While playing PS1, I thought about what could be changed. For PS1 it is too late, but maybe we can keep it in mind for PS2 (assuming much of the game is similar...)
1) Sorting weapons and armor. This is about both the armory and the crafting screen. Right now I get swamped with lots and lots of weapons, only a few of which make any sense at all. Most can either not be used by the specific char, or are vastly inferior. I would like to have buttons for
2) I am not sure if the items to be crafted are randomly generated or have predefined values. Anyway, some of the cost values are not matching their performance, where a cheap armor easily outperforms an armor of double the cost. Maybe it would be possible in PS2 to make the cost for crafted items calculated like (weapon) Max damage * Fire rate * (f1 + crit% * f2 + damage type modifier) where f1 and f2 are factors to be determined during playtesting. The result might be rounded to 50, and/or get a little bit of randomness for flavor. That way the cost would feel more in line with the usefulness.
3) When I am deciding to take a weapon or armor, show the char's relevant stat (like energy weapons skill) while looking at the item. Maybe I am missing just a few points, in which case I go training and come back, or maybe I am missing 50 points which takes like forever to make.
Maybe I will add something to the thread if it occurs to me later. While not strictly necessary, the items on the list would make the game be smother.
1) Sorting weapons and armor. This is about both the armory and the crafting screen. Right now I get swamped with lots and lots of weapons, only a few of which make any sense at all. Most can either not be used by the specific char, or are vastly inferior. I would like to have buttons for
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2) I am not sure if the items to be crafted are randomly generated or have predefined values. Anyway, some of the cost values are not matching their performance, where a cheap armor easily outperforms an armor of double the cost. Maybe it would be possible in PS2 to make the cost for crafted items calculated like (weapon) Max damage * Fire rate * (f1 + crit% * f2 + damage type modifier) where f1 and f2 are factors to be determined during playtesting. The result might be rounded to 50, and/or get a little bit of randomness for flavor. That way the cost would feel more in line with the usefulness.
3) When I am deciding to take a weapon or armor, show the char's relevant stat (like energy weapons skill) while looking at the item. Maybe I am missing just a few points, in which case I go training and come back, or maybe I am missing 50 points which takes like forever to make.
Maybe I will add something to the thread if it occurs to me later. While not strictly necessary, the items on the list would make the game be smother.
