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Messages - HellishFiend

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31
With Diablo, I would say, though, that the entire grinding cycle is at the very core of what that game is.  That's not exactly a stretch. ;)  But we don't really include that in any sort of satisfactory way, nor do we want to.  So anything that misleads players into thinking that's what they are here for is going to a) be misleading, which is bad in the first place; and b) lead to disappointment if they think we're a not-good version of Diablo Lite, versus a (hopefully) good version of something completely else.

My thoughts exactly.

Perhaps there needs to be some education in the intro mission about "your only source of healing is killing the trash mobs, so be careful with that!"  And in that sense, perhaps the neutral Ilari stone in the intro mission needs to go away, since he heals you.  That would actually give a more correct introduction to what the game actually is, without having to twist anything.  But I'm not sure.

Now that you mention it, that is an excellent idea and should defintely make it in the game at some point, in my opinion. I still think the current system of interaction with the trash mobs needs some work though. Not to create too much of a sense of urgency, but it would probably be best to rework it before launch, as there are a great many players that will look at the game/play the demo once at launch, and then not come back to look at it again later (or at least not until it reaches non-profitable price points). Like I said before, as a consumer, I cant stress enough the importance of how the basic interaction system with trash mobs in a game affects the decision to purchase. It is one of the first things most players look at, if not the only thing in cases where they decide to write it off early.

32
In order to literally have no chance of that misinterpretation, the monsters need to give no reward that is more lasting than the current health drops or possibly cave-story-ish drops.  If it gives anything that's even partial progress towards a permanent gain, that misinterpretation becomes possible.  The real question is: is it more important to avoid that misinterpretation, or is it more important to provide an interesting (albeit very-small-bit-towards-something-interesting) reward for killing trash?

I know the topic says "rewards for defeating enemies", but I feel that the actual point here is twofold: to make the slaying or avoidance of enemies be more meaningful than it currently is, and to attract newbies to actually purchase the game after trying the demo (Trash mobs are extremely relevant in that scenario). Chris raises a good point, there is already somewhat of a reward system due to the fact that mobs all drop health orbs. That, however, doesnt solve the problem of your generic, ignorant (I dont mean that in a negative way) newbie writing off the game because there is no point to killing enemies with all his flashy cool spells.

This game has a lot of potential to draw in new players to it that didnt previously play or enjoy games of this type. That being said, it should strive hard to bridge the gap between the types of games they enjoy (probably action RPGs, or top-down/side-scrolling shooters, where killing everything is encouraged and rewarded), and the kind of game it actually is.

Just looking out for you guys. As a pure consumer when it comes to games, I feel it is important to help you guys figure out how to generate sales and draw customers, rather than simply fine tuning the game for our enjoyment.  :)

33
Random thought: grant enchant points for killing trash.  Scaling it so that going after containers is still generally faster.  Since monsters don't respawn outside of boss (and npc-rescue) rooms, grinding involves exploring new areas.  Which is what the current container-pickup system also requires, roughly speaking.

Anyway, that would be the "occasionally get a bit of interesting procedural loot" thing.

Could also drop 1-2 shards to go along with it, so that over time you'll get at least a downpayment on your next wind-shelter or whatever.

That's a good idea if the player maintains the philosophy of only killing the monsters that it needs to, but the more manic players will kill every monster, not realizing that they'd be better off spending their time on other activities in the game.

In my opinion, whatever gets implemented, needs to be something that has no chance of being misinterpreted as something that can or should be grinded. As an action RPG fan, I have enough trouble convincing myself not to kill every random monster in AVWW without being constantly rewarded for it.  :)

34
Glad you like the idea.  :)

One of the beauties of it is that there are so many ways to set it up, that I'm sure there is a way that would be easy to present it to the player and for them to grasp at the start. There is also a lot of potential for it to be much more meaningful to the gameplay and/or progression than trivial reward systems. Does the game need another meaningful gameplay/progression element? Maybe, maybe not, but the system can always be tweaked to make it more or less of an impact.  :)

35
Long post, there is a TLDR/conclusion at the bottom.

I'll start off with a few of my opinions so you have perspective on where I'm coming from:

RPGs like Xenosaga/FFXIII: Annoyed by the fact that the fields are set up to encourage sneaky fight avoidance, yet the level up system is set up to encourage fighting them. I ignore the stealth and enemy avoidance options and fight for maximum EXP. Some lost potential in the game design, but still fun.

Stealth games like the classic Metal Gear Solid: Love the fact that encounters are so difficult and punishing so as to reward stealth. The reward and satisfaction for killing an enemy comes in the form of easier navigation of the map, not exp or items. The satisfaction is equally great when you can navigate an area without killing.

Isometric perspective action games/RPGs like Diablo: Love, love, LOVE grinding and the sense of progress you get by getting small amounts of exp and gold for each kill. I generally explore every map to its fullest and kill everything I find. Even more rewarding to find rare drops.

So I guess you can say I am capable of enjoying any game the way it was meant to be enjoyed. These days though, the isometric style action rpg leveling system seems to be finding its way into more and more types of games. Thats a good and bad thing, depending on your perspective.

To me, at the very start, AVWW feels like the kind of game that should have a leveling and grinding system, and it will be confusing to new players why one does not exist. As you get deeper into the game though, the player can realize why the game doesnt have one, and doesnt need one. That being said, if the primary goal is to hook new players, the game should have some form of reward (no matter how trivial) for killing random monsters, for the sole purpose of establishing a sense of progression with every action you take in the game. If the goal is to keep the spirit of the game intact, that system should also not encourage endless grinding by providing endless incentive to do so.


For the purpose of maintaining the design of the game and making it fun for long term players, I think the solution lies somewhere along the
lines of making it more desirable to avoid random enemies, to the point of giving you a sense of accomplishment from avoiding them and "getting on with the game" rather than having a trivial reward for wasting time fighting them (you could easily explore the map faster yourself than by grinding enemies to have a scroll to do it for you).

So, I propose a best of both worlds solution: a rubber band system. There are several ways it could work, and therein lies the true beauty of it. For the sake of keeping the spirit of the game intact, the system should probably affect only the player's interactions with the random enemies, and not with bosses. To me, a good rubber band system is one where you are incentivized for keeping the slider in the middle.

One example would be, at the left side of the slider, the player has moderately reduced stats (this could be explained by the glyph not being fully attuned to its owner yet). Not an ideal situation. As the player kills monsters and moves towards the center of the slider, he gains his stats back, until they are at normal levels. If the player continues to kill lots of random monsters, the slider moves past center to the right, and something bad happens, like monsters getting stronger, or the player's stats going back down. If the player is on the right side of the slider, it will slowly "rubber band" back to the center as they explore new areas and successfully avoid killing too many monsters (other things could cause the rubber band effect too, not just exploration). It's debatable as to whether or not the slider should ever move back towards the left past center except on death.

Another example would be giving the player an ambient light charge for being in the center of the slider.
Another would be making the monsters drop more health orbs at the center of the slider.
Another would be giving a minor consciousness shard or upgrade stone income for being at the center of the slider.
If you wanted to go crazy with it, you could even allow the player to "equip" themselves with different sliders, or even unequip them entirely if they dont want to bother with it.

The point is, it would be best if the player were rewarded for killing monsters to a point, and then incentivized to avoid them, or penalized for killing too many, until they "rubber band" back to the middle of the slider. I think it would actually be kind of cool to feel "crap, I have to kill this enemy" in a few cases because of your slider position. In any case, an important component of this is that people see some kind of element of progression as soon as they start killing monsters, and wind up realizing the true depth of the game before seeing that the it is indeed not an action rpg at its core.

36
AI War / Re: About that warp jammer...
« on: March 04, 2012, 08:16:48 PM »
Non alert status! Perfect! That gives us a way to nab desirable things adjacent to core worlds, at a justifiable AIP cost for unlocking the warp jammer station, of course.

Perhaps the alert status effect shouldnt work on homeworlds though, as that has obvious abuse potential.

37
AI War / Re: Counter attack and other things
« on: March 04, 2012, 06:21:03 PM »
Maybe, but I have 400 spire capital warships, so tactics dont really matter.  I send them to any plant they take no losses....

Sounds like you're in a position to win the game already, unless you have some sort of meta-goal like completing the spire campaign or taking a certain number of planets.

38
AI War / Re: Counter attack and other things
« on: March 04, 2012, 06:16:39 PM »
Yikes, 3 or 4 counterattacks per planet? It's doable, unless you have some ridiculous AIP per hour setting, but you'll have to carefully choose your unlocks. I recommend leech starships, riot starships, and spider turrets. Also, patience, and a low AIP game plan. =)

39
Yikes! Definitely a reasonable request.

40
Weird. I must have been having an off day with aiming. Still, I like my ideas though, and it would be nice to have them as options for mouse aimers eventually, if it wouldnt be much trouble.

41
Speaking of shooting behind you, it feels a lot less comfortable now that the camera is constantly shifting to view ahead of you instead of staying centered. Can we have an option to keep it centered? The mouse look view doesn't cut it for me.

Also, as a mouse aimer, I would like to have the option for an "aim line" that draws from the character to the cursor, or at least a choice of different crosshairs (so I can find one that stands out more to me).

Let me know if you'd like either of those in mantis, and I can throw them up.

42
Platforming difficulty! Nice!!  :D

And yes, this is an amazing community that I'm proud to consider myself a part of.   :)

Edit: BTW, LOL @ the "I wanna be the guy" reference. If anyone doesnt get it, they should watch some of azuritereaction's playthrough. Some of the platforming challenges later in that game are unreal, and illicit some pretty serious rage.

WARNING: Not safe for work. Dont watch unless you're prepared to hear some cussing.  :)
http://www.youtube.com/watch?v=U3EDtdgb5s4&feature=results_video&playnext=1&list=PLF7E1E1B12A6A30E7

43
A Valley Without Wind 1 & 2 / Re: AVWW Beta 0.586 "Sheer Cliffs" Released!
« on: February 28, 2012, 11:02:08 PM »
You're going to make him go crazy, joshing him about those enchants. Especially since he's probably been just as eager as anyone to be able to shift focus towards content.  :)

44
I think my main issue with it is that it doesn't feel physical or solid. It's a bit like the invisible wall or locked door situation.

It feels like it's just an airy fairy notion that the wind shelter is now in some unreachable node in the sky.

Right, but the main issue here (as with any development issue in any game) is the opportunity cost of coding something in. If I understand correctly, there is no code in place to allow something from a mission to persist in the game after you're done with it. That being said, the amount of time it would take to bring that into the game (something that is of no actual gameplay consequence) at this stage in development would cost too much in the form of time spent on content, bugs, polish, etc.

45
I see where Dizzard is coming from with that. I had a similar experience with the original Warhammer 40000: Dawn of War. In one of the expansions, they put in a map-based conquest game mode, where the bases you would construct within the missions would largely carry over if you were ever to do another mission on that map.

Sounds good, right? 

Well, later on they made another expansion, and removed the persisting bases from the conquest mode. That just didnt "sit right" with me. It's something you made, shouldn't it still be there the next time youre in the area?

Granted, in an RTS, that sort of thing has gameplay-related consequences, whereas the example Dizzard mentions really does not. I'm not necessarily saying I think anything needs to be done here, but I definitely can relate to the feeling of something not sitting right, and it interfering with your ability to enjoy the game to varying degrees.

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