The reason that we don't follow most of LichKings suggestions isn't our limited time. We just have a different opinion.
E.g. his complain about a weapon that is too good gets a debuff: This is exactly what we need for a balanced game, otherwise noone will ever use anything else than this weapon.
I won't repeat all the arguments brought up so far now. But I believe that the game is rather balanced, because different players choose different items and skills and way of regeneration.
Of course l can imagine changes that would further improve the game. But the suggestions brought up here don't really convince me.
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.11) from Google, F-Droid, our server, or itch.io
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.11) from Google, F-Droid, our server, or itch.io
This game needs to be totally rebalanced
- Nut
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Re: This game needs to be totally rebalanced
Someday in the far future when I have the time and inclination to do so, I will teach myself how to modify save files, mod the game, and compile it from a modified source. Then, I will write essays on this forum on how to do those things. That way, people who disagree with how the game is balanced can customize the game how they like it by reading the essays and following the instructions.
That is the beauty of free-and-open-source software. The user has full control over it and can modify it how they want, as long as they are willing to learn. We are so used to closed-source proprietary software that it does not even occur to us that we can modify free-and-open-source software the way we see fit. But we can, with some hard work.
That is the beauty of free-and-open-source software. The user has full control over it and can modify it how they want, as long as they are willing to learn. We are so used to closed-source proprietary software that it does not even occur to us that we can modify free-and-open-source software the way we see fit. But we can, with some hard work.
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Re: This game needs to be totally rebalanced
What fundamental aspects of game design do you believe are crucial for achieving a balanced and engaging gameplay experience, especially when considering elements like character progression, itemization, and encounter difficulty in RPGs?
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Re: This game needs to be totally rebalanced
Well, I do not really agree with the game design decision to make the "yellow it is" quest a surprise to the player, one which is difficult to figure out how to get out of without having to spend hours completing a quest you may not have wanted to do at that particular time. Not my design decision, but not my game.MikeAndreas1 wrote: ↑Thu Jun 27, 2024 1:34 pm What fundamental aspects of game design do you believe are crucial for achieving a balanced and engaging gameplay experience, especially when considering elements like character progression, itemization, and encounter difficulty in RPGs?
- Antison
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Re: This game needs to be totally rebalanced
That's not really a game design decision as much as it is a quest design decision.
"A home without a beagle is just a house"
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Re: This game needs to be totally rebalanced
I would agree that the game overall is well balanced. There are individual details that are out of proportion — you get way too much XP for solving Loneford, for example — but I know how hard it is to change things retrospectively in a game that's been developed by many different people over many years.
- Nut
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Re: This game needs to be totally rebalanced
When the Ratdom quest has started, you have to find the way into the maze and wander there for a little while. But then you can persuade Clevred to let you out without the need to complete the quest.tactical371 wrote: ↑Thu Jun 27, 2024 11:58 pmWell, I do not really agree with the game design decision to make the "yellow it is" quest a surprise to the player, one which is difficult to figure out how to get out of without having to spend hours completing a quest you may not have wanted to do at that particular time. Not my design decision, but not my game.MikeAndreas1 wrote: ↑Thu Jun 27, 2024 1:34 pm What fundamental aspects of game design do you believe are crucial for achieving a balanced and engaging gameplay experience, especially when considering elements like character progression, itemization, and encounter difficulty in RPGs?
Nut