cashew: Sumomo acting like Sumomo (Default)
[personal profile] cashew
So, as I clean-up and do math on my game's data base, I'm struck with trying to figure out how to convey information to the players regarding the interaction between skills & weapons in such a way that I'm not sitting the player down to explain things in giant blocks of text, but at the same time still get across the concept of skill and weapon interaction.

For example: Daggers are fast attacking weapons, with low attack damage (how original *eyeroll*). However, I also made certain defensive skills only available when wielding a dagger in the Off-hand slot. Now I'm hit with the indecision if I should change the attack number (times you hit) to only affect when wielded in the Main Hand slot, thus forcing the player to choose between a more aggressive style (and sacrificing defense) versus a slightly more defensive style (and sacrificing offense). Or, I could go with trying to teach the player that a dagger weapon is most optimal when used as a defensive weapon and keeping the Main Hand open for much heavier hitting weapons.

Another example: Both shield and daggers are defensive weapons, however a dagger is a chance based defensive weapon that is mostly selfish - parry attacks to return damage, while a shield is fully defensive weapon that is supportive with no offensive abilities - shield party members from getting attacked, but eats a reduced amount of damage. However, at the same time, both weapons could be used offensively, depending on the character that wields it. Now, should I make the puzzle of this strategy trying to find the most optimal set up, or balance it such that regardless of the set up, the strategy is equally optimal, but the choice is a matter of chance based versus steady performance?

And in both examples, would it be better to just reduce the amount of interaction thereby making the battle mechanics easier to grasp?

Date: 2017-06-21 04:39 pm (UTC)
tanithryudo: (Default)
From: [personal profile] tanithryudo
The more complicated you make the system, the more you're going to have to explain it somewhere.

Alternatively, you can make it so that any set of random weapons are still viable for getting through the basic game, so that picking the "wrong" weapon doesn't penalize the player. Then, the additional layers of complexity would only apply in more optimal playstyles, for people who care to read through all the text/try out all the combinations/crunch the numbers.

Date: 2017-06-21 06:24 pm (UTC)
tanithryudo: (Default)
From: [personal profile] tanithryudo
I dunno that more complex mechanics, the more engaging the came. Sometimes, simple but well designed mechanics are better than really complex ones that force you to have an offline spreadsheet in order to play. I mean, compare WoW and Eve Online.

In terms of complexity of design, I think you might be better off doing something more similar to KoL than Final Fantasy for your first project. Make something relatively simple first. Once you have that experience, then design something more complex.

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