Opening post by Vael Victus
Sep 12th - 15:56:02 PM
Right now, I feel our "weak point" (other than PvP rofl gg) would have to be PvE. The fighting itself. The exploring is going great now, people love the tiles.
So I've been trying to think of a way to make it more... interactive. Right now a lot of the battle is selecting your fighting stance, which (my studies show!) is almost always fierce, and clicking. Sometimes mobs have abilities, which make it more exciting, and sometimes equips drop, which is nice. But I really feel it lacks something.
I'll admit I looked to NeoQuest for that something. But I don't think I really want monsters having MP and all that. I'd like your suggestions in what we could do to make the combat more lively. Iggy suggested monster moves, but I don't know how exactly that'd work out. (maybe sacrificing some health, or something) My fear with moves is that people would splice and it would only make sense for the moves to go away, but since it's a VIDJA GAEM we can just put in bullshit like "oh the monster passes the abilities down through manta". It's just with the current system, I don't see anyone giving a shit about their moves when they destroy mobs so fast anyway. A remedy to that is to simply raise all the HP of the mobs, which is okay I guess, and increase their SRP too, so that killing a mob is "worth more".
Another factor plaguing me is equips. I feel they're too powerful at points because, well let's see...
At level 1, let's say raising strength will cost you 10 SRP. Then raising it after will be 12, 14, 16, blah blah. So all in all, you get 10+ ATTACK for like 120 SRPish. So +10 attack from an equip for you isn't really that much; however, if you're like level 100 and have 120 strength, that's a LOT of SRP, and it's going to take you a lot longer to raise it, at which point that +10 attack is nuts.
Any suggestions any of you have would be great. Even for ridiculous things that I'd have to code. (like, I plan for equips to be more WoWy if we go through with this... stuff like +crit chance, immunity to poison)
So I've been trying to think of a way to make it more... interactive. Right now a lot of the battle is selecting your fighting stance, which (my studies show!) is almost always fierce, and clicking. Sometimes mobs have abilities, which make it more exciting, and sometimes equips drop, which is nice. But I really feel it lacks something.
I'll admit I looked to NeoQuest for that something. But I don't think I really want monsters having MP and all that. I'd like your suggestions in what we could do to make the combat more lively. Iggy suggested monster moves, but I don't know how exactly that'd work out. (maybe sacrificing some health, or something) My fear with moves is that people would splice and it would only make sense for the moves to go away, but since it's a VIDJA GAEM we can just put in bullshit like "oh the monster passes the abilities down through manta". It's just with the current system, I don't see anyone giving a shit about their moves when they destroy mobs so fast anyway. A remedy to that is to simply raise all the HP of the mobs, which is okay I guess, and increase their SRP too, so that killing a mob is "worth more".
Another factor plaguing me is equips. I feel they're too powerful at points because, well let's see...
At level 1, let's say raising strength will cost you 10 SRP. Then raising it after will be 12, 14, 16, blah blah. So all in all, you get 10+ ATTACK for like 120 SRPish. So +10 attack from an equip for you isn't really that much; however, if you're like level 100 and have 120 strength, that's a LOT of SRP, and it's going to take you a lot longer to raise it, at which point that +10 attack is nuts.
Any suggestions any of you have would be great. Even for ridiculous things that I'd have to code. (like, I plan for equips to be more WoWy if we go through with this... stuff like +crit chance, immunity to poison)
MonBre is an unlisted game of Tinydark Studio.
Personal Website: vaelvict.us