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Gameplay Suggestions Wanted
- Max McGee
- 07/20/2010 08:49 PM
- 10860 views
I'm seeking good concrete suggestions for how to improve the battles and gameplay of To Arms!
Now is the time to do it, being between the Vanguard and final version releases.
A few caveats:
1) If your suggestion does not demonstrate at least basic knowledge of the battle balance and character options available in To Arms! consistent with at least one full playthrough, I can't act on it. This isn't a matter of discrimination, there's just too many factors you don't know about that your "fixes" might be breaking.
2) If most of the responses I get aren't phrased as concrete suggestions (I'm not looking for critique here, just suggestions) or if there's any outright abuse I'm going to have to wish this blog to the cornfields.
EDIT:
Here's what I have so far:
1) Reduce enemy Evasion by some factor whilst still being true to the convention of designing enemies in the same manner as PCs. Alternatively, increase weapon accuracy (note that this would not make the game easier, just increase hit-rate across the board) for all weapons by some factor.
2) This is an easy one--give the player a very large amount of healing items to start with.
3) Consider slightly raising the efficacy of all skilling items.
4) This is the toughest one so far...add additional/optional fights (perhaps even an extra mission?) to give players more of an opportunity to experiment/grind.
Now is the time to do it, being between the Vanguard and final version releases.
A few caveats:
1) If your suggestion does not demonstrate at least basic knowledge of the battle balance and character options available in To Arms! consistent with at least one full playthrough, I can't act on it. This isn't a matter of discrimination, there's just too many factors you don't know about that your "fixes" might be breaking.
2) If most of the responses I get aren't phrased as concrete suggestions (I'm not looking for critique here, just suggestions) or if there's any outright abuse I'm going to have to wish this blog to the cornfields.
EDIT:
Here's what I have so far:
1) Reduce enemy Evasion by some factor whilst still being true to the convention of designing enemies in the same manner as PCs. Alternatively, increase weapon accuracy (note that this would not make the game easier, just increase hit-rate across the board) for all weapons by some factor.
2) This is an easy one--give the player a very large amount of healing items to start with.
3) Consider slightly raising the efficacy of all skilling items.
4) This is the toughest one so far...add additional/optional fights (perhaps even an extra mission?) to give players more of an opportunity to experiment/grind.
Posts
You seem to be pretty committed to what a lot of people are telling you is a really bad design choice. Why? Because this is your "vision?" I shall tell you something that I think a lot of RM developers don't understand and really need to learn: your "vision" doesn't mean squat if the resulting game is unplayable. So you made a game according to your grand design, and the game is a horribly frustrating experience. In the above post you also are complaining about the lukewarm reception (though 200 downloads in less than two weeks doesn't sound too bad to me.). If only people were more open-minded and accepted your "vision!"
If the majority of my testers had told me my game was unplayable, it would have been changed. I don't give a flying fuck about my or anyone else's vision. The simple fact is that my own experience and the tester feedback indicated a highly playable game with the design choices made.
But you have to be willing to accept when something like a 25% hit rate doesn't translate well from a tabletop to a CRPG experience.
By and large, the hit rate in To Arms! is over 75%.
When so many people are telling you that the evasion rate is horrible, it makes them want to break things, that it makes the game frustrating and terrible and unplayable, you need to be willing to say "maybe this evasion thing isn't working out and I should explore alternatives." The answer isn't "well they just don't understaaaaand." Accept that this might mean rebuilding the entire game from the ground up. That is a possibility, definitely not the only one but still possible and as a developer, you probably understood that going in. When something in your game isn't working, if people hate something, even if it is the whole reason you made the game to begin with, you have to be willing to change or adapt it, or at least not complain if the game doesn't do well.
Perhaps it will be instructive to you for me to explain that I have literally never done this.
You don't seem to have any interest in improving, only in being told your work is already great and wonderful.
On the contrary, if I didn't think I was improving every day, I'd have flown the coop entirely.
I will respond to other people's posts at a later date although if they do not appear to be the suggestions that this post is soliciting, I will have to make a new blog post to try and get things back on topic.
@Kai:
For years now, I've been wishing a lot of people would do exactly that. It goes without saying that from my perspective, it is my "constant tormentors" that are unforgivable shitheels. In the eyes of my fans and supporters, I have been and continue to be the scrappy underdog and/or the victim. If I was the only one who felt that way, I might have had some kind of crisis of conscience, but rest assured I'm not. Anyway I hope I'm not reading too much into your trolling or whatever it is you're doing.
Anyway, more to the point I have made a short list of suggestions I intend to implement in the original blog post. And revised the post title for specificity.
For years now, I've been wishing a lot of people would do exactly that. It goes without saying that from my perspective, it is my "constant tormentors" that are unforgivable shitheels. In the eyes of my fans and supporters, I have been and continue to be the scrappy underdog and/or the victim. If I was the only one who felt that way, I might have had some kind of crisis of conscience, but rest assured I'm not. Anyway I hope I'm not reading too much into your trolling or whatever it is you're doing.
Anyway, more to the point I have made a short list of suggestions I intend to implement in the original blog post. And revised the post title for specificity.
I don't give a flying fuck about my or anyone else's vision.
With those words, you pretty much just told everyone besides your testers to drop reviewing this game, not suggest anything in regards to the game, and silently play and either love or hate the game as anything we say is totally and utterly meaningless gibberish to you.
I congratulate you on further alienating your already distant intended audience.
comment=38123
With those words, you pretty much just told everyone besides your testers to drop reviewing this game, not suggest anything in regards to the game, and silently play and either love or hate the game as anything we say is totally and utterly meaningless gibberish to you.
I congratulate you on further alienating your already distant intended audience.
Eh, that's really picking apart his words and pulling them way out of context. For the record, I know what Max was trying to say, and I understand.
Max does take a lot of beating from all of us "shitheels" each time he releases content onto the site. One can't deny that when he does release something, there is a pack of ravenous wolves ready to tear it apart (and conversely, he has his own pack of wolves ready to counter anything being said). Now, I'd like to believe that there is an intelligent portion of the debate; such as words coming from Solitayre, Fallen-Griever, and myself. These words aren't intended to harm, but appropriately challenge Max's vision; sometimes harsh, but always meaningful, criticism.
The reason the trolls come out to play, however, is because you (Max) DO see harm in these words, and then only because you fear the ramifications it will have for your career. Sure, you expect a degree of criticism as anyone would, but you have actively tried to silence those that would diminish the quantifiable worth of your game. Why is this? Because it might look bad on your resume. This greatly devalues criticism against your work, which would be fine for you, but not for us.
I don't know where I'm going with this. I guess I want to let everyone know that we can provide Max with intelligent criticism without lending credibility to his argument about being the scrappy underdog. In turn, I hope that Max can look past criticism that attacks Max for being Max, and continue to provide an intellectual defense to these concerns. Know one thing, Max: we ARE hard on you, on purpose. I, personally, don't even play RPG Maker games, but I play yours. Your accomplishments aren't a one-way ticket to praise, in fact they are pretty much a one-way ticket to criticism; there are higher expectations from you because of it. If you think this is unfair, then you're thinking in the wrong direction.
Yeah, uh, for the record, I've enjoyed (at least slightly) all the Max McGee games I played, particularly more recent ones. But you act like a real tool about criticisms. And the things Brickroad was talking about with this game got me kind of mad, but not as much as the response to them. :P That's why I'd call you a bad (albeit talented) guy. Getting too defensive about each individual quibble with what you're putting out is a good way to regress yourself and not develop at all. Look at all the shitty webcomic creators out there who keep doing the same bad crap as 10 years ago because of the support from their hugboxes.
It's not even bad for us quite as much as it is bad for you. This might be helpful reading: http://www.time.com/time/health/article/0,8599,1909019,00.html
It's not even bad for us quite as much as it is bad for you. This might be helpful reading: http://www.time.com/time/health/article/0,8599,1909019,00.html
Well Kaiterra, you should be happy to know that I am by far my harshest critic, and I have been for my entire adult life. Actually a lot of my public behavior is probably a function of this.
But my wolf-pack is small and half-hearted and your wolf pack is enormous and terrifying. : (
Also...
Really, really, REALLY this. KingArthur I think this was a FLAT-OUT misunderstanding. All I was saying is that I am not so obsessed with my creative "vision" as to ignore criticism, and no one should be--all I am trying to do is make a fun game that people will like. The way the game is balanced is based on the experience of testers just as much as my vision. That is all I was saying.
One can't deny that when he does release something, there is a pack of ravenous wolves ready to tear it apart (and conversely, he has his own pack of wolves ready to counter anything being said)
But my wolf-pack is small and half-hearted and your wolf pack is enormous and terrifying. : (
Also...
Eh, that's really picking apart his words and pulling them way out of context.
Really, really, REALLY this. KingArthur I think this was a FLAT-OUT misunderstanding. All I was saying is that I am not so obsessed with my creative "vision" as to ignore criticism, and no one should be--all I am trying to do is make a fun game that people will like. The way the game is balanced is based on the experience of testers just as much as my vision. That is all I was saying.
KingArthur I think this was a FLAT-OUT misunderstanding. All I was saying is that I am not so obsessed with my creative "vision" as to ignore criticism, and no one should be--
Given your recent actions in regards to responding on concerns of unbalanced gameplay, it is quite easy to take what you said in the direction of "I want no complaints, just praise". I apologize if that wasn't what you intended to say, but the situation surrounding you and this game easily lends credit to that line of thinking.
Perhaps you could have worded what you said in a less "venomous" tone? Maybe I read too much into what you wrote, but what you said seemed to have hinted at a sense of hostility and rejection rather than civilized disagreement.
all I am trying to do is make a fun game that people will like. The way the game is balanced is based on the experience of testers just as much as my vision. That is all I was saying.
And therein lies the contradiction that is the crux of all this drama. You say that you want to make a fun game that people will like, and yet you've come off as nothing but unmoving and unappreciative in regards to any comments or suggestions that imply something "negative". Soli's concerns regarding enemy evasion is a nice example case, as is your insistance on this game having more than 2.5 stars.
By no accounts is anyone saying that you should listen to all suggestions, this is your game and what you want to do with it comes first and foremost. But certainly, there has to be a more civil and understanding approach to how you reject those "negative" suggestions you've received. The way you're doing it right now, you're leaving a bad aftertaste in the people that took their time to play and pick apart your game in the hopes of helping you improve it.
I'd figure someone who's "by far" his own harshest critic would actually be able to handle other people's criticism a lot more easily instead of being so defensive about all of it and even trying to get people to retract it. They'd just be saying things you already know or would really amount to a drop in the bucket anyway.
You must be straight up lying.
That's something bad guys do.
You must be straight up lying.
That's something bad guys do.
@King_Arthur:
I think I've been eminently civil and understanding this time around. I think a lot of my critics have too. This time around. Except a few assholes. If you're not letting past incidents color your perceptions then I don't know what you're talking about and I wish you could acknowledge that you're blowing things a teeny bit out of proportion.
I will say this, though--I did not expect the general public to pick apart the game. That is what testers are for. The general audience I just expect to play and enjoy. That's not to say that I can't get helpful feedback from unexpected quarters, of course.
@Kaiterra:
I think it would be silly for either of us to assume that you can understand me as a person. I don't know if you're incapable or just unwilling, but people are complicated. I was going to explain this seeming dichotomy at length, but it is way too personal for these forums--suffice to say, you figure wrong. You know it's interesting how you keep saying that "I am a bad guy" when all I want is for the people who are mean to me to leave me alone, for the people who like the game to continue enjoying it, and to work on and release a better version that will edge the people who are on the fence (Solitayre and Fallen-Griever) over to the side of liking it.
I think I've been eminently civil and understanding this time around. I think a lot of my critics have too. This time around. Except a few assholes. If you're not letting past incidents color your perceptions then I don't know what you're talking about and I wish you could acknowledge that you're blowing things a teeny bit out of proportion.
I will say this, though--I did not expect the general public to pick apart the game. That is what testers are for. The general audience I just expect to play and enjoy. That's not to say that I can't get helpful feedback from unexpected quarters, of course.
@Kaiterra:
I think it would be silly for either of us to assume that you can understand me as a person. I don't know if you're incapable or just unwilling, but people are complicated. I was going to explain this seeming dichotomy at length, but it is way too personal for these forums--suffice to say, you figure wrong. You know it's interesting how you keep saying that "I am a bad guy" when all I want is for the people who are mean to me to leave me alone, for the people who like the game to continue enjoying it, and to work on and release a better version that will edge the people who are on the fence (Solitayre and Fallen-Griever) over to the side of liking it.
I think I've been eminently civil and understanding this time around. I think a lot of my critics have too. This time around. Except a few assholes. If you're not letting past incidents color your perceptions then I don't know what you're talking about and I wish you could acknowledge that you're blowing things a teeny bit out of proportion.It would be impossible to judge anything unless the past is taken into account; I'm not sure how you're asking anyone to not look at your recent actions to judge your current and future actions. Past actions can't describe everything, but they form a basis of what to expect now and here on in.
Moving on, the manner of your rejection of criticism has indeed mostly been civil, except for some harsh-sounding words like the one that I picked up on. My guess is that the mileage of perception will vary. However, to say you're understanding is an overstatement. Criticism that is rejected, when done in a proper manner, generally does not result in drama. This situation, however, has escalated into a cesspool of drama. Most of the critics have been pretty reasonable in their opinion, so that suggests something is being done incorrectly on the end of the receiver.
I will say this, though--I did not expect the general public to pick apart the game. That is what testers are for. The general audience I just expect to play and enjoy.Look around you; the game-making community on average has a higher percentage of developers of some trade than average players. Almost all the games that are released in the audience you approached are met with
That's not to say that I can't get helpful feedback from unexpected quarters, of course.Your words keep contradicting your actions, but I digress. I would only be repeating myself from my previous post here.
I think you are confusing the forum audience and the site audience, king arthur. The vocal minority are developers, but it is the silent majority who constitute hundreds of downloads that I was referring to.
In any case I am sorry that my game and my manner of marketing it have offended you so much. I think that I have been very, very pleasant in dealing with my critics, at least this go-round, but if you disagree well, then I agree to disagree and we can leave it at that. I don't want to get into a protracted argument with you about...whatever.
In any case I am sorry that my game and my manner of marketing it have offended you so much. I think that I have been very, very pleasant in dealing with my critics, at least this go-round, but if you disagree well, then I agree to disagree and we can leave it at that. I don't want to get into a protracted argument with you about...whatever.