Jun. 13th, 2017

cashew: Sumomo acting like Sumomo (Default)
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?

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