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Ulvaak
10-26-2014, 05:28 AM
Hi team, some ideas and suggestions:

Can we please add more depth and variation to this game? Aside from leveling up your creatures, can we have please extra ways to improve a creature’s health/damage/speed/critical chance/critical resistance/damage resistance through consumable items, and/or some sort of training/fighting program, and/or a special building. This could be temporary or permanent.

Please allow creatures to learn new moves through consumable items, and/or some sort of training/fighting program, and/or a special building.

Please add moves that support combat rather than do direct damage – e.g. heal, increase loot, deflect damage, reflect damage, increase or decrease damage dealt, increase or decrease damage resistance, increase or decrease speed, increase or decrease critical chance, increase or decrease critical defence for other creatures in combat or for the creature itself.

Please add moves that have effects that last more than one turn – e.g. poison, burn, freeze, shock, paralyse, radiation, fear, bleed, rage, regeneration, damage absorption.

Please add Combo and finishing moves – combo moves that do little or no damage on their own but when a sequence of combo moves is completed with a finishing move, big damage results or some other special effect results.

Please also add charge up moves - moves that take a number of turns to charge up before unleashing a special effect or massive damage

Please also add in chance to evade damage, similar to chance to do criticals but instead of doubling outgoing damage, creature avoids all incoming damage.

Please add conditional effects – e.g. if the other team have less creatures than your team, then this creature will gain or loss some ability, or if another creature that have less health than itself, then the creature will jump in and take damage instead of the intended target, or if the creature damages creature of a certain type, then it will gain health equal to the damage dealt.

Please also add environmental/arena advantages and disadvantages as well as arena hazards and bonuses.

Amber Gardner
10-26-2014, 06:18 PM
I actually really enjoyed all of your ideas. None of which seem too 'game breaking', however it seems that this would take lots of time to implement. There's a lot that goes into creating this new "ideas" you came up with, for sure. It'd make the game much more rich and really give all of your mutants depth, which is great. It'd be really "Pokemon" to me but that's okay. lol

Juan Garcia
10-26-2014, 09:12 PM
the only thing I would change is if I could trade mutants with other players

Ulvaak
10-27-2014, 10:03 AM
I actually really enjoyed all of your ideas. None of which seem too 'game breaking', however it seems that this would take lots of time to implement. There's a lot that goes into creating this new "ideas" you came up with, for sure. It'd make the game much more rich and really give all of your mutants depth, which is great. It'd be really "Pokemon" to me but that's okay. lol

Thank you for the kind words Amber. Yes, I think most of the ideas would probably require major rewrites of how the game works. Still I think if the team would put in the work to make this game better, they would be rewarded for it.

I guess it's hard to avoid comparing this type of game to the Pokemon. One advantage this game has over Pokemon is that you have 3 creatures on the field at the same time and that adds a level of play on top of the simple one on one battle you often see in Pokemon. If only you could make the 3 creatures work together or support each other better, it would really make this game stand out.

I also enjoy the fact that you don't have access items to help creatures during combat (unlike Pokemon). It always felt a bit cheap to beat a creature down til they are nearly dead only to have it full heal the next round.

I guess if you could equip your creature with an item before the start of combat that would be cool. But just spamming a back pack full heals is just ridiculous.

I was also thinking it might be interesting if the game would allow the player to bring in less than 3 creatures into combat and if they win, they could get an extra bonus or something like that.

If creature trading was allowed, I would suggest that all creatures be given some kind of ranking base on their stats and abilities and players only allow to trade creatures of equivalent rank or a small variation of their creature's rank.

[K] Hugo
10-27-2014, 03:31 PM
WOW always amazed by the implication of some Psy Captains :)

Will bring these ideas as soon as possible and I have no doubt they will be apreciated

Dave Rhenuis
10-27-2014, 07:16 PM
dude, really, your ideas are very nice, kind, place items on the characters, making combinations between characters, to get a single character with unique characteristics, and depending on the "odds" of mutation, could leave a character with damage , speed, life, totally different, they are all very good, I think it was the game that was in need, among other genes.

Valeu por ler até aqui, BR.

John Jones
10-28-2014, 08:23 AM
I agree with the OP 100%. The game is fun but it is a little too simple and strait forward . I had literally planed on making the same request post as the was made in the OP.

Ulvaak
10-28-2014, 08:59 AM
Thank you for all your praise. Sometime I just get on a roll with this kind of thing.

Anyway, I’ve been thinking some more and came up with a few more suggestions. These suggestions don't really have to do with the main game but looks at the more fringe "nice to have" aspects of the game.

On the facebook version, is it possible to remove the shop portal and the arena portal from the bottom bar and put those portals into the rooftop space as buildings instead? Something like a helipad or quick access to the streets below maybe?

Either that or just add the portals to the side bar with all the other buttons. Can we please relocate the Mutopedia and the inventory to the side bar as well? If it helps, the buttons could be larger buttons than the others that are already on the side bar. Actually the whole sidebar could probably do with a refresh since there are a few buttons that probably don’t see a lot of use.

Perhaps combine mutant bingo with achievements? and combine the "Daily Post" button and the "play anytime, anywhere" button? and just have a "News" button? and the "Daily challenge" button with the "Daily Reward" button?

I think this would give more room for friends on the bottom bar and streamline the user interface a bit.

Could we please move the reactor into the slots blimp and change that blimp section into the “mutant casino blimp” or something along those lines? Players can then choose what they want to do once they enter the casino. This will free up space on the rooftop for players to use or become space for the shop or arena portal. Also since there is a building already, we can either combine or remove the sidebar buttons for the slots and the reactor.

Could we also please refresh the look of the big crystal block that links players to the “manage your mutants” section? Either just get rid of it all together and add it as a side bar button, or change the look so it fits in more with the rest of the computer/tech/gizmos aesthetics like the incubator or the crossbreeding machines rather than an ice crystal castle on a rooftop? If it turns in to a side button, then it could free up space for players to use or become space for the shop or arena portal.

Could we please also simplify the currency for the slot machine and the reactor to mutant casino tokens? or even better, just use gold,? You could change the shape of the gold to look more like tokens if that helps.

The reactor is a good idea for exclusive and/or powerful creatures but not so much for simple skin changes. People won’t mind paying if they can get something useful from it, but it has to be useful though. Instead of selling powerful creatures in the shop as well, you could make it so the only way to get special creatures is to go through the reactor.

Then in the shop, you could sell skins for creatures? The skins don’t actually add anything to the creatures but just change their look. Like costumes for Halloween. You probably know about how Riot Games does this with their league of legend characters. You could have common cheap skins, and cooler more expensive ones, and super rare limited runs. It could be quite lucrative. Especially if players get attached to certain creatures or just really like to look of the costumes.

superhater
10-28-2014, 05:33 PM
Then in the shop, you could sell skins for creatures? The skins don’t actually add anything to the creatures but just change their look. Like costumes for Halloween. You probably know about how Riot Games does this with their league of legend characters. You could have common cheap skins, and cooler more expensive ones, and super rare limited runs. It could be quite lucrative. Especially if players get attached to certain creatures or just really like to look of the costumes.

Selling skins is a great idea. I'm all for customization. I would love to be able to use the Boba Fett skin on a gold Autonorush...or the Hulk looking Colossus as gold.

Ulvaak
10-29-2014, 03:55 AM
Different people engage with and enjoy different aspects of games in different degrees. That’s a given. Some people like the technical aspects of games where it’s all about stats and strategy. Other people enjoy art and creativity and love different skins and wacky themes. Some others are keen on story and character development. As far as I can tell, there’s not a lot “Story” in this game.

May I suggest that perhaps some thought be given to this? I mean, why does the player want to sent their creatures into PVE battles? It could be part of a competition of course, which is fine, but why is the player in competition? Who is he in competing against? I believe there is scope in this game for a more fleshed out narrative which can affect the way the game is played and help keep some players playing.

For example: Could it be possible that as the player’s fame increases, maybe characters in the game will take notice and contact the player? Would these characters challenge the player to special battles? Would they want to recruit the player to join their faction? Would these competing factions bring different challenges to the player? A player would make choices about who they side with to earn bonuses or pick up different challenges and achievements and creatures.

Some characters could even become a new AI buddies for the player for tag team battles. Maybe some new characters want to replace Eva or Darwin and the player has to choose who he’s going to go with and there could be different outcomes/advantages/disadvantages depending on the friends the player picks.

OR maybe if the player's fame is at certain level, some companies in the game would take notice and want to sponsor the player but then the player will have to play according to the company’s rules? E.g. The player can choose to take up a company’s sponsorship but now can only and have to enter competitions that are run by that company. Or another example, in order to be sponsor by another company, the player has to use a certain creature in all their battles?

This suggestion is all about a player’s choice outside the arena that will bring the player different challenges and allow them to achieve and be different things and bear the scars and perks of a main character in a grand story.

Nicholas Hawkins
10-29-2014, 09:33 PM
Nice suggestions.

I would like to add taking the "free spin" out of the slots or either actually credit us with another spin, instead of just wasting our time making us spin our original spin over. It's not a "free" spin, it's a spin "again". It's a bit of a waste to land on since you have already used either a token or gold and didn't really win anything, so essentially it's the same spin. Credit us with an actual extra spin or take that option out completely. :)

Ulvaak
10-30-2014, 06:32 AM
Some people really enjoy collecting things in games and in this game, the thing to collect is creatures. The current creature count is ok but I’d imagine some players would like more variety of creatures to collect without having to pay huge amounts of gold or cash to the shop or the reactor for exclusive or special creatures. Powerful and exclusive creatures are fine, but sometimes, player just want more variety even among the common creatures they come across while cross breeding.

The problem in adding new creatures that would just randomly pop up during cross breeding is that it just seems very messy and random. And adding a whole new creature type might be a bit much in terms of coming up with a new theme and creatures that fit. It would also mess with the bingo game if suddenly a new creature type was dropped in.

So what about if we use the existing creatures, but make a male and female version of each? The different genders of each creatures would be similar to each other but also different. Perhaps retaining the same primary move but have a different look and a different secondary move. You would need to add a male and female symbol next to the name so people to tell what gender it is, but this will instantly double the current creature count and won’t mess up the bingo game as the game doesn’t need to take gender into account.

Mr. Chimps
10-31-2014, 10:50 PM
You've got a lot of interesting ideas Ulvaak. I especially like your thoughts from the first post. I think it would add a lot more strategy and depth to the game, and more variation between mutants. Consumables that permanently increase a specific stat for a given mutant would be an awesome feature, in my opinion. And holding items to use in battle is a great idea! Same for more types of attacks with different effects. I hope Kobojo seriously considers your suggestions.

Ulvaak
11-01-2014, 06:26 AM
I previously made some suggestions about how combat could be more interesting for players if they had more choices about their creature's moves aside from sheer one turn direct damage dealing moves.

Another way that could add more interest to combat could be the opponents the players are facing. I've already made suggestions about story elements that may help but now I want to suggest some options for when players are in the fight itself. This applies to boss mainly but could be use for regular fights as well.

Could we add more personality to the fight by having the opponent throw out some taunts before the fight starts or even during the fight? It could just be little speech bubbles that pop up before a move or after they take damage or something like that.

Could bosses (or any creature for that matter) have a rare chance of dropping a trophy? the trophies don't do anything but could be placed on the rooftop for decoration. It would be fun trying to collect a whole set.

Could the bosses be more than just damage sponges? There's got to be more to a boss that just being bigger that the other creatures that the players have fought so far.
They could have extra damage resistance or do more damage than normal to certain creatures.
They could have more than 2 moves.
They could have different stages - meaning they will behave and look different when they reach a certain amount of health.
They could summon random minions - I don't mean tags but the boss could call up creatures to stand next to and fight for/with them
They could heal summons.
They could covert one of the player's creatures during combat to fight against the player
They could be invulnerable to attack until the player figures out to hit something else on screen first, either to temporarily expose a weak spot or permanently disable they shield for the combat.
They could summon copies of themselves and the player has to pick the right one to hit

I'm sure other people can come up with more but I just think more work could be done on the enemies that could make combat more interesting.

Kenneth Pocaigue
11-01-2014, 10:08 AM
I previously made some suggestions about how combat could be more interesting for players if they had more choices about their creature's moves aside from sheer one turn direct damage dealing moves.

Another way that could add more interest to combat could be the opponents the players are facing. I've already made suggestions about story elements that may help but now I want to suggest some options for when players are in the fight itself. This applies to boss mainly but could be use for regular fights as well.

Could we add more personality to the fight by having the opponent throw out some taunts before the fight starts or even during the fight? It could just be little speech bubbles that pop up before a move or after they take damage or something like that.

Could bosses (or any creature for that matter) have a rare chance of dropping a trophy? the trophies don't do anything but could be placed on the rooftop for decoration. It would be fun trying to collect a whole set.

Could the bosses be more than just damage sponges? There's got to be more to a boss that just being bigger that the other creatures that the players have fought so far.
They could have extra damage resistance or do more damage than normal to certain creatures.
They could have more than 2 moves.
They could have different stages - meaning they will behave and look different when they reach a certain amount of health.
They could summon random minions - I don't mean tags but the boss could call up creatures to stand next to and fight for/with them
They could heal summons.
They could covert one of the player's creatures during combat to fight against the player
They could be invulnerable to attack until the player figures out to hit something else on screen first, either to temporarily expose a weak spot or permanently disable they shield for the combat.
They could summon copies of themselves and the player has to pick the right one to hit

I'm sure other people can come up with more but I just think more work could be done on the enemies that could make combat more interesting.

You must play a lot of MMORPGs.. great suggestions.. Love the gender one from an earlier post.. it would certainly be nice to have Male/female versions of a mutant.. would make a whole lot of sense when breeding for other mutants too... (not sure how Buck Maurice and Bazzinger can produce a little valkyrie unless Bazzinger is secretly a girl)

Ulvaak
11-03-2014, 03:26 AM
For players who have played for a long time and have reached high levels, what’s there to keep them playing?

I would like to suggest PvE story/campaigns that have a level requirement, that unless players are at a certain level, they can’t access the story/campaign. Rewards could be powerful and exclusive creatures which also have a level requirement and only available to high level players.

Perhaps a new section call “the underground” could open up once the player hits a high level which would give the player more room to house their creatures and access to high level content.

Even regular creatures could get an upgrade when the player access to underground machinery (at a cost) which would allow players to supercharge their creatures to help them handle the late game content.

Rewards should also be gold rather than credits as by late game, everything would probably be so expensive that it probably won’t matter if the player wins a bit of gold for their efforts. It would also be incentive to keep playing to hit that gold level.

A way for the high level fights (especially the finals of PvP tournaments) to be recorded and review by other players would also be interesting. This would be even better if there was more strategic depth to combat.

Allowing a way for players to gather a small team of players (either real or AI) to participate in team comps and campaigns would also be cool.

Would be interested hear what others can come up with to help keep high level players engaged.

Ulvaak
11-05-2014, 02:11 AM
Some people find crafting in games really engaging. In this game, we have crossbreeding. In my previous posts, I had already suggested ways to augment creatures once they are retrieved from the incubator, but my suggestion today has to do with the actual crossbreeding process.

Since the game is called genetic gladiators, I wonder is anyone know about Gregor Mendel's work. Mendle is known as the father of genetics. He was the person that started research on some of the basic concepts of genetic we continue to work with today. His experiments explored the idea of dominant and recessive genes/traits in pea plants.

The game here has a real opportunity to teach some actual concepts of genetics by making some genes dominant and some genes recessive, which could help players work out the actual chance of breeding certain creatures with certain combinations of genes/traits. Throw in my earlier suggestion about adding gender to creatures and we could have a really interesting breeding system and people could even learn about genetics at the same time while figuring things out. The game can of course help by calculating percentages and giving advice about which gene is dominant or recessive in males and females etc.

To make things even more interesting I would suggest that each gene be given a specific trait that sets it apart from the others, a creature with a particular combination of genes will pick up these traits to different degrees depending on their gene make up.

one gene could do more general damage
one gene could give more starting health
one gene could have give a higher chance to crit (double damage)
one gene could have give a chance to dodge (avoid an attack)
one gene could have give a chance to counter (deal immediate damage when being attacked)
one gene could have give a Chance to regen (regen health equal to damage taken in the last turn)

Dhruv Das
11-05-2014, 02:31 PM
Guys.....how can i have more than one mr marvelous or gargantus..

Non Pervenuto
11-05-2014, 03:41 PM
same way u ggot previous..
by spending reactor token and hoping u got the chosen one :)

John Flemming
11-06-2014, 09:38 PM
Nice suggestions.

I would like to add taking the "free spin" out of the slots or either actually credit us with another spin, instead of just wasting our time making us spin our original spin over. It's not a "free" spin, it's a spin "again". It's a bit of a waste to land on since you have already used either a token or gold and didn't really win anything, so essentially it's the same spin. Credit us with an actual extra spin or take that option out completely. :)

OR make it a small prize, credits, small medpacks, experience bars, etc. + Spin Again.
So you get a less than optimal prize*, but get to spin again.

* Maybe the equivalent of the 'Mystery Gift'

Djim33
11-24-2014, 05:46 AM
Lots of very good work in here, nice thought and good explanation about new idea and improvement.

Of course all this mean more work for the dev, but in the end, all that great work will end up with lots and lots more players (new and old that will stay in game) = more $$.

Ulvaak, i think you should modify the first post and ranked all those great ideas (and maybe resume a little because it's a bit long to read :distant:).