Draegan_sl
2 Minutes Hate
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I'm using a very similar system in a turn based web RPG I'm working on (it's a hobby project, so chances are pretty small it will ever be in a state that is fit for public consumption though). The only real difference compared to your system is that the penalty for death in my game is just that you lose your progress and end up back at your base (and thus missing out on a chance at the better loot further into the dungeon). However, since you have a limited amount of turns each day its a fairly significant penalty.Also, these "high end" dungeons would not re-spawn until you die and their mechanics would work similar to an "endless" dungeon--so the deeper you go, the harder, but you get more loot and more chances at those "unique" boss drops. And it would just continue on, the developers adding levels. (Levels would be random, bosses would not be. It should be kind of a source of notoriety to kill X or Y boss in the high end, 99 dungeon--because remember, a death locks you out of for a few days.)
With all the skills in WoW how many specs are viable, and how many skills aside from the mainstream get used, fuck when i played all i did was cast dots and fucking shadowbolt shit on my warlock, EVEN though i had like 20 buttons, yeah its fun to have those abilities to use in certain situations, having shadow power (or whatever) hotkey'd won me alot of fights in pvp vs other warlocks that didnt use it, or vs shadow priest but i never used that shit in raids really maybe two fights? it was essentially a waste unless i was going against a warlock/shadow priest in pvp.
Each character starts the game as a fully fleshed out and functional archetype. They have a limited number (5 ish) of abilities and have access to them all right out of the starting gate. It is up to the individual player to learn how to make use of these abilities. The lion's share of the focus then becomes on player skill in the actual PLAYING of the game rather than on whether they levelled up and spent points in the 'right' way.
You are trying to take the RPG out of MMORPGs, i see a new genre needed called MMO-ARPGs to be separate from MMORPGs. And seriously 5 skills ? as if that is hard to master we have examples of this Diablo, neverwinter, GW2 and they are ALL fast action mindless combat... Now that shit can be fun but seriously do we need more of it ?
I like some of your ideas but i am sick of hearing this "we need less skills" why on earth do you guys want LESS choice in how to play your character ? I don't get it.
WoW has the worst designers and best engineers in the industry. You could replace the WoW gameplay design team with a bunch of leprous, retarded apes and the game would still be a smash hit thanks to the engineers and animators. I could design WoW's gameplay systems to success with them. You could. Anyone can.Point is they could stand to get rid of some of the very very situational skills.
POE's system is really held back by the support gem system, though. Ideally you'll want a 6L item with 1 skill on it. If you use a 2h you may get another 6L but if you're a spec that uses 1h / shield you end up with two 3Ls, which make for okay support spells (curses, skeleton totem etc) but garbage for primary damage abilities. POE's system suffers badly from one or sometimes two ability builds and auras running the rest of it. The game would be well served to make 3L the max possible (perhaps have chests with two 3Ls) so that players would have at least 2 perhaps 3 abilities of roughly equal strength to use in tandem. I loved my ground-slam marauder as much as the next guy, but honestly it was the only thing you'd bother using once it was supported correctly (especially when i got a marohi erqi early on ).Sounds like POE with it's gem system almost. PoE's class system and gem system is probably the best innovation in the last decade when it comes to class design/gear design/leveling design.
Hmm. Are you sure about this? From my experience I think the problem is more that they need to balance melee more in general (nod to the incoming patch) but I don't see the 5L/6L system as a part of the problem.POE's system is really held back by the support gem system, though. Ideally you'll want a 6L item with 1 skill on it. If you use a 2h you may get another 6L but if you're a spec that uses 1h / shield you end up with two 3Ls, which make for okay support spells (curses, skeleton totem etc) but garbage for primary damage abilities. POE's system suffers badly from one or sometimes two ability builds and auras running the rest of it. The game would be well served to make 3L the max possible (perhaps have chests with two 3Ls) so that players would have at least 2 perhaps 3 abilities of roughly equal strength to use in tandem. I loved my ground-slam marauder as much as the next guy, but honestly it was the only thing you'd bother using once it was supported correctly (especially when i got a marohi erqi early on ).
Actually, I really do like PoE's tree/upgrade system. Put that system in with a notoriety/fame system for dungeon access (That degrades on death) and have dungeons follow rules similar to endless dungeons. Then make the world open instead of generated per game (More like an MMO.)--and you'd have the PvE side of the game good for me.Sounds like you like PoE too.
yeah, that was crazy talkHmm. Are you sure about this? From my experience I think the problem is more that they need to balance melee more in general (nod to the incoming patch) but I don't see the 5L/6L system as a part of the problem.
Chaos are cheap. It takes fucking crazy amounts of fusing to reliably get a 6L chest / 2h. You could use 20-25 chaos and get top tier damage modifications / IAS modifications on a 2h. Doing that with fusings is foolhardy. It's far easier to get the sockets and then get the stats. Now that people have been farming highest tier maps for some time, getting high ilvl gear isn't particularly difficult.yeah, that was crazy talk
that fight to get the nearly impossible optimum item is the entire point..
That you have to comprise and run a 4 socket with good stats, or the like for much of your playtime, all the while trying to farm, craft that perfect gear is exactly what keeps you playing.
A 6 socket with shit stats, or a 4 socket with good stats. a choice you have to make.
Its effectively an item based system "soft cap".
The only real problem was PoE's strong favoring for +life as a stat. Which made some of the alternative builds not viable. high armor, or skill based survival, weren't really options.
(ps blood magic should be removed entirely, and mana reworked a bit, to compensate for low mana classes.)