Posted: Sat Apr 14, 2007 8:11 pm
Full time on ToD means no part time on Ultimate Boxing Manager and a little bit on Ultimate Goalkeeper!
The thing about four elements is that it doesn't require a whole lot of thinking you just find the right weapon to use and then the battle is won.
Plot as stated doesn't help replay value and a lot of times I just skip over the text because I want to get back to the game! The Geneforge games by Spiderweb software for instance usually have two sides of the plot that you can play but most people only play once and try to min/max both sides.
My vote is no plot or dialog whatsoever aside from the tutorial.
As for puzzles, again it doesn't help replay value. Unless you use minigames. For example, in Oregon Trail there's that minigame where you have to navigate your boat down the rapids. However, minigames means less time spent on the main game and sometimes the minigames can overshadow the main game!
I think you have too many classes right now(Too many classes at least that are hybrids and not totally distinct and unique). Each class should have a totally different style than another class. I mean a psionic attacks the person's mind whereas a warrior attacks an opponents body! Those are totally different. A paladin is usually a hybrid class but you can make it totally different. Rather than being a warrior/cleric hybrid. The cleric can be a more pacifist class trying to avoid combat using religious prayer whereas a paladin can use his spirituality to attack the opponents evilness.
Exploration works best in Doom-Style games where you can use the terain and stuff to your advantage to duck and head. Whereas in RPGs it's just time wasting between you and the next monster.
You have to be able to use the terain and the dungeon in RPGs. You might have to lead a monster to fall into a pit or use hit and run tactics.
My vote is turn based by the way as real-time can lead to a button-mashing style of game.
Every single monster should have a purpose and none should just be randomly generated to feed the player xp and gear!
I said earlier that four elements would not make the player think about his strategy.
Here are the battle tactics that do not force a player to think:
Elements
Haste and buff spells(Most of the time a player goes into battle without the haste and buff spells and gets dominated but the next time he casts them and wins)
Battle tactics that force a player to think:
Offense versus Defense(Nuking versus Tanking, two-handed sword versus sword and a shield)
Limited resources(Do I buy more health or mana potions? Do I buy scrolls and wands that allow me to use more APs a turn(a la Geneforge/Avernum) or do I buy a better weapon? Allowing the player to borg ruins the limited resources part!)
Terrain(Do I want to fight the monster in an open area? Or do I want him in closed quarters?)
Every class should use mana even warriors as it opens up strategic options.
Every monster should have some sort of creative attack that changes strategy.
For example, a monster could launch a powerful ray in all directions every eight turns. A monster could summon meat shields for itself. A monster could summon exploding critters that damage the area when the critter dies. Monsters could want to attack from range or close distance. They could have a super powerful attack that can only occur at a diagonal square or they could have an attack that could only happen from behind.
Ideas for making equipment induce more strategy:
Equipment that causes status effects(slow, poison, etc.) Yes and haste! This is different than a spell that casts haste because you have to be wearing equipment to make you faster which actually has a cost unlike a spell.
Weapons that change the surrondings(A Club of Bashing that knocks the opponent back one square, A whip of luring that has a fifty foot range that draws the opponent in close in case he tries to use ranged tactics, arrow of true aim that never misses and navigates around walls, the spear of exploding which causes damage to everything including yourself, the walls, and the floor and the celeing! You could fall down to a lower level or a monster could fall down from a higher level causing you great trouble)
Weapons, spells, and items that require you to calculate probabilities of outcomes or the actions of your opponent(A counterspell, one that requires probability calculation may be temporary buffs to your weapon, if it hits you win, if it doesn't you lose)
Please make this game good and not make me cry over less UBM updates!
The thing about four elements is that it doesn't require a whole lot of thinking you just find the right weapon to use and then the battle is won.
Plot as stated doesn't help replay value and a lot of times I just skip over the text because I want to get back to the game! The Geneforge games by Spiderweb software for instance usually have two sides of the plot that you can play but most people only play once and try to min/max both sides.
My vote is no plot or dialog whatsoever aside from the tutorial.
As for puzzles, again it doesn't help replay value. Unless you use minigames. For example, in Oregon Trail there's that minigame where you have to navigate your boat down the rapids. However, minigames means less time spent on the main game and sometimes the minigames can overshadow the main game!
I think you have too many classes right now(Too many classes at least that are hybrids and not totally distinct and unique). Each class should have a totally different style than another class. I mean a psionic attacks the person's mind whereas a warrior attacks an opponents body! Those are totally different. A paladin is usually a hybrid class but you can make it totally different. Rather than being a warrior/cleric hybrid. The cleric can be a more pacifist class trying to avoid combat using religious prayer whereas a paladin can use his spirituality to attack the opponents evilness.
Exploration works best in Doom-Style games where you can use the terain and stuff to your advantage to duck and head. Whereas in RPGs it's just time wasting between you and the next monster.
You have to be able to use the terain and the dungeon in RPGs. You might have to lead a monster to fall into a pit or use hit and run tactics.
My vote is turn based by the way as real-time can lead to a button-mashing style of game.
Every single monster should have a purpose and none should just be randomly generated to feed the player xp and gear!
I said earlier that four elements would not make the player think about his strategy.
Here are the battle tactics that do not force a player to think:
Elements
Haste and buff spells(Most of the time a player goes into battle without the haste and buff spells and gets dominated but the next time he casts them and wins)
Battle tactics that force a player to think:
Offense versus Defense(Nuking versus Tanking, two-handed sword versus sword and a shield)
Limited resources(Do I buy more health or mana potions? Do I buy scrolls and wands that allow me to use more APs a turn(a la Geneforge/Avernum) or do I buy a better weapon? Allowing the player to borg ruins the limited resources part!)
Terrain(Do I want to fight the monster in an open area? Or do I want him in closed quarters?)
Every class should use mana even warriors as it opens up strategic options.
Every monster should have some sort of creative attack that changes strategy.
For example, a monster could launch a powerful ray in all directions every eight turns. A monster could summon meat shields for itself. A monster could summon exploding critters that damage the area when the critter dies. Monsters could want to attack from range or close distance. They could have a super powerful attack that can only occur at a diagonal square or they could have an attack that could only happen from behind.
Ideas for making equipment induce more strategy:
Equipment that causes status effects(slow, poison, etc.) Yes and haste! This is different than a spell that casts haste because you have to be wearing equipment to make you faster which actually has a cost unlike a spell.
Weapons that change the surrondings(A Club of Bashing that knocks the opponent back one square, A whip of luring that has a fifty foot range that draws the opponent in close in case he tries to use ranged tactics, arrow of true aim that never misses and navigates around walls, the spear of exploding which causes damage to everything including yourself, the walls, and the floor and the celeing! You could fall down to a lower level or a monster could fall down from a higher level causing you great trouble)
Weapons, spells, and items that require you to calculate probabilities of outcomes or the actions of your opponent(A counterspell, one that requires probability calculation may be temporary buffs to your weapon, if it hits you win, if it doesn't you lose)
Please make this game good and not make me cry over less UBM updates!
