I have seen a lot of suggestions pertaining to adding to the complexity of the gameplay, but I think that the strength of your character build can lie in the items you choose. Instead of adding a complex and difficult to balance skill system, wouldnt it be easier to place a combination of effects on items so that the player can literally put on their new class?
Imagine it; You find a Necklace titled "Juggernaut's Soul". You inspect its qualities and find that it allows you to have a high amount of health, attack damage and damage resistance. You also notice that there are penalties to AP costs and Attack chance. Putting on the Ring will make your character a Juggernaut: Hard to stop, easy to dodge, and difficult to kill.
The values of each item will depend on the class, the slots on your character will limit the amount of augmentation allowed. This makes balancing classes easier, since there will limited slots for the class modifier. You can stick to using accessory slots for simplicity, or you can add a specific slot for Character Class Items. The remaining skills can be nerfed and focused more on augmenting gameplay in other ways. This means that creating perks that provide bonuses that pay long term versus perks that only provide a short term bonus that I could easily earn in another way.
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 (v0.8.9) 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 (v0.8.9) from Google, F-Droid, our server, or itch.io
This is a great game. A few suggestions...
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Re: This is a great game. A few suggestions...
Character development should be done in levels, not items. However, I think it would be interesting to have classes. I think it was already discussed, but I'm not sure where.
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Re: This is a great game. A few suggestions...
Oskar has said "no" to classes, but you never know.
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Re: This is a great game. A few suggestions...
Juggernaut's SoulAcherion wrote:I have seen a lot of suggestions pertaining to adding to the complexity of the gameplay, but I think that the strength of your character build can lie in the items you choose. Instead of adding a complex and difficult to balance skill system, wouldnt it be easier to place a combination of effects on items so that the player can literally put on their new class?
Imagine it; You find a Necklace titled "Juggernaut's Soul". You inspect its qualities and find that it allows you to have a high amount of health, attack damage and damage resistance. You also notice that there are penalties to AP costs and Attack chance. Putting on the Ring will make your character a Juggernaut: Hard to stop, easy to dodge, and difficult to kill.
The values of each item will depend on the class, the slots on your character will limit the amount of augmentation allowed. This makes balancing classes easier, since there will limited slots for the class modifier. You can stick to using accessory slots for simplicity, or you can add a specific slot for Character Class Items. The remaining skills can be nerfed and focused more on augmenting gameplay in other ways. This means that creating perks that provide bonuses that pay long term versus perks that only provide a short term bonus that I could easily earn in another way.
+40 Health, -4AP, -20AC, +20AD, -40BC, +4DR
Added the negative BC to even things out since I thought about Juggernauts and how they just run forward, not caring what they smash into or concentrating on defence.
Code: Select all
[id|iconID|name|category|displaytype|hasManualPrice|baseMarketCost|hasEquipEffect|equip_boostMaxHP|equip_boostMaxAP|equip_moveCostPenalty|equip_attackCost|equip_attackChance|equip_criticalChance|equip_criticalMultiplier|equip_attackDamage_Min|equip_attackDamage_Max|equip_blockChance|equip_damageResistance|equip_conditions[condition|magnitude|]|hasUseEffect|use_boostHP_Min|use_boostHP_Max|use_boostAP_Min|use_boostAP_Max|use_conditionsSource[condition|magnitude|duration|chance|]|hasHitEffect|hit_boostHP_Min|hit_boostHP_Max|hit_boostAP_Min|hit_boostAP_Max|hit_conditionsSource[condition|magnitude|duration|chance|]|hit_conditionsTarget[condition|magnitude|duration|chance|]|hasKillEffect|kill_boostHP_Min|kill_boostHP_Max|kill_boostAP_Min|kill_boostAP_Max|kill_conditionsSource[condition|magnitude|duration|chance|]|];
{juggernauts_soul|items_necklaces_1:7|Juggernaut\'s Soul|6|2|0|14150|1|40|-4|||-20|||10|20|-40|4|||||||||||||||||||||};
- Antison
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Re: This is a great game. A few suggestions...
I love defensive items & builds and as such, I love DR, but I would never touch this item -4AP makes this item useless to me as does the -40BC.DarkSavant13 wrote:Juggernaut's SoulAcherion wrote:I have seen a lot of suggestions pertaining to adding to the complexity of the gameplay, but I think that the strength of your character build can lie in the items you choose. Instead of adding a complex and difficult to balance skill system, wouldnt it be easier to place a combination of effects on items so that the player can literally put on their new class?
Imagine it; You find a Necklace titled "Juggernaut's Soul". You inspect its qualities and find that it allows you to have a high amount of health, attack damage and damage resistance. You also notice that there are penalties to AP costs and Attack chance. Putting on the Ring will make your character a Juggernaut: Hard to stop, easy to dodge, and difficult to kill.
The values of each item will depend on the class, the slots on your character will limit the amount of augmentation allowed. This makes balancing classes easier, since there will limited slots for the class modifier. You can stick to using accessory slots for simplicity, or you can add a specific slot for Character Class Items. The remaining skills can be nerfed and focused more on augmenting gameplay in other ways. This means that creating perks that provide bonuses that pay long term versus perks that only provide a short term bonus that I could easily earn in another way.
+40 Health, -4AP, -20AC, +20AD, -40BC, +4DR
Added the negative BC to even things out since I thought about Juggernauts and how they just run forward, not caring what they smash into or concentrating on defense.
Code: Select all
[id|iconID|name|category|displaytype|hasManualPrice|baseMarketCost|hasEquipEffect|equip_boostMaxHP|equip_boostMaxAP|equip_moveCostPenalty|equip_attackCost|equip_attackChance|equip_criticalChance|equip_criticalMultiplier|equip_attackDamage_Min|equip_attackDamage_Max|equip_blockChance|equip_damageResistance|equip_conditions[condition|magnitude|]|hasUseEffect|use_boostHP_Min|use_boostHP_Max|use_boostAP_Min|use_boostAP_Max|use_conditionsSource[condition|magnitude|duration|chance|]|hasHitEffect|hit_boostHP_Min|hit_boostHP_Max|hit_boostAP_Min|hit_boostAP_Max|hit_conditionsSource[condition|magnitude|duration|chance|]|hit_conditionsTarget[condition|magnitude|duration|chance|]|hasKillEffect|kill_boostHP_Min|kill_boostHP_Max|kill_boostAP_Min|kill_boostAP_Max|kill_conditionsSource[condition|magnitude|duration|chance|]|]; {juggernauts_soul|items_necklaces_1:7|Juggernaut\'s Soul|6|2|0|14150|1|40|-4|||-20|||10|20|-40|4|||||||||||||||||||||};
I like the idea, but not the execution.
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Re: This is a great game. A few suggestions...
With great sacrifice comes great reward, and vice versa. All in the name of balance.