New account registration is temporarily disabled.

[POLL] TO PROMPT OR NOT TO PROMPT?

Poll

Should I add a prompt for the player when obtaining new equipment? - Results

Yes
2
25%
No
1
12%
Only when bought in the shop
5
62%
Only for 'normal' equipment
0
0%

Posts

Pages: 1
As I'm working on my shop system, I find myself stuck on this one decision: should I add a prompt whenever the player buys a piece of equipment that asks them if they want to equip it right away?
But in the case of a yes, should I do the same for equipment gained through chests or events as well? The reason I'm stuck on this is because at least two of my game's equipment slots don't hold 'normal' equipment, so the player needs to read the item's description to know what exactly he's equipping, something that doesn't happen during a prompt.

(The special equipment being one slot for equipable skills, the other slot for items that give a chance for effects to activate during combat, neither of these slots provide any boosts to character stats)

Then, should I add more information during the prompt for special equipment, or should I only prompt the player when obtaining 'normal' equipment (weapon, armour) and let them manually equip the special items? And if so, is it OK to be inconsistent about equipment prompts like this (as in, prompting only for weapons and armour, but not prompting for other pieces of equipment)?
My game isn't very gear focused, so it's not like you're finding new stuff to equip every few minutes. But at the same time I could see the prompts getting annoying for someone who'd rather first examine the item before equipping it...

I realise there is no right answer for this, so all I'm looking for is some opinions. What if you were playing my game, would you prefer to be prompted for these things, or would you prefer manually equipping things?
SHops tend to have information windows for items so maybe you could do it for shop but not for treasure chests.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I don't know that I've ever seen a game do this for equipment that's obtained from treasure chests or enemy drops. That's a little weird. In a shop the player has planned out their purchase and thought about who to give it to before they click the button to buy it, so it often makes sense as a time-saver there. But when you just find a piece of equipment, it's unexpected, and you need to go through and compare it to different people's gear before you decide what to do with it. The player's answer is gonna be "let me check my gear first" almost every single time.

I don't think there's any particular reason not to have a fitting room in your shops other than it taking some extra time for you to code. When the equipment decisions are complex, I'm typically thankful it exists. That would take care of the option to instantly equip the gear in a much more usable way, without bothering or prompting the players who don't want to do so.

If you're not gonna have a fitting room, I think the prompt in shops is... basically fine for most games? If the player's answer is "yes" more than half the time, I guess it's saving them time. If your menu is slow to load, the prompt might save them time even if they only say yes a tenth of the time.
Makes sense. Shop only it's gonna be, then. :)
Star Ocean 2 got as far as having an auto-equip (optional) feature that would equip anything with higher stats automatically x3
If you really want to make the prompt, pop up an equipment screen that lets you select actors who can equip the thing and shows how her stats will change.
So long as you let the player equip something immediately after getting it, that should be fine.

Bad is if:
- Getting equipment right after beating a major boss and not being able to equip it until 20 minutes of cutscenes later.
- Getting mutilple equips at a time. (So player has to remember to equip each one) Better to spread out the equips.
Pages: 1