God damn , really ?? Man thanks . Also do yk how long will "The Tale of the Tetis Hero" be there ? Or should I say how long we can use the strategy you shared
Alright, let's try this again and hope it won't disappear this time. Was a while since I wrote the comment so won't be 100% accurate to what I wrote. First of all, really solid concept here, wish I did something similar when I did my summon video with about half the gems we see here. And I agree on many points. I think that one thing to consider is for sure the dev time spent into making something vs the longevity of the content. Arena, Colo, Raid is what comes to mind first, being shipped with the game all those years back while still being relevant today. Then on the other hand of the spectrum we have World Exploration, while enjoyable for some, it's a terrible decision since we only do it once (and then once again when there's Season Achievements). Had it been up to me, I'd look for something that'd keep us busy for a while, but also something that's engaging and fun. I don't know about you guys but I find a much greater pleasure from actually playing the game vs those AI type battles (Tetis, Colo, OL etc). So starting there. And as you said (iirc), some sort of roguelike mode. Can either be stages similar to that of Dead Cells OR as I suggested, something like Vampire Survivors / Survivor.io. So the way I laid it out, I wanted something grindy. That is not time gated or locked behind coffee. So imagine either of the two styles (Cells/Survivor), and you'd be running around progressing and as you do, you find treasures that could be anything from Gold or Option Change stones, items, whatever. As you kill enemies, you gain "Exp". Not the currency but rather something that would go towards leveling the chosen Hero that you play. And this is individual for ALL heroes in the game, meaning you'll want to play them all eventually to "max out", whether it's another entry in the book collection or to unlock that heroes full potential. Monetizing? Easy, add a pack that unlocks x2 Exp gain. I'd imagine 1 hero would take 1-2h to max of active play time in a mode like this. May not sound like much but we have to consider the amount of heroes in the game. Something like this would be amazing, it would keep us busy and even if we would nolife it and do it asap (that's 1-2h x num of heroes), it would still be a thing next time we get a new hero release. AND you're not dependant on other players. Which is a plus for those who prefer to play alone as yourself, and myself to a degree. Another thing before moving onto the next set of ideas, I have to mention Hall of Fame for Coopex, and the failure to utilize it's fullest potential. Rn it's a first come, first served thing. They of course introduced the Jewel system, claiming it would prevent this but all it did was that it took a little longer, with a bit of RNG to it while also ruining the competition in regards to S0, which is now filled with random players. As you may be aware, the S0 HoF leaderboard was broken in that it didn't show entires, but it was apparently active all the time so those who did those runs are now registered there. And had it not been bugged, it'd still be an issue considering you'd have S1 AND S0 up at the same time, making it impossible to claim all firsts for a team that'd want to do it. And in the midst of all this, you'd still just compete against a handful since most players are busy with school / work at this hour. So the idea of course would be to make it into quickest runs, speedruns. Lowest time has the highest placement. This would make it relevant to this day, for teams that want to push the scores. So that's a huge let down. Now it's like people look at it once and it's just redundant. But, moving on to the last thing then. Think Mythic+ (WoW) or Greater Rifts (Diablo). Coop mode. The former would look similar to what we have now and you get to progress to the next level with harder enemies. While the Diablo one would be more enemy density but work on a similar fashion of climbing floors, with trials similar to what we see in BR. Could also add end of season rewards such as awesome avatar frames and such to make it more appealing because no matter how fun or good a mode is, without an incentive to do it, it's just not gonna pull any crowds. Master Arena is perhaps one of the finest examples. Anyways, that's that!
@@Lulleh2503 Alright, thankfully this comment doesn't dissapear, nice 😃. And I will gladly reply to all the points you mentioned - Arena and Colo work well for me too; they’re solid, continuous content. However, I have a different opinion about Raid. The bosses have elemental requirements that force you to have a wide variety of heroes with max upgrades to deal high damage. For competitive players, this is a bad news because when only one boss remains and you don't have proper heroes to attack it because of elemental disadvantage, you have to rely on other guildmattes to attack and reset the raid. But of course we don't know when those guildmmates will attack. So you have to log in to the game many times just to check wheter the raid is reset or not. That's the reason why many of my guildmmates left my guild and forced my guild in dying situation because of how stressful this content is. I do have suggestion for this, but I'll explain that in my future video. - World Exploration is pretty good content and it makes sense that we only do it once because the gameplay is like puzzle. If we already know the answer, then no need to do it again. I'm actually sad that this content is closed, I'm still curious about the story of our adventure with Aille. (Season achievement isn't good for me because its purpose is just to make players busy while only add a little things into the game) - When I read about your concept for content, it’s a great idea, not gonna lie. I would totally play it if it existed in the game-I’d max out my Rosetta immediately. I don’t care if the content takes 2 hours; I would still play it. No time gates, no coffee, just play whenever you want for the sake of FUN. The style of gameplay that fits this content might be Expedition style, which would be good in my opinion. Maybe the problem of this content concept is its difficulty. Should the enemies be strong? Should there a boss in here? Guardian Tales really relies on accumulation of total stats we get from collection book, so at what total percentage from collection book should we have to play this content? Or there is no bonus stats from collection book, just pure max stat of our heroes but we have infinite health (since the content need to be played continuously, right?). But still, the content concept you told is awesome and I think those are just small problems, they would handle it eventually I believe. - Yep, putting players who clear it first in leaderboard is a let down for me as well because the leaderboard just shows how much free time the players have and doesn't show how great their skills, stats and their teamwork is. Hopefully they change it like you've said in the future. And yes I think we need more valuable rewards in the end of season of coop expedition like cool frame and perhaps a title in our profile like - Top 1 Coop Expedition - and also some gems maybe, because as a player who really enjoy this game I need a prestige and rewards if I did something with hardwork in this game Thank god, youtube doesn't remove this comment for no reason
@@RanceeelGT Thanks for the reply! I'll reply in brackets as you did. - So on raid, I totally see your point there but I see you mention competitive players. So there's competitive players and competitive guilds. What I mean is that, you can have individual players that are competitive in the sense that they care about the damage but then you got guilds that take it to, I guess the next level if you may. Back when I played in the Top 1/2 guild in EU, we had administration (raid planners basically) map out all attacks and plan it. So we'd never have any end of day with all 4 bosses being further apart than 20 or so million hp. And if someone hit a wrong target, messed up or whatever we'd adjust the targets on the fly to make sure it didn't mess up the balance. And that made all the difference. So by doing what you suggest you nullify a lot of those things, then if that SHOULD be a thing or not is probably another question since probably only Top I don't know, 3-5 do this per region. So let's say that bosses are changed to all have Void element, wouldn't that just kill off most teams? Since everyone would just play the same optimal 12 Heroes and that's that. Or would there still be different ailment weaknesses on the bosses etc? Not super invested in this question personally since I quit raiding months ago and haven't really looked back since, just some thoughts that hit me. - Good as in fun but doesn't offer much replayability. How many times did you do it after it came out? I mean, like replays of old stages, outside of achievements. For me that's 0. I do enjoy the brain exercise when it's done for the first time but as I said, from a dev PoV, it's a terrible design, looking at dev time x longevity. But yeah, I'd love to see that story finish as well, Fellowship of the disc. I think, with what was suggested before and what we will discuss on the next point though, there's some room for new World Exploration in the form of that mode. - Yeah where to begin lol, so yah you'd do Rosetta. When you're done with her, when she is max, you would according to the design idea then swap to something else. Max that one. Swap again, max that one. Repeat. So you'd basically experience all heroes, for good and bad I guess. Like Chrom would excel in this mode, bar none. I'd imagine some other heroes wouldn't be as prominent but that's also okay, it's sort of like when you look at other games, like CoD, leveling up weapons and stuff. Yeah, similar to that. Some weapons are just garbage while others are OP but you still have to do all of it and may even enjoy it because it's part of the whole thing. Finish all 141 Heroes, or 120 if we exclude Common heroes. No problem, just wait for a new hero and you can go back at it. Or as you said, those who don't need a progress or reward as incentive to play (altho that speaks for majority of players), you can go back because it's fun too. So to tackle the various points you made; ㄴMap: You said Expedition style. That's one option for sure. Search for Vampire Survivor or Survivor.io on YT. I'm thinking something like that. Like a really large map with more and more enemies swarming. I think it's more fun to just plow through hoards of enemies than fewer, tougher ones except for the occasional elite spawn or boss. ㄴDifficulty: This one is always interesting. Do we make it super hard so only the best of the best can access this, leaving the newer or less good players behind? Or making it super easy making it feel meh for those who want the challenge? Why not both. So start of light and as time goes, it becomes harder and harder. The way those other games work is that one session can last for like 30m+, and beyond that it's pretty challenging. And maybe some sort of checkpoint, so if I made it to wave 20 for example, I can start over from 10. Obviously "Exp" gain and overall rewards scale with waves. So yeah, the normal mobs should be weak and just die and then there can be some harder elite spawns here and there, or special event triggers for minibosses etc and then a boss every say 5min or X wave number. ㄴ Incentive: So there has to be some universal reward for making it worth it though. Say, if you max a hero, you get 1% collection bonus to the book for the hero, as if you just maxed it as we do. Something that carries over to the rest of the game so it's not just isolated to this mode. Could make cosmetics as well, such as avatar frames if you max out x heroes, or Hammers or books and what not. But yeah, I'd personally go for Survivor's type map, rather than a Dead Cells type, given how GT is played and works. Could even add upgrade items as those games offer in the form of Artefacts that we've seen in old Coop Def / Kamazone. - Yeah, HoF is bad we agree there. Doesn't even have to be Top 1 only, could be Top 10 or 50 or whatever. Bragging rights for those who are first.
- hmmm, it's pretty complicated if we talk about Raid problems. I did consider making the bosses have void element, but after I see your comment, it made me think twice. - For me, it's 0 too 😅. Yes it's fun but like you said, it's bad from dev pov because it lacks replayability. I agree on that. - I see, That looks like a solid 10/10 content to add after I see the details. You're right the map and the gameplay like Survivor.io fits more for this cause you can explore the map rather than just stay in one place. My thought about the difficulty issue has gone after I see your explanation. Yep, the incetive also makes me want to play for more. So the problems now are just technical issue (can this content really be made) and how to make this content relate to the environment of Guardian Tales, like how to connect this content to a story or anything related to GT (That's scenario maker's job so I don't want to think too much about it). Well, it's nice to have this discussion with you. I got a lot of new ideas from here. So thank you for writing all those comments. And sorry I guess if it bothers you
@@RanceeelGT - That's why it's always good to discuss such things! - Yeah, but maybe they can do something else with it so we can see a conclusion of that story. - My only concern is the amount of enemies on screen, if they can figure that out it'd be awesome. Optimization and performance isn't always the best with GT. No likewise, I feel this should happen more often, across the board. Feel free to add them in future videos btw. And not a bother at all, just been super busy lately but wanted to give this proper time hence the delay.