Re: skill ideas (was 'one skill, multiple abilities?')
Posted: Fri Jun 13, 2014 1:34 pm
Let's not forget why the whole downtime system was added to begin with though: People killing Loren bosses with party levels way higher than they were balanced around. If we take a look at say Diablo 3, you could theoretically clear everything before Leoric (the beta end boss) 150 times before deciding to actually face him, and yes you would very slowly gain an edge, but nobody would do it. The power gains would be extremely small and the time investment huge.
In SotW it isn't even possible to grind. Still, there are a few easy ways to limit the effectiveness of grinding. One is not letting monsters gain levels as we do. The wolves of Ninim will always be level 3 or whatever (I guess it should be chapter dependent). And let's say when you're level 6, you get almost no exp from a level 3 mob. At level 7, you get literally no exp from a level 3 mob (you can scale down quest exp like this too). If we say grinding is possible, you could then ache your way to level 7 if you feel you really need that to beat the Dingirran guard waves or whatever. But you can't get past level 7. As a designer, you can assume we will be level 6-7 starting act 2. Hell you could just hardcap us at level 7 for act 1.
Then comes the problem: But what about gold? Yes indeed, we could always grind for gold. It would be a little weird to decide wolves drop no pelts if slain by a level 7 party. You can always limit the effectiveness: Let's say if you spend 3 hours grinding you could amass 10k gold, which is a fortune for act 1. But then you design it so that getting 10k gold is really easy in act 2. I realize in this particular case we will lose gold between the acts but yeah...
The better solution is limiting the importance of gold though, and that means more equipment being quest rewards and boss drops (and some decent stuff from random mobs). This in turn touches on one of Anima's endeavors - fewer equipment slots. The fewer slots we have to fill, the less daunting of a task it is to ensure we can do so through quests and boss loot. Stores could sell some rudimentary gear but should eventually be phased out altogether. I'm not even sure what they should sell in the endgame. If they have the current plethora of consumables you betcha we'll stock up on those.
Anyway... downtime system, needed at all?
In SotW it isn't even possible to grind. Still, there are a few easy ways to limit the effectiveness of grinding. One is not letting monsters gain levels as we do. The wolves of Ninim will always be level 3 or whatever (I guess it should be chapter dependent). And let's say when you're level 6, you get almost no exp from a level 3 mob. At level 7, you get literally no exp from a level 3 mob (you can scale down quest exp like this too). If we say grinding is possible, you could then ache your way to level 7 if you feel you really need that to beat the Dingirran guard waves or whatever. But you can't get past level 7. As a designer, you can assume we will be level 6-7 starting act 2. Hell you could just hardcap us at level 7 for act 1.
Then comes the problem: But what about gold? Yes indeed, we could always grind for gold. It would be a little weird to decide wolves drop no pelts if slain by a level 7 party. You can always limit the effectiveness: Let's say if you spend 3 hours grinding you could amass 10k gold, which is a fortune for act 1. But then you design it so that getting 10k gold is really easy in act 2. I realize in this particular case we will lose gold between the acts but yeah...
The better solution is limiting the importance of gold though, and that means more equipment being quest rewards and boss drops (and some decent stuff from random mobs). This in turn touches on one of Anima's endeavors - fewer equipment slots. The fewer slots we have to fill, the less daunting of a task it is to ensure we can do so through quests and boss loot. Stores could sell some rudimentary gear but should eventually be phased out altogether. I'm not even sure what they should sell in the endgame. If they have the current plethora of consumables you betcha we'll stock up on those.
Anyway... downtime system, needed at all?