2014/03/21

Min/max and allround

When i play rpgs i tend to go for the consistant damage. I don't want extra critical chance unless i'm allowed to get it up to say 80 percent. I'd prefer to increase ny base damage by some percentage.

Also i enjoy skillbased levelling so i can be allround as opposed to the pseudo min-maxer they have planned out.
Partially this is because i do not enjoy consummables(potions), especially in a consistant world setting and so want som healing.
But no generally the developers balance by giving specific roles. Further they balance by putting limits on how far a skill can be taken.

It would be interesting with a rpg where one could continue to advance in a skill rather than having to replace it after a few levels.

New skills shouldn't entice with being stronger because the earlier ones stopped advancing, they should entice by being special in some way.

I'm not saying there shouldn't be benefits to specializing, especially in a group, but it shouldn't be enforced.

2014/03/02

Rift soul system and rogues in general.

Rift gives the player a set of souls to chose from that can be combined in different ways. This lets the give partial customization where they linit the player with what each soul can do.

How could this be done in reverse?

The player chooses a type of attack (say charged bolt), element and effect? The game limits damage and such based on player level and player input on cost etc. (Hmm, elder scrolls? ).

Distinguish between charged and channeled. Charged spends a moment to gather energy then does a larger effect, channeled continously does a smaller effect. Wirh channeled it doesn't matter if you are interrupted because you don't loose anything. With charged you risk loosing that larger effect (or if dev is kind, you simply get a timepenalty).

Easy (well, easiest) to do for mages.

For rogues i am curious about tiered buildup / attackpatterns. You start with A which lets you do B which lets you do C or D. How many on lowest level? 3? How many tiers? How many different attacks?  Maybe have it that A also unlocks tier two of A? So the player can choose to go A-A2-A3 etc?  Or have A give an effect? That effect is needed for B but also enhances A to sort of A level 2? Say A enhances accuracy, B enhances speed, C enhances damage. So the player can choose to go for more and more accuracy (enhancing crit%) or switch between the three.

Rift soul system and rogues in general.

Rift gives the player a set of souls to chose from that can be combined in different ways. This lets the give partial customization where they linit the player with what each soul can do.

How could this be done in reverse?

The player chooses a type of attack (say charged bolt), element and effect? The game limits damage and such based on player level and player input on cost etc. (Hmm, elder scrolls? ).

Distinguish between charged and channeled. Charged spends a moment to gather energy then does a larger effect, channeled continously does a smaller effect. Wirh channeled it doesn't matter if you are interrupted because you don't loose anything. With charged you risk loosing that larger effect (or if dev is kind, you simply get a timepenalty).

Easy (well, easiest) to do for mages.

For rogues i am curious about tiered buildup / attackpatterns. You start with A which lets you do B which lets you do C or D. How many on lowest level? 3? How many tiers? How many different attacks?  Maybe have it that A also unlocks tier two of A? So the player can choose to go A-A2-A3 etc?  Or have A give an effect? That effect is needed for B but also enhances A to sort of A level 2? Say A enhances accuracy, B enhances speed, C enhances damage. So the player can choose to go for more and more accuracy (enhancing crit%) or switch between the three.