IRC ROUNDTABLE DISCUSSION: GAME BALANCE

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Well, there are other ways to mix up the formula. I was just considering, a few minutes ago, the viability of a sort of "merit badge" or medal system. For example, if you have predefined groups of enemies, you might set a "par" for a certain battle at a certain number of turns (party or individual, or even a simple time limit). If the player meets or beats that "par" level, he or she is rewarded with a merit badge that is redeemable for stat increases or something similar.
That's a neat idea. Better rewards for more efficient playing. Might lead to the game being too easy for people that are already good, though.
LouisCyphre
can't make a bad game if you don't finish any games
4523
So, when's the next one?
post=92127
That's a neat idea. Better rewards for more efficient playing. Might lead to the game being too easy for people that are already good, though.


Not necessarily. Perhaps it will just be way too hard for people who already suck at playing.
But in that case, there's always room to improve.
harmonic
It's like toothpicks against a tank
4142
One interesting complaint that people have had about Deadly Sin since its release:

The battles take too long. Basically I think there is a clear separation between "gamers" and someone who might play an RPG because they like the storytelling aspect of RPGs.

I was actually going for more complex and tactical normal battles, although less frequent. They do kind of feel like mini-bosses sometimes, unless you're a really good "gamer" and you can exploit the system to destroy the normal enemies easily. But this seems to be looked down upon more often than praised!

I guess the status quo / going expectation is that non-boss battles should be over with in a couple rounds tops and be winnable without using very complex tactics.
Just thought I'd pop in to say that this topic (well, the IRC log) inspired me to finally register after quite a few months lurking. So.. nice work!
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