STAT UPS BUY USING CASH INSTEAD OF LEVELING SYSTEM.
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I was wondering if a system where you only get money to buy stat or abilities would work.
So like the 1st upgrade would cost about 100 but only give you a small amount and then the next one would cost more but give you more and then the custom shop wouldnt work at all once it has been used 99 times.
What are your thoughts on a system like this the character would also be granted levels every time they use the shop to give the player the idea that they are leveling up.
Note: I think this is a game theory not a help topic tell me if otherwise.
So like the 1st upgrade would cost about 100 but only give you a small amount and then the next one would cost more but give you more and then the custom shop wouldnt work at all once it has been used 99 times.
What are your thoughts on a system like this the character would also be granted levels every time they use the shop to give the player the idea that they are leveling up.
Note: I think this is a game theory not a help topic tell me if otherwise.
It would be risky as (I assume) you'll also need money to buy general items and equipment, but I think you could make this work if you put a decent amount of balancing and thought into it. Does every character have to share the money between them or does a stat purchase effect everyone? Where will these shops be located? Towns? Save points? Anywhere?
My game only has one character and I was also thinking of making the game a lot more challenging by not having shops for items (You can only use what you find) Like vagrant story had.
Vagrant Story represent!
On topic: I would just separate the two money and progression points of some kind. It seems like it would just be too hard to balance a system where Inn costs, items, equipment, and your personal progression were all using the same currency.
But I do like the idea of increasing your character's stats rather than just leveling up. And if you make the cost increase each time you do it, in encourages even stat growth. You could be sitting on 200 pts to spend and either get Attack rank 12 for 180 or increase Defense and Magic BOTH from 3-6 for 190 pts.
On topic: I would just separate the two money and progression points of some kind. It seems like it would just be too hard to balance a system where Inn costs, items, equipment, and your personal progression were all using the same currency.
But I do like the idea of increasing your character's stats rather than just leveling up. And if you make the cost increase each time you do it, in encourages even stat growth. You could be sitting on 200 pts to spend and either get Attack rank 12 for 180 or increase Defense and Magic BOTH from 3-6 for 190 pts.
Iron Gaia: Virus uses the same currency (Nanites) for character upgrades and buying items and equipment, exactly like you're talking about. You could check that out and see how you think it's working there. I can't think of any other games that really do this.
I'm against it and here's why:
1. Spending all your money on one character and making him extremely powerful is a potential pitfall that could break the game.
2. It makes the player feel more like he/she is WORKING rather than TRAINING. Keep in mind that leveling up represents your character's growth as a warrior through experience on the field.
If you really want that sort of customization, I'd suggest you let the character have some control of what stats to upgrade upon level up. Think paper mario for this one.
1. Spending all your money on one character and making him extremely powerful is a potential pitfall that could break the game.
2. It makes the player feel more like he/she is WORKING rather than TRAINING. Keep in mind that leveling up represents your character's growth as a warrior through experience on the field.
If you really want that sort of customization, I'd suggest you let the character have some control of what stats to upgrade upon level up. Think paper mario for this one.
post=152629
I'm against it and here's why:
1. Spending all your money on one character and making him extremely powerful is a potential pitfall that could break the game.
2. It makes the player feel more like he/she is WORKING rather than TRAINING. Keep in mind that leveling up represents your character's growth as a warrior through experience on the field.
The first thing you mention doesn't really apply. First, he has already mentioned that his game only has ONE character. Second, it's just like balancing any other game. If you do it wrong, pitfalls emerge, but if it's done right, it's not a problem.
Your second comment is not a general rule. Buying upgrades can be just as rewarding (Bioshock comes to mind) and not feel like "work."
post=152569
So like the 1st upgrade would cost about 100 but only give you a small amount and then the next one would cost more but give you more and then the custom shop wouldnt work at all once it has been used 99 times.
How does cost more and give you more work? Does the first upgrade cost 100 and give you 1 while the second cost 200 and gives you 2 or something like that? Or will you have diminishing return meaning that the price goes up faster than what you are given? I suggest the latter for the sake of balance. Actually, I wonder why you want each upgrade to give a higher and higher amount in the first place.
Then there's also the question of how this works across different stats. If you were to upgrade strength first and then vitality, will you gain more vitality than you got strength since the vitality upgrade is a later upgrade or does the cost more and give more rule only apply if you upgrade the same stat? If it's the latter, then the 99 upgrades limit means you get a higher stat total and stat per money by concentrating on just one stat.
The idea of using cash to upgrade stats sounds fine to me by itself, but it all comes down to implementation. The math will decide what kind of behavior you encourage.
I'm not a fan of giving the player the choice on what to stat to level up. It becomes a nightmare to balance. Plus, the player might break their game if they don't level up the right way.
For customization purposes, I prefer a talent system. Those are more interesting and fun. It's also a little easier to manage as well.
For customization purposes, I prefer a talent system. Those are more interesting and fun. It's also a little easier to manage as well.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The only difference between experience and gold is what they're named.
Usually they're implemented to be different from each-other - for instance, it's rare (though not unheard of) to be able to give up some of your power or abilities and receive XP or AP. And it's rare to be able to spend gold in dungeons, but more often than not, the benefits of XP are gained automatically as soon as you're eligible for them. But at heart, any type of points are just currency. You receive them from doing things and use them to receive things. You can call them whatever you want.
The question you really want to ask is, is it wise to have a game where there is only one type of currency? And that depends on how well you do it. Without knowing more about your game, it's hard to say whether it would fit well. How many different things will it be spent on? How will these be balanced against each-other? I'm definitely all for making the player pick and choose what he will spend his hard-earned points on. This allows for a level of character customization that helps really flesh a game out. But if you make the same type of points be spent on too many things, or if they're not well balanced against each-other, then you will find the player ignoring major aspects of the game.
Also, as a purely semantic point, it sounds like your currency would be better named AP instead of gold.
Usually they're implemented to be different from each-other - for instance, it's rare (though not unheard of) to be able to give up some of your power or abilities and receive XP or AP. And it's rare to be able to spend gold in dungeons, but more often than not, the benefits of XP are gained automatically as soon as you're eligible for them. But at heart, any type of points are just currency. You receive them from doing things and use them to receive things. You can call them whatever you want.
The question you really want to ask is, is it wise to have a game where there is only one type of currency? And that depends on how well you do it. Without knowing more about your game, it's hard to say whether it would fit well. How many different things will it be spent on? How will these be balanced against each-other? I'm definitely all for making the player pick and choose what he will spend his hard-earned points on. This allows for a level of character customization that helps really flesh a game out. But if you make the same type of points be spent on too many things, or if they're not well balanced against each-other, then you will find the player ignoring major aspects of the game.
Also, as a purely semantic point, it sounds like your currency would be better named AP instead of gold.
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