gataka
(?)Community Member
- Posted: Mon, 05 Mar 2012 02:20:25 +0000
This game is complex and suffers from it.
I'll skip the examples; too obvious talk2hand
No really :U
...Apparently that was a bad idea, so let's try some:
Ring's power:
End result: the idea of more levels = more power is always sorta true but with a lot of buts.
You can ignore all these, most do I guess, partly because most are invisible, and play the game fine.
However, it'll cause trouble because your perception of rings is incomplete, affecting your ability to level up and pick rings and stuff.
At least his stats did grow. That's anything but straightforward.
Note that the devs can't ignore these, making sure they're working and balanced properly, and that's work.
Ghi:
Not too bad, but for a secondary and still embryonic system that ultimately you can't do much about that's a lot of mechanics. It's there growing like grass and you can enjoy its warmth when it's glowing like sun, but you'll be perfectly fine ignoring it.
You could run after the sun, it's not really worth it :U
Why keep this? Would we really be better of if it were complete?
Another not so straightforward system to teach and maintain?
Drops:
srs bzns pals.
Huh.
...I'm somehow making all this sound simple. Isn't and I'd usually confuse the hell out of people too ¯(o_O)/¯
Since I'm failing at this and it already has taken way too much time >.> I'll cut the chase.
There's a lot more, think of not so obvious stuff and all these exceptions.
Just take a look at DMS, questions asked in the forum, the answers given.
Throw in the glitches for giggles.
When you cumulate all these odd rules, odd cases, straped on fixes the game ends up being a busy mess.
Design ain't clean, in other words. And I believe that's hurtful.
So, devs, broad and fuzzy advice, if fantasy strikes you to change stuff someday:
Do youz agree?
I'll skip the examples; too obvious talk2hand
No really :U
...Apparently that was a bad idea, so let's try some:
Ring's power:
The weighed levels of your rings will determine your OCL.
Your OCL will then affect the power of your rings by nerfing outliers ( RED ).
The power of damaging rings will further be buffed or nerfed depending on the target's level ( Shift ).
The power of buffing and healing rings will be nerfed/adjusted to the target's level IF you're targeting someone other than yourself (no name for this AFAIK) (details shaky: haven't played with this one in a while)
Point 2 to 4 do not apply to the rings that don't change with levels.
I won't cover stats.
End result: the idea of more levels = more power is always sorta true but with a lot of buts.
You can ignore all these, most do I guess, partly because most are invisible, and play the game fine.
However, it'll cause trouble because your perception of rings is incomplete, affecting your ability to level up and pick rings and stuff.
- XtremEx: Dude pushes is Wish ring to CL10.0, is OCL going from X to CL5.0, thinking:
- "I'll freakin'heal'em to an higher plane of existence" emotion_donotwant
( and get a fancy big animation too : D )
Just to end up with a ring that at best works like a CL7.0ish, but really only performs at ~5.0 because that's what the people he's playing with are. But he won't notice.
He'll probably ask about the animation.
At least his stats did grow. That's anything but straightforward.
Note that the devs can't ignore these, making sure they're working and balanced properly, and that's work.
Ghi:
- As long as you are active, you will gain passive buffs of increasing power in a certain cyclic order.
These will be more or less active depending on how many people are around you or when was the last time you've been around people or in a town like Barton
Not too bad, but for a secondary and still embryonic system that ultimately you can't do much about that's a lot of mechanics. It's there growing like grass and you can enjoy its warmth when it's glowing like sun, but you'll be perfectly fine ignoring it.
You could run after the sun, it's not really worth it :U
Why keep this? Would we really be better of if it were complete?
Another not so straightforward system to teach and maintain?
Drops:
- First proportionnaly adjusted by how much damage your crew has done.
Then twisted by individual's Luck.
Finally honed by each nerf status (50K or 160K/3 days or 160K/donor, your choice, resets at 0:00 GMT :U )
Don't forget conning and its "Fairer Fight = More Get" instead of the usual "More Risk = More Get"
....I'm just not sure where it goes in the chain =.=
Note that quests rewards, events's, and chests & co don't follow all these rules.
(And there's leader opens... ok that's a lie. Now think about why people can get a way with it)
???
...Profit?
srs bzns pals.
Huh.
...I'm somehow making all this sound simple. Isn't and I'd usually confuse the hell out of people too ¯(o_O)/¯
Since I'm failing at this and it already has taken way too much time >.> I'll cut the chase.
There's a lot more, think of not so obvious stuff and all these exceptions.
Just take a look at DMS, questions asked in the forum, the answers given.
Throw in the glitches for giggles.
When you cumulate all these odd rules, odd cases, straped on fixes the game ends up being a busy mess.
Design ain't clean, in other words. And I believe that's hurtful.
So, devs, broad and fuzzy advice, if fantasy strikes you to change stuff someday:
- Avoid adding complexity or exceptions.
Try and remove some.
Do youz agree?