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Forum Index > Suggestion Box > Area Exploration Modes
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Author Thread Post
Bellechime
Level 75
Sweet Solver
Joined: 5/26/2016
Threads: 24
Posts: 234
Posted: 2/23/2020 at 8:11 PM Post #1
I have mixed feelings (loves and hates) for the current modes of area exploration. There is the exploration window where everything is brought to you with a click, and there is the map exploration mode. The Map is a much more imersive interactive gamplay that I feel brings life into Sylestia. However, when i saw a rumor of converting completely to the new system, I was upset for a couple of reasons.

The first one being the choppy loading of the characters. While I love there being a map to explore, it's really frustrating to wait half a second between each step instead of moving smoothly. This is probably just my slow computer combined with the way the image loads. It would be nice if some animation feature were there to make the movements smoother.

The most frustrating one is the amount of control a player has over the fights. I liked the old exploration window because when you went, it was a constant easy stream of fighting. While brainless, it was very easy and relaxing to play on end. In the map, you could travel many spaces before encountering an enemy, making it harder and more frustrating to find enemies to fight.

Also, with the map having an exploration factor to it, it becomes a nuisance to defeat enemies every 4 steps to continue exploring. Even if you are successful in running away from the Enemies, you can lose your train of thought. It isn't fun to try and explore if you can't focus on where you are or where you are going.

I have two ideas to fix this:

Scout Mode and Stealth Mode
Allowing the player to decide whether or not they want to target or avoid enemies is a feature I would really like to see in the game. Scout Mode would allow the player and their sylesties to specifically target enemies. This could be executed by either increasing the spawn rate of enemies, or showing the player places where enemies are going to spawn. (I know that's not how the game currently works, but it would add difficulty to make it fair if the player has to work to get to the enemy). Stealth Mode would allow the player and their sylesties to avoid enemies as much as possible. Realistically, it seems fair if some enemies are unavoidable sometimes, so the way this could be implimented is lowering the spawn rate for the enemies. Allowing the player to chose what mode to play on would make the current gameplay a lot smoother and less frustrating. After all, players can already choose whether to fight or run away, but the current methods are a lot more button pushing.

Show it on the Map
Like suggested for Scout mode above, the map could show the player where the enemies are. This would allow them to either target or avoid enemies as they chose, without having their path of travel interupted, and without having to click "fight" or "run away" each time. Of course, ambushes can be expected so I'm not saying that needs to be completely removed. Another benefit of showing the enemies on the map would be that players would be actively looking for enemies rather than brainlessly walking in circles. I feel it would make the game more engaging.
Suggestions on spawning these enemies spots:
1. They could be spawned every time a player loads a new tile (hopefully reducing lag)
2. They could be spawned with the moves of the player. (every step, every 3 steps etc.) This could allow for fun accidents like a player being trapped by an enemy or being surrounded by 8 of them.
3. They could spawn imediately after each other. If there is one enemy to fight per tile, once the player seeks out and fights one enemy, then another enemy spot will spawn after it. I'm hoping this might lower stress on the server with less to generate each time.

TLDR
Make it easier for players to target or avoid enemies without all the button mashing.

Okay so that's what I have. I don't know which will be easier to implement, but I'm hoping these changes or something similar show up in the game soon.
If you want me to see your reply, please ping me.
Banzai
Level 75
High Warlord
Joined: 6/19/2013
Threads: 32
Posts: 930
Posted: 2/23/2020 at 10:38 PM Post #2
Partially support this!

Pros:

This does sound like a good idea, especially for seeing the enemies on the map! I was thinking while reading your suggestion and maybe the enemies/wild pet spaces should be red and the rare enemies spaces should be purple, but they should appear rarely at the same low encounter rate as they are now for themes. Stealth mode on avoiding enemies is a very good idea as well! I can see how beneficial this would be and how it will tone down the stress of players having to refresh when the explore map freezes! The button mashing is a bit much to be honest, I already ruined my E key, the letter is wiped all off the key on my laptop.
Scout mode does sound like a super fun mode to play in, having enemies increase instead of a lower encounter rate! I can see it also being beneficial to the explore feature as some of us like to fight without running from enemies. It's not a bad idea to have it implemented in the game!

Cons:

While I did say that it's a good idea, there could be some issues that may occur on these changes and Krin would have to put in a lot more work for the coding in order to get things running. It's not easy messing with codes and trying to get them to work for the whole idea of allowing enemy/themed spawns to be seen. The most problem that I can see with this is it would be a bit too easy to find the rare enemies and the encounter rate would have to be adjusted to stop the rare spawns from appearing on the map. This brings me to another issue, what about the themed perfume? If enemy spots started to show on the map, how will the themed perfume work if it triggers the themed to appear by the number of battles left rather than steps? I can see this idea fully working if the themed perfume was changed back to steps because it makes more sense in a way if you're going to have enemy spots show on the map instead of like it is now. Another thing that I do want to point out is the Stealth mode, even with lower rates on the map, some people like to catch themed pets and ignore enemies as they go, this could be an issue if the player accidentally runs away from a themed pet as this is already an issue on the current explore feature. (Unless I read the idea incorrectly)

Well these are my thoughts, I could be wrong on my cons. I just thought I'd throw a pro and con support on it.
Bellechime
Level 75
Sweet Solver
Joined: 5/26/2016
Threads: 24
Posts: 234
Posted: 2/24/2020 at 7:37 PM Post #3
Right! I was thinking it may be hard for Krin to code so I wanted to provide a couple different options that could be utilized. I've never used themed attraction though so I hadn't considered it, thank you for adding that. I think the issue with the themed attraction could be curbed by opting for the spawns showing up one by one after each battle (seeing as it counts battles) rather than multiple spawning per tile. Thank you for taking the time to read and leave your thoughts! I really appreciate it.
Banzai
Level 75
High Warlord
Joined: 6/19/2013
Threads: 32
Posts: 930
Posted: 2/26/2020 at 12:20 AM Post #4
You're welcome. ^w^
Attio
Level 30
Joined: 1/16/2020
Threads: 2
Posts: 325
Posted: 2/26/2020 at 1:23 PM Post #5
could gold be easier to get.
Bellechime
Level 75
Sweet Solver
Joined: 5/26/2016
Threads: 24
Posts: 234
Posted: 2/26/2020 at 8:53 PM Post #6
Yes and no. It'll make it faster to encounter enemies but it won't break the game with the amounts of gold. Its really not much different than the current systems in Esior's Haven. If you're looking for gold quickly at your level, my personal favorite was trollsblite caverns. (lots of crate spawns and easy enemies) Once you get better at the game, the nightfall bandit dungeon will really be a good source of gold.
Aerith
Level 75
High Priest
Joined: 3/22/2019
Threads: 338
Posts: 6,424
Posted: 2/28/2020 at 3:23 PM Post #7
Yes please
 
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