Option for turning off XP gains in lost missions?

Greetings all!

I love this game greatly, and it’s been absorbing a bunch of my time. I love the accessibility options currently available, and I like that according to the board, there are plans afoot for a DQ+ at some point.

In discussion with some friends, I was wondering if an option might be added to the Accessibility Menu to let you turn off any XP gains if you lose the mission? I know a number of people who want to learn the levels within the tolerances that they start with, and if they level up via losing repeatedly it feels like cheating to them.

What do people think? Hell, if the developers lean in that direction, would it be worth having a diallable setting on this? That would mean that you could select an option not to get any XP even if you survive a level, but fail to Perfect, assuming that getting a Perfect is the goal.

Of course, that might just be a whole extra layer of fiddliness to introduce on top of the original suggestion, but there we go.

Some people play TD-style games as action-puzzles as much as anything else, and I think this might be an attractive option - regardless of what depth of diallability it’s introduced at. It’d also be interesting for such a setting to be tangential to overall difficulty, since it’d open things up for people who might want to play as a puzzle even when on basic difficulty levels, as well as for the harder-core difficulty-mongers.

Thoughts?

  • KRVeale

The option of turning off XP gain in lost levels would make sense, and I would even go as far as to completely remove it considering it was a loss.
Now the idea of no XP on not getting perfect doesn’t seem honestly all to logical cause the point isn’t to get perfect just to at least beat the wave, perfect is more of I think bragging rights and a challenge.

— Begin quote from "mardracula"

The option of turning off XP gain in lost levels would make sense, and I would even go as far as to completely remove it considering it was a loss.
Now the idea of no XP on not getting perfect doesn’t seem honestly all to logical cause the point isn’t to get perfect just to at least beat the wave, perfect is more of I think bragging rights and a challenge.

— End quote

I figured that Getting XP On a Loss would be worth keeping for accessibility, although I suppose there’s a conversation to be had about whether it would be set to on or off by default.

Regarding Perfects, I was figuring that would definitely be optional: where it’d be useful is if I’m trying to figure out how to get a Perfect if I’m limited to a particular set of characters and skills. If I fail to Perfect, I want to try again with exactly the same characters. Otherwise the more I fail, the more likely the characters will grow and it’ll be a subset of the original scenario. That would be an opt-in system, where it’s only relevant IF someone wants to go all Puzzler on things.

Almost an equivalent to those options on Team Fortress 2 for someone getting an Achievement under particular circumstances, except rather than tallying progress for you, it’d keep the conditions you’re working under stable until the given success condition is reached.

In most cases, people would want to take the Survived The Mission win and try again. I just figured that if an option regarding getting XP when you haven’t hit a goal was being discussed it’d be worth mentioning, though certainly a more disposable extra since it’s a much more specialised application.

  • KRVeale

My design philosophy is very much - give the player all the tools they need to play the game exactly how they want, within reason, and within my ability to actually ship the game sometime this century :slight_smile:

So, I’m all for adding in options to change the reward rules so you can make the game as forgiving or punishingly difficulty as you like. We’re definitely going to be adding a scrap multiplier in accessibility settings, and it wouldn’t be hard to make the “XP penalty for loss” customizable too, so you could make it anything from no reward at all, to full XP on a loss.

Additionally, in our planned newgame+ mode we’ll probably add some up-front options to choose from, so you can intentionally make the game really difficult by adding in modes where, for instance, defender’s can’t be summoned more than once in a given battle if they’re killed or recalled.

Nothing’s final as of yet, but these are all ideas we’re kicking around. No promises but we’ll do our best :slight_smile:

— Begin quote from "larsiusprime"

Nothing’s final as of yet, but these are all ideas we’re kicking around. No promises but we’ll do our best :slight_smile:

— End quote

Outstanding! Thanks for the prompt response, and I’ll be delighted to see where you go with the game next.

  • KRVeale

Considering that you can replay prior levels for extra exp if needed, I would not be at all sad to see EXP gains upon level losses go.