Opening post by Vael Victus
08/15/2009 12:59
New MonBre
The problem with the battle system:
the only way to have great success vs. a mob is to completely dodge them. If you are hit, it's very punishing. You can heal your monster with its (or others') abilities, but these aren't always available to newbies nor should they have heal after every battle. As you get stronger, with the best example being at Cooridat with the high-HP worms, you cannot kill stuff in one hit unless you absolutely overpower it. As a newbie, coming out of New Orsa is very discouraging and you have to pretty much be in a constant loop of always being stronger than the mobs around you, so you don't get hit.
The solution:
Agility is no longer a literal hit-or-miss stat. Now it's going to factor itself against the mob's, and that will dictate how you will hit them. More agility will give you (or them) a higher chance to hit and dodge. These are already pretty high to begin with, so let's say you have 20 agility and so does the mob. I'm not going to have you both being able to hit each other 50% of the time, it's going to be more like 80% of the time. However, if you have 21 agility vs their 20, it might jump to about 85%. Abilities of both the mob AND monster will ALWAYS hit. I have no plans to change the costs or effectiveness of abilities... but I am considering tying more abilities to the monsters in general. We'll see how that works out. Now the second part of the change will be the "block" stat. This will stop each hit from being absolutely devastating to the HP of the monster and encourage longer time spent in the wild, and less time spent in the hospital. Not entirely sure if block will regenerate quickly, at all, or instantly. I am considering chopping a good piece of HP off the mobs and turning it into block, but I don't want it to just be like "well it's technically HP anyway".
Also, the hit chance % will be known to the player when facing the mob.
The problem with quests and gods:
NO ONE IS TAKING THEM UP! This tells me that, 1. people are stupid, 2. my layout for the main hub, "city", is not acceptable. So I will change it to be more literal. You will go to the city, and there will be blocks similar to those in the employment agency. The first line will say "Hatchery" and have its cute little symbol, and under it will be an explanation of what it does. This will be repeated for all of them, and there will be obvious "QUESTS" and "KILL THIS GOD, PLEASE" blocks. I'm actually already doing things like pushing the god factor on players, by making the "rival story" appear every time they enter a new city for the first time.
Exploring:
One of my worst mistakes, I feel. First off, the world is huge. FUCKING HUGE. This is very discouraging to people who have to travel 50 steps to Silvamed. My solution is to have a "pace" option: normal, or fast. Fast paces will get you there by moving you two tiles at once. There is no "unlock" for this, and coding this will literally take 15 minutes. The second problem with it is that you don't see too much around you. I -really- cannot speculate how much time it would take me to add a tile of vision around you. It could be an hour's work or it could be three. If I added them, it'd be pretty hard on the script and take any thoughts of "maybe one day we will see players around us exploring" to the gutter.
The problem with the battle system:
the only way to have great success vs. a mob is to completely dodge them. If you are hit, it's very punishing. You can heal your monster with its (or others') abilities, but these aren't always available to newbies nor should they have heal after every battle. As you get stronger, with the best example being at Cooridat with the high-HP worms, you cannot kill stuff in one hit unless you absolutely overpower it. As a newbie, coming out of New Orsa is very discouraging and you have to pretty much be in a constant loop of always being stronger than the mobs around you, so you don't get hit.
The solution:
Agility is no longer a literal hit-or-miss stat. Now it's going to factor itself against the mob's, and that will dictate how you will hit them. More agility will give you (or them) a higher chance to hit and dodge. These are already pretty high to begin with, so let's say you have 20 agility and so does the mob. I'm not going to have you both being able to hit each other 50% of the time, it's going to be more like 80% of the time. However, if you have 21 agility vs their 20, it might jump to about 85%. Abilities of both the mob AND monster will ALWAYS hit. I have no plans to change the costs or effectiveness of abilities... but I am considering tying more abilities to the monsters in general. We'll see how that works out. Now the second part of the change will be the "block" stat. This will stop each hit from being absolutely devastating to the HP of the monster and encourage longer time spent in the wild, and less time spent in the hospital. Not entirely sure if block will regenerate quickly, at all, or instantly. I am considering chopping a good piece of HP off the mobs and turning it into block, but I don't want it to just be like "well it's technically HP anyway".
Also, the hit chance % will be known to the player when facing the mob.
The problem with quests and gods:
NO ONE IS TAKING THEM UP! This tells me that, 1. people are stupid, 2. my layout for the main hub, "city", is not acceptable. So I will change it to be more literal. You will go to the city, and there will be blocks similar to those in the employment agency. The first line will say "Hatchery" and have its cute little symbol, and under it will be an explanation of what it does. This will be repeated for all of them, and there will be obvious "QUESTS" and "KILL THIS GOD, PLEASE" blocks. I'm actually already doing things like pushing the god factor on players, by making the "rival story" appear every time they enter a new city for the first time.
Exploring:
One of my worst mistakes, I feel. First off, the world is huge. FUCKING HUGE. This is very discouraging to people who have to travel 50 steps to Silvamed. My solution is to have a "pace" option: normal, or fast. Fast paces will get you there by moving you two tiles at once. There is no "unlock" for this, and coding this will literally take 15 minutes. The second problem with it is that you don't see too much around you. I -really- cannot speculate how much time it would take me to add a tile of vision around you. It could be an hour's work or it could be three. If I added them, it'd be pretty hard on the script and take any thoughts of "maybe one day we will see players around us exploring" to the gutter.
MonBre is an unlisted game of Tinydark Studio.
Personal Website: vaelvict.us