New account registration is temporarily disabled.

CRYSTALGATE'S PROFILE

Search

Filter

Accepting Criticism

Don't rely too heavily on reviews for feedback, the project pages allows for people to simple post their opinions without having to adhere to a review format. There is one big advantage with the reviews though, people are more likely to voice their agreement or disagreement of a review than a single post. Even so, if you want feedback, you want to encourage people who don't want to make the effort of writing a review to still post their opinions.

Ballin': Discussing money and how it works in gameplay

I once made an event system where you could sell monster parts and the more you sold of any individual piece, the less you got for it. The excuse was supply and demand, but the real reason is balance. That way I can easier estimate how much money the player will have. It also makes grinding for money harder while still allowing for it in an emergency.

Personally, I prefer to go with what works best gameplay wise and then try to fit it into realism as well as reasonable. I'd rather not make a realistic system that causes balance issues.

Anyway, what I'd like to try sometimes is allowing the player to buy any equipment that is buy-able right from the start. The only thing stopping the player from get overpowered equipment early is the price, late tier equipment is simple too expensive early on. Of course, there are some things to keep in mind then.

1) Money usually inflates slower than exp in RPGs. This makes grinding for higher tier equipment way faster than grinding for higher levels.
2) While the player can't say skip level 21, 22, 23 and 24 and just jump from level 20 to level 25, the player can skip buying tier 3 and 4 equipment and jump right from tier 2 to tier 5.

Accepting Criticism

Get criticism as early as possible. The earlier you become aware of the problems, the easier it will be to fix them.

I do not think that all criticism is good though. Sometimes the critic has destructive motives behind the criticism. Examples I can think off includes:

1) Alpha male bullshit. The critic for one or another reason feels elevated by going down hard on the game.
2) The critic want the game to fail and is trying to sap the creator's energy. Some players will get angry enough about things such as the game having a cheap romance that they want it to not exist.
3) The critic is simple in a bad mood and vents.

Usually, in those cases the critic itself will think it's criticism as being fair and "just saying how things are" or something. If the critic apologizes for being blunt, it's a bad sign.

It seems to me that rather than simple accepting all criticism, it's more about being able to sort it properly. Not all negative criticism should be dismissed, but some maybe should after a little consideration. If you get upset by a certain piece of criticism, my advice would be to wait with responding or making a decision at all until you can approach it calmly. Lashing out at criticism will make you look bad, just not responding is usually a better idea. Note however that while you can get away with just responding to polite criticism, it will look bad if you only respond to praise. This goes back to the point that you need to be able to sort the criticism properly, taking destructive criticism to your heart will sap your energy while dismissing negative, but still constructive criticism, will harm the quality of your game.



How do you hand-hold the player?

When it comes to the story, I think it's best to point the player towards the right direction. The problem with letting the player figure things out is that it's often not about if the player is smart enough, rather it's about if the player is thinking the same way as the developer. The player can think of something logical to do, but it doesn't work because the developer though of something else.

When it comes to gameplay, I assume the player has played RPGs before. They only need to be told what's different from other RPGs. Other than that, I agree with zacheatscrackers' idea of hand-holding at the beginning, but after that let the player figure things out.

is the TCR parameter broken?

How much does the state boost her TCR with and are you sure the state is on her to begin with?

Legionwood 2: Rise of the Eternal's Realm

Often it's a bad idea to dual class due to the 10% penalty, but sometimes you can use the system to actually get better stats. The Rogue/Gunner is one such example.

What you do is to equip the character with one Gunslinger's Kit and dual wield two guns. This will make your attack greater than what a gunner would have with two Offense Earrings and it's speed will be higher as well. You take a defensive hit, but you have one runecraft slot left to fix that problem with. The advantage you now get is that you can use Bullet Storm with a greater speed and attack than you would have been able to as pure Gunner and you have access to both Rogue and Gunner skills.

This setup has almost only advantages compared to a pure Gunner.

Most dual class setups are bad though. A Gunner/Rogue would be an awful setup and so far the Fighter is doing best pure.

Legionwood 2: Rise of the Eternal's Realm

I just got access to apparently my own Runecraft shop and the Rogue/Gunner permutation seems more awesome than ever. Both Felix and Aelia will have that role. Ophelia has some very nice skills, but her stats need some work. Maybe a Magus/Ranger will do? The idea is to use the Magus' high Intellect to cast the Ranger's multi-target wind attack. Well, there's a lot to try out.

Penalties for leveling up

This seems to be a question of perspective. To put it simple, you leveling up is a reward while the enemies leveling up is a penalty. So, you get both an advantage and a disadvantage when you level up in Diablo 3. I can't tell whether the advantage or the disadvantage is greater in that game. However, in most games with levels, you only get an advantage by leveling up. That tends to be the standard people use when gaging level rewards. Any disadvantage you get is seen as a penalty, even if the advantage is still greater.

Question about states in games with low number stats.

What does the numbers have to do with status effects? Why would whether your HP is 23 or 2364 affect whether or not you should have sleep in it?

Well, poison could have fun rounding consequences with low stats such as you lose 1 HP/round with 19 HP and 2 HP/round with 20 HP. % changes to stats could also have similar problems. The other states effects shouldn't matter though.

Penalties for leveling up

author=LockeZ
Uh, the thing that scales with level in D3 is enemy level

Though the way armor/resistances become less effective as you level up ALSO pisses me off.
A clarification, armor and resistance becomes less effective as you level up is a consequence of the enemies getting a level as well. Armor and resistance is based on enemy level, not your level. I guess now that enemies scales with your level those two are the same. An exception may be if two characters of different level party up.