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Game Mechanics Part 10
Thanks for the detailed explanations.
If changes from day to night and vice versa aren't based on a timer, then I won't feel pressured. If equipment durability can be removed (in some cases) and even switched off, I will be able to tolerate this mechanic. And if the level-scaling stops at reasonable points, I will be able to live with that, too.
It seems you intend to make these systems - that I usually detest - more enjoyable (or at least less annoying) in a well thought out way, which is great to hear. If you can even convince stubborn players like me, your game will hopefully be the next indie JRPG hit in the making. :)
If changes from day to night and vice versa aren't based on a timer, then I won't feel pressured. If equipment durability can be removed (in some cases) and even switched off, I will be able to tolerate this mechanic. And if the level-scaling stops at reasonable points, I will be able to live with that, too.
It seems you intend to make these systems - that I usually detest - more enjoyable (or at least less annoying) in a well thought out way, which is great to hear. If you can even convince stubborn players like me, your game will hopefully be the next indie JRPG hit in the making. :)
Game Mechanics Part 10
First of all, the game looks very promising and I will keep an eye on the development process until the release.
The reason for my post is how you intend to handle the save mechanic. From my point of view, there isn't any reason not to let the player save anywhere in this kind of game (which is obviously supposed to be a JRPG instead of a hardcore ironman mode Rogue-like game). Being able to save anywhere always saves time (even compared to auto-saves) when something goes wrong, and it makes players more comfortable. They might even hunt for bugs, which they won't do without being able to save anywhere. Finally, if you don't allow manual saves everywhere, you will lose potential players, whereas I've never heard of players not playing a game because they would be allowed to save whenever and whereever they wanted.
Furthermore, there's a - not so obvious - reason why I hate auto-saves. As a save-scummer, I already spend way too much time in save menus, so it's important to me that saving the game doesn't take long. Usually, that's the case thanks to the save menu defaulting to the latest save file entry, but with auto-saves being implemented and active, the save menu defaults to the auto-saves most of the time, forcing me to manually scroll and check the latest manual save file entry (or constantly memorize it in advance). Of course, provided you won't allow players to save inside dungeons, an auto-save feature is better than not being able to save at all; still, for the reasons stated above, I prefer being able to save anywhere without being annoyed by auto-saves.
I don't know if my rant will make you change your mind - it's still your game and your design choice, of course -, but I wanted to provide some food for thought. Ultimately, the way saving is handled won't be a dealbreaker for me. If you really want to make sure that I won't play your game, implement features like day/night cycle or other direct/indirect time pressure elements, equipment durability, lots of permanently missable stuff, level-scaling and/or a low level cap. ;)
The reason for my post is how you intend to handle the save mechanic. From my point of view, there isn't any reason not to let the player save anywhere in this kind of game (which is obviously supposed to be a JRPG instead of a hardcore ironman mode Rogue-like game). Being able to save anywhere always saves time (even compared to auto-saves) when something goes wrong, and it makes players more comfortable. They might even hunt for bugs, which they won't do without being able to save anywhere. Finally, if you don't allow manual saves everywhere, you will lose potential players, whereas I've never heard of players not playing a game because they would be allowed to save whenever and whereever they wanted.
Furthermore, there's a - not so obvious - reason why I hate auto-saves. As a save-scummer, I already spend way too much time in save menus, so it's important to me that saving the game doesn't take long. Usually, that's the case thanks to the save menu defaulting to the latest save file entry, but with auto-saves being implemented and active, the save menu defaults to the auto-saves most of the time, forcing me to manually scroll and check the latest manual save file entry (or constantly memorize it in advance). Of course, provided you won't allow players to save inside dungeons, an auto-save feature is better than not being able to save at all; still, for the reasons stated above, I prefer being able to save anywhere without being annoyed by auto-saves.
I don't know if my rant will make you change your mind - it's still your game and your design choice, of course -, but I wanted to provide some food for thought. Ultimately, the way saving is handled won't be a dealbreaker for me. If you really want to make sure that I won't play your game, implement features like day/night cycle or other direct/indirect time pressure elements, equipment durability, lots of permanently missable stuff, level-scaling and/or a low level cap. ;)
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