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Tweaking/Balancing Monster XP (grading on a curve)

Unstructured ideas, requests and suggestions for the development of the game.
Xero
Posts: 180
Joined: Wed Jun 13, 2012 1:38 am
android_version: 2.2

Re: Tweaking/Balancing Monster XP (grading on a curve)

Post by Xero »

It does seem like someone else had thought of the endless dungeon.
if others have thought about it then they just want to continue the character they have and are pleased with their builds. However, restarting a new character for lack of content seems like a waste to them and thus, they are forced to either:
1. Start a new character
2. grind...
3. Wait for an update.
those are horrible alternatives to a player who simply likes their character, but has no desire to delete and restart or abandon the character they like using.
Enter new game+:
You keep your character, the game retains it's challenge, your character can complete the new content without deleting their character, grinding is replaced by going through the story again, possibly choosing a different scenario each time.
Completing the game each time presents it's own set of challenges, such as how many times have you completed the game? Whats the highest level?
This should solve many problems and I'm not really sure there are negative repercussions.
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nyktos
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Re: Tweaking/Balancing Monster XP (grading on a curve)

Post by nyktos »

implementing New Game+ at this point in development,
would seriously delay the final product...
we are more focused on a new combat UI & more maps / quests.

the best time to add something like this is at the end,
because New Game+ usually requires the game to be "completed"

this kind of feature is fun, for certain games...
games that don't have innovative ways to keep you playing - even after "completion"

this game, however, has a way to keep us hungry...
many choices for your hero to make throughout the storyline,
and so many skills - you couldn't possibly get them all.

like i said, usually it is a linear RPG that uses the New Game+ gimmick...
not that it's a bad thing... but bad timing.

maybe... when you beat the game...
your new hero can keep all the Legendary items he /she found???
(in your home, inside the box... where you get your 1st gear set)
THAT WOULD BE SWEEEEEEET!!!

:twisted:
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Xero
Posts: 180
Joined: Wed Jun 13, 2012 1:38 am
android_version: 2.2

Re: Tweaking/Balancing Monster XP (grading on a curve)

Post by Xero »

I guess we think differently then. I see new game+ as being beneficial at any point it's implemented. it adds to the value of any new quests added or content..it immediately adds replay value for everyone who has completed the game. I don't know..heres .02
DarkSavant13
Posts: 466
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Re: Tweaking/Balancing Monster XP (grading on a curve)

Post by DarkSavant13 »

nyktos wrote:implementing New Game+ at this point in development,
would seriously delay the final product...
we are more focused on a new combat UI & more maps / quests.

the best time to add something like this is at the end,
because New Game+ usually requires the game to be "completed"

this kind of feature is fun, for certain games...
games that don't have innovative ways to keep you playing - even after "completion"

this game, however, has a way to keep us hungry...
many choices for your hero to make throughout the storyline,
and so many skills - you couldn't possibly get them all.

like i said, usually it is a linear RPG that uses the New Game+ gimmick...
not that it's a bad thing... but bad timing.

maybe... when you beat the game...
your new hero can keep all the Legendary items he /she found???
(in your home, inside the box... where you get your 1st gear set)
THAT WOULD BE SWEEEEEEET!!!

:twisted:
I basically said mostly the same thing in the New Game+ thread (at least I think that was the one), lol. :lol:

Ok, back on topic... :P

I like the idea of "grading on a curve", I really do. BUT, that said, I really like the way the game is now as far as monster level goes.

I am experienced at creating RPGs and, even though it was tabletop, a lot of the rules for creating an RPG carries over to video game RPG creation. One major rule is, when you have decided on a theme stick with it. This game's theme is "roguelike old-school RPG" and we have to stick with that. Very old-school RPGs did not have mobs whose level raised as yours did. They were more based off of the original D&D, where creatures had a specific level and experience assigned to them. BUT, as RPGs progressed, there were RPGs that leveled the mobs according to character level.

What really needs to be decided, is how old an old-school RPG are we trying to emulate and stick with that. Should we stay the way we are or go for the curve?

Or, should we save the curve for Andor's Trail II or Andor's Sail? :twisted:
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