Well done, guys. These additions look great. Am sad I can't use them. (have some 3rd party closed code) :( looking forward to playing both valyria tear and dusk. :)
Hmm... Redshrike's journey/several-vendor-outposts suggestion does seem to eliminate a lot of the problems. With proper balance, the player should fill up their inventory just about the same time they reach the next town. No trekking back to vendors, only continuing forward with the journey. Some players will seek loot and grind more than others, resulting in overfull inventories before the next outpost on the journey, but that is the player's preference I guess.
I agree re. addicting features that are not also fun and enriching are unethical.
I dislike lootris, moreso in the diablo franchise than in the might and magic franchise. I think it wasn't so bad in M&M because the inventory was nearly 4 times larger than diablo games.
I don't usually go for achievements myself, but they sometimes encourage the player to seek out the very enriching features they might have otherwise missed.
New Game+ I can't see a problem with. If the player liked the game so much that they want to try it from a new perspective, newgame+ gives them that opportunity. The alternative is nothing. no additional playing. I agree than newgame+ is not as good as more real content, but I don't agree that newgame+ is worse than nothing. :)
wasting player's time is wrong. At least wasting it unneccessarily. A faraway place that is exotic and a challenge to reach is utterly ruined if you the designer decide that all that intervening distance, with monsters and challenges, is just wasting player time so you cut it from the game or add instant-teleport-to-wherever-you-want-to-go features. Once they reach it, sure, offer some quicker travel options.
By all means, trim the fat... just be sure you aren't trimming all the challenge along with it.
+1
Well done, guys. These additions look great. Am sad I can't use them. (have some 3rd party closed code) :(
looking forward to playing both valyria tear and dusk. :)
gotcha... So this should be CC-BY and not CC-BY-SA?
Why is the other Lost Garden stuff CC-BY, but this one is CC-BY-SA? Is it because it's derivative work?
http://opengameart.org/content/2d-lost-garden-zelda-style-tiles-resized-to-32x32-with-additions
I just copied the attribution instructions from the source. I will make it more clear that it is a courtesy.
Hahahah. The merchants are probably selling all your old crusty weapons back to the goblins.
"Email Subject headers are not HTML code"
"subject line and content for each post are likely stored that way"
Hmm... Redshrike's journey/several-vendor-outposts suggestion does seem to eliminate a lot of the problems. With proper balance, the player should fill up their inventory just about the same time they reach the next town. No trekking back to vendors, only continuing forward with the journey. Some players will seek loot and grind more than others, resulting in overfull inventories before the next outpost on the journey, but that is the player's preference I guess.
I agree re. addicting features that are not also fun and enriching are unethical.
I dislike lootris, moreso in the diablo franchise than in the might and magic franchise. I think it wasn't so bad in M&M because the inventory was nearly 4 times larger than diablo games.
I don't usually go for achievements myself, but they sometimes encourage the player to seek out the very enriching features they might have otherwise missed.
New Game+ I can't see a problem with. If the player liked the game so much that they want to try it from a new perspective, newgame+ gives them that opportunity. The alternative is nothing. no additional playing. I agree than newgame+ is not as good as more real content, but I don't agree that newgame+ is worse than nothing. :)
wasting player's time is wrong. At least wasting it unneccessarily. A faraway place that is exotic and a challenge to reach is utterly ruined if you the designer decide that all that intervening distance, with monsters and challenges, is just wasting player time so you cut it from the game or add instant-teleport-to-wherever-you-want-to-go features. Once they reach it, sure, offer some quicker travel options.
By all means, trim the fat... just be sure you aren't trimming all the challenge along with it.
Gotcha. That makes sense... I think my confusion stemmed from the fact that I consider inventory management a component of core gameplay.
Also, great example. death penalty could be 50% gold + 50% items not equpped? Ooh... harsh. I see your point.
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