Delve thoughts, Road to Improvement

By Murko, in Road to Legend

Hello FFG,

I hope somebody from Road to Legend team will read this. I am not writing this, because I want to complain. I took 30 minutes of my life and invest them to this topic, because I love Road to legend and I want it to improve and this is only way I can do it.

We went thru our first delve and I must say I am disappointed. It was all too fast. Character developed so quick, that I did not even use some skills. Experience points were earned for nothing same as reward. I had a feeling that I did not deserve them, it was just too easy. One room took like 20 min and then BOOM you earn EXP. I did not even get familiar with my character. It simply did not have this accomplishment feeling.

But the biggest problem in my eyes was the story itself. When I first time read about delve, I thought that hmm maybe you were called in Delve for a reason, to help the caretaker. But at the end you get pointless tasks which can be done by her. Especially the one with stone was really frustrating. ”Do you wondering if I could put the stone on the cave entrance, yeah I could. I just want to demonstrate that you will do as I say” When you play games like Descent or generally all RPGs you are doing it so, because you want to live thru the adventure as a HERO. You want to do meaningful heroic deeds which matters. In delve, nothing matter. You are just a Toy in hands of the Caretaker. Your actions do not matter. As pointless as you get in, you will get out and… I am doing pointless task every day in work J I would like to do something meaningful afterwards.

If I compare, what you did in Kindred fire campaign, it was fantastic. There were some minor problems but overall it was great. Story was meaningful, you could travel, world evolved, fame, xp, gold, this was real RPG feeling with choices which matters. E.g. you saved goblin, - fame, then goblins came to help you. Traveling on the map, I totally loved it! City visit, great!

I thought that delve will be improvement but for me, it was step back. This game has such a potential. Because of Road to legend I bought stuff for Descent for 400 Euro and paint all miniatures.

Please, improve what was good, give there more story, more RPG element, more choices at the end of the adventure: Shall I spare his life, do I take the artefact even if I know, that it may be cursed, Shall I go after my enemy, or shall I try to save my friends life? Put to your story living characters, that you can meet, you can get familiar with, you can start to like. Put there some artwork, more voice acting… Improve Kindred fire. Make this your road to Legend and create a best game ever!

Maybe I am the only one, but I guess not. You put the game on app, now use that potential. There is precious little time for activities we like. Descent is one of those activities for me, that make life wort living and help me and my wife enjoy it.

The Delve is a roguelike module, the objective is having virtually endless replayability in the form of an everchanging dungeon; and I think the Delve achieves this goal brilliantly. Of course the drawback is you can't have a strong flavorful story in this setting, it would become repetitive after a while.

So I think the Delve is simply not for you. I wouldn't worry though, the good news is you really only need one random dungeon generator, so I guess all upcoming modules after this one will be traditional narrative campaigns like Kindred Fire.

Do not get me wrong. I guess it is clear that Delve did not hit my taste. I just think that this should not be the future for Road to legend (of course this is my personal opinion). I started this thread for FFG. We are their customers and if they should develop games to hit our taste, then they need to know it. I speak for 4 people here and I want to know, if there were also others players that feel like this and maybe, they want to see the future for this game not delve like modules, but proper campaigns as I do. Since I am working as software developer myself I know, that feedback is important and also we can all agree that possibilities with this kind of application are endless.

Away from all that, we can take it like my wish for what this game can be. And yes, as was said many times before, I want more! But not more delve stuff.

As I said, and due to the specific nature of the Delve, I think FFG has pretty much chalked off the random dungeon category with this one. If anything, I guess (and hope) we can expect more dungeon levels added with upcoming expansions, but that would be all. There is no point at all in having two random dungeon adventures, that's why I think any upcoming adventures would be the standard type.

If I could ask for anything, it would be having future adventures make use of expansion stuff. Apparently the success of RtL has greatly increased the sales of the whole Descent product line, so maybe FFG might take a shot at using one of the most popular expansions as a campaign setting, maybe the Nerekhall tileset?

EDIT: oh, and please FFG, add secret rooms too; what's the point of dungeon delving without secret rooms? it's...unnatural.

Edited by srcabeza

Do not get me wrong. I guess it is clear that Delve did not hit my taste. I just think that this should not be the future for Road to legend (of course this is my personal opinion). I started this thread for FFG. We are their customers and if they should develop games to hit our taste, then they need to know it. I speak for 4 people here and I want to know, if there were also others players that feel like this and maybe, they want to see the future for this game not delve like modules, but proper campaigns as I do. Since I am working as software developer myself I know, that feedback is important and also we can all agree that possibilities with this kind of application are endless.

Away from all that, we can take it like my wish for what this game can be. And yes, as was said many times before, I want more! But not more delve stuff.

Well, they listen. The Delve was created precisely because several players wanted random dungeons and the possibility to play small adventures. Works like a charm for this purpose.

But don't worry, I think the next wave of Descent products will bring more fun for everyone.

I want a new badass campaign for RTL too :P . My dream is one akin to the original RTL from 1st edition.

I want a new badass campaign for RTL too :P . My dream is one akin to the original RTL from 1st edition.

That would be soooooo amazing!

Here are some Ideas I´d like to see in future versions:

1. The inclusion of an interactive "You receive X items" screen: This would primarily be a boost for "The Delve" module, as you could track the received items, and the game can enforce it´s rules about the number of the items and only taking 1 weapon per stage. It could be a hybrid of the "Mansions of Madness 2nd Edition" items screen at the beginning of the game (after choosing investigators), and the already existing city trading interface. The game shows the players which items they may get after finishing a stage, and they can click and keep the cards they like (with an undo function and a final confirmation dialouge). You then would no longer have to lock the inventory screen in "The Delve" module, and it would also be handy for some situations in normal campaigns.

2. Including items as random search rewards: If you do option 1, you can then also include item rewards as a very low chance when searching a search token. This would offset, that the players have to remove the "Treasure chest" card from the search deck, and make the received items trackable, as the app knows which items the heroes got. Also, this could intentionally be items, that are classified as a bit weaker, to not break balance too much. Eventually limit item rewards to once per side quest, since these don´t provide XP, and it would make side quests possibly more rewarding.

3. Making use of secret rooms: This is a big one. Since the game knows which expansions you own, search tokes could sometimes reveal secret rooms. The game would choose one of the secret room tiles, but it would not be represented in the app. Instead, only the search token would change to the secret room entrance token. After setup, the secret rooms would contain a number of challenge tokens equal to the number of players, and they would only consist of the attribute check ones. After each hero has taken his turn, the game would ask, if all challenge tokens have been cleared in the secret room (think the "Are all heroes adjacent to the portal" message of "The Delve"). If yes, then the heroes get a reward, for example a larger sum of gold, an item or even an artifact (This is where 1 would once again come in handy). Since exploring secret rooms takes time, it is a high risk high reward gambit, which might throw the heroes back (not unlike in the normal game).

A few rules to keep this from being exploitable:

If the heroes haven´t completed the secret room after 3 complete turns, it crumbles, and all heroes in the secret room are moved back to the secret room entrance, which is then discarded.

If there are no heroes on the "normal" map, monsters engange the secret room entrance when they are told to engage a hero.

If there are any quests, which would be broken by this mechanic, the secret rooms could be turned of for these with a flag.

I hope that at least some of these things are implemented in the future.

Edited by DerDelphi

2. Including items as random search rewards: If you do option 1, you can then also include item rewards as a very low chance when searching a search token.

This (well, kind of) already happens, I'm pretty sure I received 2 relic items on my last Delve run and I think it was from search tokens. Not regular items though.

Edited by AxBattler

that the players have to remove the "Treasure chest" card from the search deck

Players should already be doing this. The treasure chest, nothing and secret room cards are removed from the search deck when playing either RtL or The Delve.

This (well, kind of) already happens, I'm pretty sure I received 2 relic items on my last Delve run and I think it was from search tokens. Not regular items though.

That´s true, but these rewards are hardcoded for "The Delve" module or certain quests in a campaign (which is totally ok for relics). I´m talking about shop items, which could be randomly generated based on the heroes fame level.

Players should already be doing this. The treasure chest, nothing and secret room cards are removed from the search deck when playing either RtL or The Delve.

Sure, that´s exactly why searching is a bit unexciting in Road to Legend. I´m talking about a way too offset this.

Edited by DerDelphi

This (well, kind of) already happens, I'm pretty sure I received 2 relic items on my last Delve run and I think it was from search tokens. Not regular items though.

That´s true, but these rewards are hardcoded for "The Delve" module or certain quests in a campaign (which is totally ok for relics). I´m talking about shop items, which could be randomly generated based on the heroes fame level.

Players should already be doing this. The treasure chest, nothing and secret room cards are removed from the search deck when playing either RtL or The Delve.

Sure, that´s exactly why searching is a bit unexciting in Road to Legend. I´m talking about a way too offset this.

Searching into a dungeon / adventure needs to be exciting, with a high risk / reward factor. It is boring to play a scenario when you know what each search token does.

They need put a true random element on search, like random traps, monster spawns, challenges (like the secret rooms), new search cards with cool rewards, etc.

Searching into a dungeon / adventure needs to be exciting, with a high risk / reward factor. It is boring to play a scenario when you know what each search token does.

They need put a true random element on search, like random traps, monster spawns, challenges (like the secret rooms), new search cards with cool rewards, etc.

I agree with you in spirit, but there's a reason things are relatively simple right now. The more complex you make things the harder it is to balance all the interactions correctly. Make no mistake, Descent in it's basest form is already pretty darn complex. Adding in a bunch of new random variables into the search cards could turn into a game balance nightmare.

Edited by ProtoPersona

Searching into a dungeon / adventure needs to be exciting, with a high risk / reward factor. It is boring to play a scenario when you know what each search token does.

They need put a true random element on search, like random traps, monster spawns, challenges (like the secret rooms), new search cards with cool rewards, etc.

I agree with you in spirit, but there's a reason things are relatively simple right now. The more complex you make things the harder it is to balance all the interactions correctly. Make no mistake, Descent in it's basest form is already pretty darn complex. Adding in a bunch of new random variables into the search cards could turn into a game balance nightmare.

Not in the search cards, but in the search tokens in the app. The search tokens are scripted with the same static options in almost every scenario (some need to be, but all of them its a bit lazy)

Edited by kraisto