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GEARING UP AND PACE OF DISTRIBUTION

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A lot of the most recent games I have played seem to fall flat when it comes to end game rewards. Dragon age One and Two, I took the gear I had mid game and brought it all the way to end game. I bought DLC and did not even manage to clearly upgrade my gear since I chose to play them as an after story. Every time I picked something up, I would hope it was something new and exciting but just found a lot of trash. It wasn't too difficult for my wife to get the best gear in Oblivion upgraded the way she liked it. I pretty much remember Final Fantasy 13 being like this too. Gear was very sparce and some top notch stuff was available early on. Money to upgrade was the biggest factor holding you back from ultimate gear; Not challenge or exploration, unless a day of farming Adamantoise sounds like fun. Then there were a lot of optional end game fights that mostly rewarded you with something equal to or less than what you already had.

I don't know if it is just me who doesn't feel impressed by end game rewards as of late. It needs to be considered in both professional and amature rpgs. Can you say you put a lot of thought into gear distribution and reward material as you make games? Do you even have an endgame, or does it just go story driven by that point?
author=Fallen-Griever
Erm, I guess I'm not the best person to answer this. I'd say that the ideal situation is a game like Diablo II, where planning out your character beforehand is really important if you want to have a chance in the end-game. Gear shouldn't just get more powerful, it should be suited towards a specific purpose. Upgrades like +mana, +health, +accuracy, +skills etc. should factor massively into the player's choices. It shouldn't just be a case of, "well, this has a higher armour value, so I will use that".


A quick scan trough my memory says that it's games which tries to do what you described that often suffer from the problem of finding the best gear midway. Games that uses a Dragon Questish kind of system practically never has this problem. I don't know why it is so, but my guess would be that with a high variety of different gear, the developers feel the need of spreading it out rather than packing all of the high level ones in a late dungeon.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
The fact of the matter is in order for developers to avoid this issue they need to not give out the best equipment early. It's that simple.

In my own games, I rarely give out the best equipment. There's also the issue of whether it'll be useful or not when you receive that equipment; for example, in Kingdom Hearts: Birth By Sleep, the secret bosses give out weapons, but there's no use for them once you have them besides the Mirage Arena. Which is, sadly, an improvement over the other KH games where the best items were rewards for end game fights.
Equipment should not be given out early nor should it be a reward for defeating the strongest boss. The best equipment in a game should be given near end-game, ideally, to prepare for a) the final battle and b) any 'extra-curricular activities' the player wishes to partake in.

With FF13, I personally thought the way money was handled was the best in any RPG I've played (though Persona 4 did it quite well, too). Money should be quite sparse, and counting it as insignificant in the process is far from ideal. Money in games is universal, unlike items that are specifically for other uses (such as 'screws' for synthesis) and should be counted just as important in the race to obtain the best of the best. However, it is true that a player shouldn't be rewarded for farming; FF13, I still think, did this well in that upgrading weapons to their best potential required careful use of crappy EXP items for the bonuses and the better ones once those bonuses were obtained. In order to avoid the dilemma where a player has all the best equipment by the time they reach the 5th Ark or something ridiculous, they should've put restrictions on upgrade levels. Such as being unable to use this type of equipment until you Crystarium level is higher.

There are many solutions for this problem, truth be told. It is an issue, definitely, but if we as developers are to confront it, we have to do it in our own ways. And then test, test, test test. Test.

editted for grammatical errors. I'm sleepy.
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
Even in a game like Final Fantasy 6 with a very traditional equipment system, you can get some of the best accessories in the game (Auto-Haste, Magic Power+, Dual Wield, Counter-Attack) very early in the game. But I don't see this as a problem. What you get later in the game is choice: you get the versatility to adapt to different situations as needed by gaining a large variety of accessories that do different types of things. You never actually get an upgrade to the Genji Gauntlet or the Black Belt, but you get lots of other options that are better in some situations and worse in others.

I am a big fan of gaining versatility as the game goes on, not just power. I don't actually see this as a problem. As long as I'm getting useful things still at the end of the game, I don't mind that the stuff I got much earlier is still good too. (I do get annoyed by Dragon Age's random shit equipment that is only ever good for selling.)
Craze
why would i heal when i could equip a morningstar
15170
I think equipment in the traditional sense is dumb, and leads to this sort of behavior.

Most of Karsuman and I's games have been leaning toward "Essence" or "Augments" - basically, FFX-2 in style. You get a number of power-ups, any, say, five of which you can plug into a character. It's not locked in to the HEAD slot or the BELT slot. (We do typically have a "weapon" slot, however, that directly affects physical skills (we don't use normal attacks because they're boring)).

We also have very distinct tiers. In Edifice, you can't get tier II Essence until you get past the tenth floor. Specially marked chests drop upper-tier gear, but otherwise you're set into a rigid tiering system. Numerically, higher-tier Essence is ALWAYS better. You're constantly upgrading, shifting, passing out hand-me-downs, et cetera. Because you're not locked into the BODY/HEAD/SHIELD/ACCESSORY routine, you really do get to customize your characters and make the most use of your equipment.

Tiers can be more subtly present in games, usually in the form of materials. Dragon Age does this terribly, whereas Elder Scrolls games are typically excellent about "crystal is better than iron." They even have distinct visual differences, so you know right off that bat that you want that leaf curiass to replace your old leather one.
However, just because a power-up is numerically better doesn't mean you should use it over your old one - for instance, if I'm a spellcaster, I don't want to equip something that boosts my physical damage and would rather stick with the thing that gives me more mana.

Disgaea also has a nice equip system similar to this - you equip one weapon (which not only can give you widely customizable stats and bonuses, but also determines the physical skills you can learn and use) and three non-weapon items (bar consumables). Also, you can enter every item's Item World to level it up (boosting the stat boosts of the equipment and improves the healing/stealing effect on fodd items/hands).
Versalia
must be all that rtp in your diet
1405
author=LightningLord2
Disgaea also has a nice equip system similar to this - you equip one weapon (which not only can give you widely customizable stats and bonuses, but also determines the physical skills you can learn and use) and three non-weapon items (bar consumables).

That's actually where Disgaea shoots itself in the foot. Classes have EQUIPMENT APTITUDE, which means a Cleric gets more than normal RES from a RES+ item, and a Warrior gets way, way less than normal. So you don't want to equip RES+ items on your Warrior ever, ever, ever. It just allows you to equip three RES Orbs on your Cleric, encouraging you to min/max the hell out of every single unit, and not actually think about what you're equipping them with unless it's numerically superior.

Also, the entire Disgaea series is "kill them before they touch you" - defensive stats are a fucking joke. You only ever want equipment that makes your attacks stronger. If you are getting killed, you are either in the earlygame, or you don't know how to play.

Allow me to make a more valid point using Disgaea: The Dark Assembly. Say what you will about its flaws, but you have to pour junk items and earned Mana into the Dark Assembly in order to actually upgrade the inventory available to you in shops. If you never bother, new stuff will never be purchasable; you'll only be able to get bonus gauge drops.
In Demon's Gate I took making the end-game gear good too far. I avoided making the next tier weapons the previous tier + 1. There were significant boosts to stats and at best only one weapon a tier was the "hit things harder" weapon. Others would have an assortment of bonuses like first strike, inflict worse and more status more often, resist more statuses and elements, ect. . The endgame was balanced around the player having some stupidly powerful weapons (hit+poison all, hit four times, inflict all debuffs on attack) and without them the difficulty jump was huge. The ultimate weapon, the Berkut, was just plain stupid: It hit everybody three times with a boost to critical damage with an element that nobody was weak to but nobody resisted (and enemies resist a lot at the endgame) and on the off chance anything survived that onslaught it would also just randomly inflict Death. Stupidly overpowered that only the endgame enemies could drop it at a 2% chance (or the endendgame enemies at 10%) *.

Such strong weapons had a huge problem though: Skills and tactics went out the window in battle. The most significant decisions came before the battle deciding who should use what (and if you had the Berkut it was a no brainer). Sure you could try to use a debuff skill but you got the Skullkraken a while ago so just hit with that for a chance to inflict everything and do some damage at the same time! Bunch of tough enemies? Hit using the guy with the hit-all+poison weapon! Your dog could beat the endgame if you got the best gear and good enough stats to last long enough to hit first.

The endgame gear was fantastic but it made the endgame a quest of getting that gear then curbstomping everything. If you want a game with challenge then the endgame should be where the player has to use everything they learned throughout the game not where they get Murder Swords and cruise control through it. There's the happy place between cool equipment and difficult endgame but that's the elusive endgame balance and balancing everything before it is already tough. It only gets harder with endgame side quests and optional top tier equipment (hel~lo optional superbosses please go ahead and turn the final boss into a giant wimp).

* There's a guaranteed spot to find it but it's stupid and bad game design and nobody would ever find it without being told where it is and how to trigger it. Almost Zodiac Spear kind of stupid.




In Altima XTREME I'm going to try and find that sweet spot. After all it's a game where:

Tonfa's Review of Altima
... after all, a free roaming game where you can get the strongest sword in the first 20 minutes has its own appeal - but you're untouchable to all but the final boss when decked out in decent gear.


I was trying to write something up here but I can't keep a train of thought going on it so I'll just leave it there for now.
My plan:
Giving every monster group a small chance to drop a piece of gear matching its level. I made myself an excel-sheet in which i enter a level and it returns the statvalues for all combinations of stats (atk,def,haste,crit). Its all calculated so that every combination is equally strong (as much as that is possible).

All my characters can use the same gear, atk for example improves melee damage, magic damage and healing. While dealing more damage and healing more is never bad, haste and crit lead to different playstyles. Taking a lot of "% chance on crit"-talents invite to give the best crit gear to a certain character for example.
Things like that exist for every character, so it will be a bit off a puzzle, combining characters, their talentsystem and gear for a more effective way you want them to be. Fast & Critting, slow hardhitting and almost invulnerable~
author=Corti
My plan:Giving every monster group a small chance to drop a piece of gear matching its level. I made myself an excel-sheet in which i enter a level and it returns the statvalues for all combinations of stats (atk,def,haste,crit). Its all calculated so that every combination is equally strong (as much as that is possible).

All my characters can use the same gear, atk for example improves melee damage, magic damage and healing. While dealing more damage and healing more is never bad, haste and crit lead to different playstyles. Taking a lot of "% chance on crit"-talents invite to give the best crit gear to a certain character for example.
Things like that exist for every character, so it will be a bit off a puzzle, combining characters, their talentsystem and gear for a more effective way you want them to be. Fast & Critting, slow hardhitting and almost invulnerable~

It's a nice way to plan... But since I'm under experiment phase, I have to deal with drop rates and equipment quality distribution once it's over and ready to start the main project. But then, I need to stick with a bit more finesse in combat, requiring a balanced party organization and know-how of various enemy attack patterns, especially those that can change patterns depending on status effect in place.

Regardless, I still have to craft equipment to either suit classes or test scripts, particularly using firearm weapons that can be augmented with ammunition accessories that slightly alters the properties. For instance, I can give a Rifleman class a bolt-action rifle, and only deals regular damage. The "Anti-Material Ammo" allows the rifle to deal damage without reduction from the enemy's defense stats, or "Incendiary Rounds" that can deal fire elemental damage, or "White Phosphorus Rounds" that can inflict "burn" status effect. But before doing that, I still need to know how to do scripting.
I am also a fan of increasing variety over straight power upgrades when it comes to equipment. Something like say, 9 variations per equipment type (not counting starting equipment). Equipment "Tiers" in this case would be used to determine the order in which new equipment types are recieved, and equipment type would determine the focus of the spread.

For example, imagine that there are 4 weapons types, Swords, Knives, Axes and Staves, with 9 variations on each type (not counting starting equipment).

Swords: balanced weapon type, offers an even spread of variation types, some status inflictors, some stat buffers, some elemental damage weapons, and some special attack form weapons (a Two-Handed Sword that attacks twice, perhaps).

Knives: low raw power, but can be dual-wielded, weapon variations almostly always inflict status, with a few dealing elemental damage and/or buffing status.

Axes: High raw power, requires two hands, variations almost always buff status, with a few inflicting status and/or having a special attack form (Tomahawk? Flying Guillotine?)

Staves: moderate power, requires two hands, variations almost always deal elemental damage with a few having special attack forms (Goku Rod that hits all foes?) (the idea here is that mages would actualy have a fairly decent physical attack against foes weak against thier stave's element)

this trend can be extended for other weapon types as well, like claws for example, like knives, they can be dual-wielded, but unlike knives, they deal mostly elemental damage, making them ideal for hitting elemental weaknessess. In all cases, the straight numeric power of the weapons has changed very little.
I'm all for tiers and upgrades and other nontraditional "equipment."

But back on the topic of traditional endgame equipment, such as ultimate weapons, I would say that the gamer should have access to the equipment at an early stage. Maybe say halfway through the game. However, the barrier to actually obtaining this equipment is extraordinary difficult at the earliest point you can obtain.

In other words, IF you want to gamebreak and get the super equipment early, the option is open to you. If not, progress through the game as you would and get the ultimate weapon at the end of the game much easier.
author=Illustrious
I don't know if it is just me who doesn't feel impressed by end game rewards as of late. It needs to be considered in both professional and amature rpgs.


Straying from the earlier discussion, I disagree on behalf of game design diversity.

Not putting a lot of thought into gear/rewards isn't a necessity. Most RPGs throughout the years did try to offer depth and variety there, yet there are no reasons why it should be a standard. Sometimes developers choose to focus on other features and therefore wish for their audience to focus on these features as well. For instance, if equipment upgrades are lacking, it's probably because the developers want you to rather rely on skills or strategies, etc. to win battles.

I believe that whenever a player is disappointed by a game's feature, he actually might not have paid attention to the "right" things.
author=Sauce
I'm all for tiers and upgrades and other nontraditional "equipment."

But back on the topic of traditional endgame equipment, such as ultimate weapons, I would say that the gamer should have access to the equipment at an early stage. Maybe say halfway through the game. However, the barrier to actually obtaining this equipment is extraordinary difficult at the earliest point you can obtain.

In other words, IF you want to gamebreak and get the super equipment early, the option is open to you. If not, progress through the game as you would and get the ultimate weapon at the end of the game much easier.


I have to agree with this. Some players just want to become incredibly powerful early on, even if they have to jump through many unnecessary hoops to get there. And why try to stop them? As long as it's not too easy to get for players who don't care for such grinding, then what's the problem? It might make replaying the game more interesting as well. That's just my opinion, though.

I also must say that traditional weapons and armor are getting slightly old. Games that I would make in the future would omit armor altogether, in favor of accessories and such. A current idea I have actually involves equipping magic spells to use in battle that also alter your stats, kind of like Materia from FF7 only more drastic.
For me, personally, I don't like getting the best gear at the end of the game, because you get very little mileage out of it. I don't want it at the beginning, either. I like to see it start to emerge around the two-thirds-of-the-way-through mark. What's the point of getting the best sword or the best armor in the game just to use it on one or two battles?
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