EXPERIENCE AND LEVELING UP
Posts
author=LockeZauthor=EraveNo, but for a developer trying to make a game that's actually potentially challenging in any fashion whatsoever, freely allowing unlimited gaining of power - via a method that requires no skill - is a nightmare.
Am I the only one who enjoys leveling up and grinding?
I agree. The player's skill comes in identifying which path is the path of least resistance, therefore grinding is less monotonous if you can make the player determine what kind of grinding is the most optimal for that moment, and vary the type of grinding that will be most beneficial for them to continue. This is why weaker enemies provide less experience, because there needs to be incentive to battle stronger monsters (providing extra challenge, for greater reward).
You should give the player a choice between low risk/low reward, medium risk/medium reward, and high risk/high reward options. That way, if they choose to grind on low risk/low reward monsters, then it will be slower. However, if you are skillful in strategy, you can succeed in the high risk/high reward option, and thus proceed further due to your smartness.
This is probably why grinding is so popular in RPGs in general: they don't know how to reward player smartness. If only there were a way to let players choose what monsters they can battle... oh that's right, certain monsters can be limited to pop up in certain locations. That requires the player to be able to access several areas at any one time, which lead to several paths. Then you have the problem of providing content when some non-linearity occurs. A great RPG has a good combination of both linear and non-linear components, to improve yourself in different areas.
author=Link_2112
But you can't tell me that Rya is not fully off topic or those comments meant something else. Come on now.
I was directly replying to a question asked in the very thread that was related to the original topic. That's not off-topic, if anything, that's the topic evolving.
author=Erave
Am I the only one who enjoys leveling up and grinding?
Nope, I love it!
author=kentonaauthor=SaileriusI just might! But I haven't solved the problem of not-overwhelming-the-player-with-a-list-of-skills.
My point is:So the team's power will only grow after that via equipment, crafting, and rebuilding more powerful droids to join your team.Why not do that right off the bat? That's a lot more interesting than leveling up anyway.
Any ideas?
What if you don't have a lot of skills off the bat and rather have them all at once, have skills based off of your weapons/armors? Say you have A Helmet, Torso/Leg armor/Boots and accessories. So basically 4 or 5 items and each have a different skill for that person to use when wearing it.
This way instead of instantly overwhelming your players, they can pick and choose, and as you progress better armor will either give you a better version of the skill, or a new, stronger skill.
Mix and match.
Also sorry, when I posted this I kinda went off the grid for a few days.















