TOPIC: Qol updates and companions.
POSTED BY: Pure fire x2
POSTED ON: Aug 7, 02:49:41 AM
VIEWS: 165

With TC, it is a very complex game. One thing is not so complex is the end goal and that is to reach God Tier. Along that way however, There are other goals and challenges set for you to gain.

One of these things is companions. Companions are an amazing addition to TC, but currently they just sit there not really doing anything and I believe this could be something that would help TitanConquest tremendously.

Idea's for Companions.
First and foremost, they need to be able to attack.

As for leveling. We currently have a 1-99 system in place. As for tiers for them, a simple way to raise their tiers and still have a reason to attack and hunt them down would be this:

Tier 1 - Initial capture
Tier 2 - Obtain 2 new copies
Tier 3 - Obtain 3 new copies
Tier 4 - Obtain 4 new copies
Tier 5 - Obtain 5 new copies.

So all in all, you'd have to collect 15 copies of each in order to obtain a Tier 5 companion.

Just finishing the companions alone would help.


Replies
[Aug 7, 04:04:53 PM] xLoneWolf70x says:
I love the idea, we could even have like a prestige system for them instead. like prestige to get to tier 2 and it beces 2x as hard to level them up, prestige to tier 3, 3x as hard to level up, etc. But either way I think that the Tier system is awesome!

I also agree with the attack feature, I think that attacking should be active, but each pet gives more and more passive bonuses so that you don't just focus on one but rather all of them. I don't know if you have seen or played Tap Titans 2, but I absolutely loved the way they did pets. Pets gave both passive and active bonuses. While a pet was active they gave 10x the passive bonus. so if it was 100% attack for the passive. the active would be 1000% more attack. FS would have to play around with the numbers but I absolutely love the idea because that would give us something to work on and we could choose the bonus we wanted to receive. But I feel like the bonuses would have to be rewarding enough to prestige/tier up the pets otherwise everyone will just get them to level 99 at tier 1 and leave it like that.


[Aug 12, 03:26:20 AM] Zzck says:
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1 - Analyzing why some of the initial ideas for companion skills were not so useful in order to find what a good idea would be for them
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We currently have a leveling system for pets. The initial idea was that they'd affect a whole area and 'Companion Level%' of enemies there. I checked how they were leveling but I forgot it, so let's assume Companions are getting about 1/8888 of hero XP gained.

Let's also assume that a player got lucky and captured a companion when they were level 50.
-When that player gets to level 75, their Companion will be level 5.
-When that player gets to level 99, their Companion will be level 17.
-(Assuming they gain 50% more drachma than xp they gain) when they reach Underworld, their companion will be level 30.
-When they reach Mount Olympus, the Companion will be level 47.
-When they reach AP, the companion will most likely be level 99.

In my opinion, there is no issue here. An MO player can affect 50% of mobs, and an AP player can affect 100%. Looks fair. Now let's take a look at the ideas for companion skills.

-Owl: Adds Memories to Enemies.
Our player got to level 99 with a level 17 Owl. Assuming an area has 70 mobs, the skill has equal chance to add green/purple/red memories and can use the skill twice per hour, the player can now get 70 * (17/100) * (1/3) * 2 = 8 red memories hourly. If they do this for 10 hours a day, they'll get 80 red memories which is really really good. They can easily get a red thief set for their UW/MO grind.
After reaching Underworld with a level 30 Owl, they will start getting 14 red memories per hour. To get the same amount, normally they'd need to kill about 300 mobs there. So still very useful.
After reaching Mount Olympus with a level 50 Owl, they will get 18 red and 18 yellow memories hourly. At this point, I think we should be checking them as hourly gold and decode point gains. 54 golds per hour will get a piece to 100 atk% infusions in 187 hours. So it is not efficient to make it the only source of gold but it will definitely help the player get infusions done quicker, which is perfect in my opinion. 18 green/purple/red/yellow memories will give 306 decode points per hour. So it will take about 2500 hours to reach DR99. It is a lot less effective for DR99 grind compared to infusions grind but makes sense that it is just a helpful bonus.

Short: The skill idea for Owl is not OP but still very useful. I think this is a very nice and balanced skill.
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-Bear: Drops current Enemy HP by 25%
I think this is a cool ability but I don't see any practical uses for it. It may be effective vs Super PEs (maybe PEs too) but that shouldn't be allowed because just 15 level-99 bear owners can instantly drop any Super PE's HP to about 1%, instant death. It can maybe help taking Kratos down quickly for people trying to kill Kratos and hit God Tier, but we can already help them easily.
If that 25% drop counts as normal damage and gives XP/Drachma etc. it would be insanely OP.

Short: Just cool, no real use.
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-Lion: Drops Enemy Shields to 0
Players, in any stage of the game, can already one shot shields most of the time. So it is basically one less hit per mob (About 150 battles vs shields saved per hour), which makes it a bit more useful compared to Bear skill. But it can be used to annoy people too. For example, someone can use the skill at UW/MO when another player is grinding memories/gold/chests and make them unable to one-shot until they clear the area.

Short: Cool and can be a bit useful. But can be harmful too.
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-Rhino/Elephant/Boar: Adds Dr/XP/LP items to enemies.
Let's check for our level 75 player with level 5 companion. Again, assuming 70 mobs in areas, skill only adds orbs and can use the skill twice per hour, the player will gain 7 of each item. That is 35k XP, 140k Dr and 1750 LP. Those are 0.2% of XP required for next level, 0.15% of Dr required for Mercury ship and 3.5% of LP required for second area of Mercury. A level 75 player can already get these with only 2-3 battles or kills. There is no need to check for higher levels/further stages of the game.

Short: These are completely useless.

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Conclusion: The pattern I see is that if a Companion Skill has a clear target stage of the game, it works great. If it doesn't, it can be cool but mostly, it won't have any practical use.
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[Aug 12, 03:26:49 AM] Zzck says:
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2- Targetting to be useful for a stage of the game

Before starting to identify the stages of the game and what players actually need during each of them, lets take a look at how most players decide if something is worth the effort. If a goal will take 100 days to complete, and an additional effort -like hunting sacreds- will take 10 days, players expect that additional effort to save at least 6-7 days. Golden Bow is a perfect example for this. For God Tier grind, it is very nice to have the Golden Bow. But since grinding AC for Golden Bow takes at least a month, and for the God Tier grind itself it is only +200 atk% which definitely won't save anywhere near a month, I personally recommend players to go with Shiny Bow until they hit God Tier. So even if we find great ideas, for players to actually want them, we need them to save a reasonable amount of time or be a really good investment for the future goals.
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Stages of the game:
-Level 1 to 99: Main goal here is getting to level 99. This is the most fluid stage of the game if that makes sense. There are some predefined parts of it such as almost everyone using Trident of Poseidon / Payback weapons. But since players are just discovering the game, what gear they will have, what playstyle they will like, what parts of the game will be interesting for them etc. are unpredictable. Most of the time, they will discover chat, get some advices. They will one way or another get to level 60-70 and slowly start Titan Farming or Kratos Farming effectively. Or they will just spam battles on random mobs but they will eventually get to level 99. So, in my opinion, if sacreds are going to affect this stage, it should make it more fun. The focus should not be maximizing or optimizing something, that is not interesting for most new players unlike midgame/endgame players who understand how the game works and try to optimize their playstyle to save a week or two of grind.

Short: We need to make new players think "Oh! I can't wait to get that companion, it'll be fun!".
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-Fresh 99 to Mount Olympus: This is the stage where players start to 'feel' the grind. They understand that they need some sort of strategy, otherwise reaching the goal will take too long even if they grind for hours and hours every day. So most players get a red thief set and enrage bike. Some get red thief kratos and start Kratos Farming, some go for Titan Farming. They learn about decoding and gear sets, start to understand how perks work, start to make conscious decisions. They tend to ask more questions / need advices more often and become a part of the community. Also since after level 99, all players are in the same instance and it is by far the most active one, Sacred Companions can be a part of team work. So all Sacred Companions don't have to have an area affect, just even one of them that encourages team work is more than enough. Cause any kind of team work makes players connect with the game.

Short: Sacred Companions can be a game mechanic that allows players to actually play the game with others.
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-Grinding AC for endgame gear: By far the most boring stage. I haven't seen any player who enjoy grinding AC except for the first few days of doing it. It is like getting a job for the first time. Players start to earn their AC on their own and it is exciting at the beginning but when they realize it will take a looong time, it becomes a bit depressing. The gear they have is irrelevant, the gear they manage to buy will not be used for a long time until they buy them all, they will be doing the same thing with almost no interaction with other players. So Sacred Companions can be used to break the routine a bit for this stage.

Short: Sacred Companions can allow players to have one more thing to do while they are clicking on the same pixel for weeks after weeks.
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-Grinding God Tier: Starting to farm Zeus with other players is one of the best feelings in the game. Especially after those lonely and dark days of AC farming. They have almost everything they need, understand most features of the game and have a clear path ahead of them. This is the stage where they actually start to calculate their gains and start to optimize everything. So mostly, endgame players will only care about what increases their gains. So for endgame players, Sacred Companions that was fun should turn into Sacred Monsters that give them solid advantages. But that doesn't mean that the Companions have to be useful forever. For example, both enrage bike and ctapper are must haves of the God Tier grind but they're completely useless after the player reaches there.

Short: This is where Sacreds can become one of the core mechanics of the game that are worth grinding.
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-Other: Leveling, stats, reaching God Tier in the most optimized way are not the only features of the game. There are other features that are not being used at all after a point such as Bounties, Vanguard Quartermaster. Especially Bounties is by far the most hated feature of the game. Sacred Companions may revive some dead features of the game and make them a part of the game.
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Conclusion: What players expect from a feature changes drastically in all stages of the game. While Sacred Companions can make people enjoy the game more and give them another goal in the game, they can also affect/revive some features that are already in the game. Sacred Companions update is a big opportunity to add so much to the game.
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[Aug 12, 03:27:14 AM] Zzck says:
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3- Some ideas for Sacred Companions in general and for Companion Skills
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-Getting a Sacred Companions
As mentioned in the previous sections, Sacred Companions should have clear target stages. To achieve that, I think remaking how Sacred Companions are obtained will be a good start. If we have to capture Sacred Companions like the current system, only RNG, I don't think we can find a solution that will enable players to integrate them into their playstyles or enable experienced players to give advices about them. We need to allow players to choose, let them prioritize what they think is more important. My solution for that is combining Pure's Companion Tiers idea with a Companion Shop. In this shop, Companion Spirits which will act like Tier 0 Companions will be sold. These Spirits will allow players to hunt that specific Sacred Companion and when they capture one, it will be added to the Tier points as Pure explained. Also, Spirits will allow players to use the weakest version of that companion's skill. Price of each Companion will be more than the previous one. (For example, first Companion Spirit purchase will be 50 AC, second one will be 100, third 200, fourth 400 etc.) So that players will be able to choose which companion they will get but still hunt them to make them stronger. Also, capture chance should be increased. Currently, capturing a Sacred Companion requires about 70 kills on average which would take 1050 kills to get them to Tier 5. That is an insane number and I personally can't imagine making a good enough skill that will make players want to go after and won't break the game at the same time. So, I think the capture rate should be 9% which would make it about 120 kills on average to get them to Tier 5. Also, this change may upset people who have already hunted Companions and have them all/most of them. To solve that, players who already have a Sacred Companion can start with a Tier 3 version of that Companion.

Short: Sell Companion Spirits that'll allow players to hunt that Companion. Each Spirit purchase should increase price of other spirits. Give Tier 3 Companion if the player has already captured that Companion.
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-Suggestion to balance multiple players stacking a skill in a location
If a skill has been used in a location, next use of the same skill can be 50% effective, next one 25% etc.
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-An example for Sacred Companion Tiers and their effect on that Companion's Skill
Current Owl skill works so well with the Tier system. Companion Spirit can add white memories, Tier 1 green, Tier 2 blue... Tier 5 yellow memories.

Target stages:
a) Players who want to get yellow memories before reaching Mount Olympus can buy and grind their Owl. Or they can grind it just up to Tier 4 and get a red thief set. This may require Super Titan to spawn at Lord's Watch / Underworld.
b) DR99 grinders can benefit from any tier, any level.
c) DR99+T players can almost passively gain yellow memories without breaking their main grind.
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-Skill Suggestion: Sacred Rhino > Increase mobs/titans spawn rate in a location
Each level of Sacred Rhino can increase the spawn rate more, similar to having more heroes parked in a location. Each Tier of Sacred Rhino can increase the duration of the skill. If the Rhino's skill cooldown will be 30 minutes, Rhino Spirit can last 5 minutes, Tier 1 Rhino can last 10, Tier 2 15 minutes etc. Also, each tier can increase number of fixed titans that can spawn there, it does not only affect mobs like parked heroes. Rhino Spirit, 0% chance to spawn 2 of the fixed titans of the location, T1 10%, T2 20% etc.

Target stages:
a) Players farming AC for end-game gear can go for this companion and run out of enemies a lot less, also have more titans to kill.
b) This skill can be used at Clan Control events. Which means it will be useful even if they have unlimited AC.
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-Skill Suggestion: Sacred Lion > The Hunter
a)Sacred Lion, The Bounty Hunter: When the companion skill is used in a location on the planet of last accepted Bounty, it will spawn ROUNDDOWN(Lion Level*20/99) of the last accepted Bounty enemy. For example, if the Lion is level 1 it will not spawn any bounty enemies, if it is level 20 it will spawn 4 Bounty enemies, if it is level 99 it will spawn 20 Bounty enemies.
b)Sacred Lion, The Companion Hunter: When the companion skill is used in a location that is 'not' on the planet of last accepted Bounty, or there is no active Bounty, it will spawn random Sacred Companions to hunt. If the Lion is Lion Spirit, it will not spawn any. If it is Tier 1, it will spawn 1 random Sacred Companion. .... If it is Tier 5, it will spawn 5 random Sacred Companions. But those random Sacred Companions cannot be a Sacred Lion, players will not be able to use Lion's skill to level it.
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[Aug 12, 04:58:27 PM] Smolder says:
Sorry guys, the only thing that is going to save this game is a complete redesign of gear drops, redesign of ways to get them and a complete redesign & randomization of perks....which is essentially a new game at that point.

Anything else is just putting lipstick on a pig.

Better off harvesting some eggplants right now.


[Aug 12, 05:23:09 PM] Snebbers says:
I saw the giant wall of a response and went to find something else to do, to be honest.


[Aug 12, 06:04:25 PM] Cloud says:
Id rather see the stuff hes mentioned in the past like skill trees, settlements, dual bike, and gear cloning though finishing SAs would also be nice.