimental effects can be more engaging.

    Rating cards on coolness factor rather than predicting power because I like screwing up rating averages (and because I suck at predicting real power levels, but we'll ignore that LUL)
    Wins per class (18/11/21): DH-180; Druid-931Hunter-910; Mage-1016; Paladin-1088; Priest-695; Rogue-938; Shaman-1024; Warlock-821; Warrior-847

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  • sule's Avatar Content Squad Alterac Academic 580 444 Posts Joined 08/21/2019
    Posted 1 month, 2 weeks ago

    Dang, I wish you'd been on the initial design team for Mercenaries. I like your additions to the random events, and your approach to the "grinding overleveled bounties" problem.

    I agree with you that Boons and Spirit Healer should be included in Random Events, and that those spots on the map should become Random Events. The only thing that I was thinking of to be different was that when you land on a mystery tile, it could give you a choice between multiple outcomes, and you get more choices the deeper you get in a map, and one option will always be a Boon (with the class chosen at random). So, if you land on a mystery tile within four steps from the start it gives you two choices: a random boon, then one of Stranger, Healer, Potato, or Sabotage. Then later tiles give you a choice from a Boon, then two of Stranger, Healer, Potato, Sabotage, or Portal.

    That way, you technically aren't forced into anything (you always have a choice), and early mystery squares (like those on lower bounties like Air Elemental) are less likely to give Mysterious Stranger than later mystery squares. Obviously, it isn't likely my version can be implemented because it would require too much of an overhaul of the entire system, but in my opinion it just makes more sense to have mystery squares give players a choice.

    I have spoken.

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  • sinti's Avatar Global Moderator Barrens Sleuth 1970 2498 Posts Joined 10/20/2018
    Posted 1 month, 2 weeks ago

    I like your suggestions a lot! The Mystery tile is definitely an underutilized mechanic in this whole thing, and having more than one, with many different outcomes, would make the bounties so much more interesting.

    I also like the guaranteed Mysterious Stranger at the end of each bounty, even when you were able to farm Air Ele and others, it still took a LOT of time, without it, it will take an insurmountable amount of time. Having a guaranteed merc task at the end of a bounty would be so good, and having it gated by the task number for lower level bounties would correspond with their "policy" of "not forcing players to play low lvl bounties". Im hoping ideas like these will get to them and they consider implementing them, because without it, the game mode asks of you too much of your time for it to be worthwhile for most (adult) players, which is shame.

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  • ElSabidon's Avatar Salty Dog 850 671 Posts Joined 06/07/2019
    Posted 1 month, 1 week ago
    Quote From sule

    The only thing that I was thinking of to be different was that when you land on a mystery tile, it could give you a choice between multiple outcomes, and you get more choices the deeper you get in a map, and one option will always be a Boon (with the class chosen at random). So, if you land on a mystery tile within four steps from the start it gives you two choices: a random boon, then one of Stranger, Healer, Potato, or Sabotage. Then later tiles give you a choice from a Boon, then two of Stranger, Healer, Potato, Sabotage, or Portal.

    That's an interesting way to make RETs more varied with the current resources, but it does have its limitations, mostly on how possible that is. For example, if I go and have a walk in the park, I can't decide whether to turn that park into a beach when I arrive there. Turning what would be a Sabotage into a Portal, for example, seems too much like dimensional travel which is weird when you're scavenging a desert, for example. There is potential there, though. For example, you step into a tile and it teleports you to another mini-map with extra challenges and rewards, for example. Like a Trap made by the Burning Legion, for example (I don't know much about WoW lore, don't know if that's something they'd do).

    All in all, I still want to thank both you and @sinti for the feedback and say that I only came up with one new idea of a small disadvantageous event:

    • Refreshing Spring Water?! -> Your team came across a lake in the middle of nowhere. Being very thirsty from travelling, they immediately start drinking to their heart's content. It's a shame they didn't notice the sign that says "Danger! Stamina draining organisms in the water. Do not drink it!". Your team will be 2 Speed slower the next combat.

    PS: Fun fact, the AMBUSH!!! event was based on the Pokémon Mystery Dungeon series' Monster Houses. Now if you'll excuse me, I'm off to blindly walk into that room filled with Gummies.

    Rating cards on coolness factor rather than predicting power because I like screwing up rating averages (and because I suck at predicting real power levels, but we'll ignore that LUL)
    Wins per class (18/11/21): DH-180; Druid-931Hunter-910; Mage-1016; Paladin-1088; Priest-695; Rogue-938; Shaman-1024; Warlock-821; Warrior-847

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  • DragonDraena's Avatar 295 50 Posts Joined 08/10/2021
    Posted 1 month, 1 week ago

    I love your Side quest idea! It's got both downside and upside, so I tried to think of more like that. Maybe one that randomizes your speeds? 

    What does Sabotage currently do? 

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  • ElSabidon's Avatar Salty Dog 850 671 Posts Joined 06/07/2019
    Posted 1 month, 1 week ago

    Sabotage currently changes the color of future fights.

    Rating cards on coolness factor rather than predicting power because I like screwing up rating averages (and because I suck at predicting real power levels, but we'll ignore that LUL)
    Wins per class (18/11/21): DH-180; Druid-931Hunter-910; Mage-1016; Paladin-1088; Priest-695; Rogue-938; Shaman-1024; Warlock-821; Warrior-847

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  • DragonDraena's Avatar 295 50 Posts Joined 08/10/2021
    Posted 1 month, 1 week ago

    That's a strange name for it. I guess I've only hit Sabotage once, and it was too fast to tell. 

    Sabotage should be a member of your party turning on you, but I'm not sure how that would work in the game. 

    Or maybe picking up a treasure that seemed good, only to discover that it does something else entirely. 

    New name needed for sure! 

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