Slay the Spire

Slay the Spire

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更好的遗忘祭坛
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2020 年 7 月 23 日 下午 5:09
2021 年 10 月 2 日 下午 11:45
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更好的遗忘祭坛

在 Nichilas 的 1 个合集中
The BetterMod Series
10 件物品
描述
更好的遗忘祭坛

本mod旨在重新设计事件“被遗忘的祭坛”,让它对玩家来说更好玩,同时也维持了原事件的核心设计理念和主题。

效果

事件“被遗忘的祭坛”的选项经过了重做。此事件现在允许玩家从给祭坛的若干个不同的献祭中进行选择,根据供品的范围不一,得到的奖励也不一。玩家若是胆子够大,也可以做出多重献祭。

玩家如果没有金神像,就会得到一个替代的选项,让他们可以在合理的程度内付出更大的生命值牺牲后得到血神像。另有两个选项需要的供品更低级,给玩家的奖励则是别的一些独特的东西。

此事件现在增添了一个硬性的触发要求,也就是玩家只有在高于特定血量阈值的条件下才能遭遇此事件。(本mod的设置面板上也有一个选项,可以禁用这一限制。)

在进阶15及以上,此事件也接受了一套细微调整。

重做后的此事件也包含了一个隐藏的文本彩蛋,跟基础游戏中的某个事件有主题上的联系。

设计目标

The standard event suffers from not having a clear vision for its purpose. At a meta level, it functions as a generally negative event result to counter balance the relative expected outcome of any given event space. From a lore perspective, its theme is somewhat weak, which is further enhanced by the existence of unused alternate options in the text files, hinting at larger plans for this event that got scrapped. From a gameplay perspective, the event wants to reward the player for having taken the golden idol earlier, and punish them if they didn't.

These factors all made this a difficult event to reimagine a clear vision for, and as such had to be scrapped and rethought several times.

Starting with the perceived potential flaws of the event, even though the event's typical negative outcome serves to lower the expected value of choosing an event space, the manner in which the individual event punishes the player feels very dissatisfying; more the result of bad luck, than any potential poor decision making on the player's part. Additionally, the one positive outcome of the event relies on the player having had the luck of finding one specific event earlier in their run, which further enhances the feeling of futility in the bad outcomes. "I am not able to receive the one good reward because I didn't get lucky earlier and have the game offer me the thing I needed here?" Feeling the consequences of your actions can be a very satisfying design when used properly, however, in this case the decision the player is being punished for is not really a decision in which they had much choice.

Conversely, showing up to the event with the proper relic and trading it is one of the largest single power increases that can be found in the game. This leads to the event feeling very much like a "Win More, Lose More" type scenario. If the player already had the good luck of getting the Golden Idol earlier, they get the added bonus of now being able to get one of the most powerful relics in the game. If they didn't get that random reward earlier, they are forced to choose from one of two very undesirable outcomes. This creates a negative feedback loop from a gameplay perspective, and from a player mentality perspective.

In considering all of these aspects, it became apparent that a major overhaul of the event choices would be necessary to achieve any meaningful improvement beyond just doing a simple numbers change. Alongside this, the core thematic aspects of Blood, HP interaction, and Sacrifice were identified. In the event text, there are countless references to blood, from the name of the idol, to the self-harm themes, to the visual design. Every choice also resulted in a mechanic that interacted with the player's HP in some way or another. Lastly, each option required a sacrifice of some kind, either a relic, or HP, or deck quality, not to mention the statue explicitly demanding sacrifice upon entry. As such, these were the central aspects that the theme of the event was reimagined around.

From a gameplay perspective, one major goal was to make the event feel less binary. The player should not either get a strictly positive or negative outcome based on oe single random prior factor. To accomplish this, the event was altered to function more closely to a "Blood Shop". The player can choose how much sacrifice they are willing to give, and will get rewarded based on that sacrifice. Nothing comes for free, but now the player should feel more fairly treated by the game's systems. Each option now has the potential to be a good one depending on how they've played so far, and how they plan to continue.

In the base event, the player has the option to desecrate the altar and get cursed for their trouble, but from a logical perspective, it doesn't make much sense for the character to randomly destroy a shrine without some kind of reward to reap, or rationale for acting as such. To remedy this, "A Better Forgotten Altar" recontextualizes the choice into one of defiance. The statue demands sacrifice, but the player does not acquiesce thus causing whatever higher being inhabits this shrine to dole out punishment. Conversely, should the player choose to present an offering to the being, they will receive rewards that should be able to help them on their journey, provided they are able to survive the coming rooms. These alterations should hopefully give the player more thinking to do instead of always choosing the good option if available, and choosing the less harmful option if not.

In order to remove the role that earlier randomness plays in determining the quality of this event, the Bloody Idol can now be obtained with a sufficiently large sacrifice should the player arrive without having seen the previous event. Additionally, the Blood Vial felt like a natural alternative reward to receive at an altar dedicated to a blood god, as was thus chosen for another potential reward, along with a blood potion. Special interactions were also designed in order to make arriving at the event already in possession of the relevant relics feel rewarding in its own right.

The goal here was to provide functionally useful rewards for prices that sometimes will be worth paying, and sometimes will not, ideally dependent on the choices the player has made in reaching this point. I am particularly proud of the manner in which these gameplay considerations were able to be tied to the core themes of the event.

Where previous event reimaginings, such as "A Better Match" drastically improved the power level of the event, "A Better Forgotten Altar" hopefully stays closer to the intended balance level of the standard event, while making the decision making process much more dynamic and engaging, and simultaneously reducing player frustration.

致谢
希望你能在这个mod的加持下玩得愉快,任何反馈我都欢迎。
感谢旅渚Lastcel的简体中文翻译。

如果你觉得这个mod不错,也可以考虑看看我的其他一些mod:
更好的讯息
更好的感知石
更好的对对碰
更好的全知头骨
更好的第三选择
更好的实验室
热门讨论 查看全部(2)
0
2020 年 7 月 23 日 下午 5:17
置顶: Balance & Feedback
Nichilas
0
2020 年 7 月 23 日 下午 5:17
置顶: Bug Reports
Nichilas
8 条留言
Bosmun 2022 年 8 月 21 日 下午 7:16 
im just gonna note this here, the SLAY-I mod causes this to crash whenever you have a special relic from any of these types of mods dont know why but
XmungaM 2021 年 12 月 30 日 下午 9:52 
I have found a bug with this mod which is that you can receive blood vial through this event and then receive it again afterwards through an elite fight or chest (i assume either way) . when you take the blood vial option the relic needs to be removed from the relic pool afterwards. Still a great mod and does exactly what i want it to do :) . no crashes or anything.
vizthex 2021 年 6 月 14 日 上午 9:21 
ay nice, my recommendation is a mod now!
Nichilas  [作者] 2020 年 8 月 10 日 下午 5:20 
I appreciate your kind words. I had to cut about a third of the writeup for this one because of the text limit, so next time I'll probably try to be less verbose, haha. Anyway, I think you make a solid point about that event. I have no plans currently for that event, but I will look into it and see what we can come up with. My initial take is that I would aim to increase the difficulty of the Boss Fight option, but historically, feedback has been poor amongst changes that increase the balance by making things more challenging.
furby! 2020 年 8 月 9 日 下午 8:22 
I am sooo loving this mod series, and at least half of it is because of the awesome write-ups I get to read for each one! I really hope you continue.
If you do, and if I may make a request for the next event that could use some tweaking: Mind Bloom in Act 3 seems like a super cool event with a big decision to make! ...except it's almost always a bad idea to choose any option except "Fight an Act 1 boss". That feels like a lighter challenge than befits the great reward, and mostly just really obviously displays to you how much stronger your deck has become. By contrast, the other two options have roughly equally appealing rewards, but their downsides intensely disadvantage you in all future fights, and make eventually beating the heart a lot harder than does fighting an Act 1 boss with your endgame deck.
Nichilas  [作者] 2020 年 7 月 30 日 下午 12:04 
Thank you! This is the one I am most proud of so far. I think it really came as close as possible to being 'Better' without just being 'More Powerful' so I'm quite pleased with the result. I also think that the base event was already pretty okay, but due to popular demand decided to take it on, so I really enjoyed being able to take a deep dive into my creativity to find something that feels like the same event but is functionally radically different.
DiCsA 2020 年 7 月 28 日 下午 3:58 
Great work!
Gaftnochec 2020 年 7 月 27 日 下午 4:50 
I love these, thank you for revamping all these events