Author Topic: About the changes for the upgrade stones and a new challenge suggestion  (Read 1237 times)

Offline momomo

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First of all hi, I've just heard about the game on the release day of v1.000 and I really like it. So far I havent made an update yet, but as I read the relase notes of 1.004 I decided to not update, although the changes to mobs are quite nice.

The reason why I havent updated yet is the new upgrade stone mechanism. The diminishing returns are something that need to be removed, as it makes upgrades useless.

I've looked through your example calculations and all I can say is: how can someone attain 400 max mana without spending all upgrades on mana. And the life increase for stone 6-10 is neclectable.

I havent upgraded a character on v1.000 yet to 10 stones, but I guess having 10/10 in health would really be overpowered as youd have an incredible amount of hp and even with less hp and a bit mana it would still be alot.

I read that you introduced those stones as a kind of punishment for death in losing the upgrades. Here are two ideas:

1) How about going with the general flow of games and introduce an exp system. Each mob grants exp and those elites could come in handy in giving out a little boost. There are a total of 30 levels for each character which results in a total of 30 possibel upgrades, but only 10 for each stat, so everyone could max out at 10/10 for hp, mp and attack. Of cource losing it all is still the penalty. In return some things need to be considered:
i) Level progression, how fast can someone reach lvl 30
ii) Balance, one could use the first 10 easy level to buff hp, making him a tank. Maybe add a limiter, lets say to get hp above lvl 3 you need to be lvl 7, or something like this, that means one can max out a stat first at lvl 27 or something like that.
iii) Maximum values. The v1.000 values might be overkill, but the 1.004 values are too low. And higher levels should never lead to lower gain.

2) Something that maybe a bit easier to add to the current death penalty system: Keep the stones, but make each upgrade costs alot less, something like this:
level 1-3: 1 stone, level 4-6: 2 stones, level 7-9: 3 stones, lvl 10: 5 stones
In return the status raise is increased at each level, so instead of ghetting less, like its in v1.004 it need to get more. Maybe something like this:

Base HP: 100 -> This will be the base for the formula, not the acutal hp on the current level, so it goes like this:
Level 1/10: +60 HP = 60%
Level 2/10: +60 HP = 60%
Level 3/10: +50 HP = 60%
Level 4/10: +90 HP =  90%
Level 5/10: +90 HP = 90%
Level 6/10: +90 HP = 90%
Level 7/10: +120 HP = 120%
Level 8/10: +120 HP = 120%
Level 9/10: +120 HP = 120%
Level 10/10: +240 HP = 240%
Thats +1050 HP = 1050%
So its 60% increase for 1 stone, 1.5x that for 2 stone, 2x that for 3 stones, and a bonus for reaching lvl 10, that is 4x the first increase for 5 stones. All in all its about the same as in v1.000. Now all thats left to do is adjust how you can reach lvl 10, what can be upgraded and how to achieve the means to upgrade.
First what can be upgrade: All 3 stats can reach lvl 10.
Second: How to reach level 10:
Just pumping stones into one stat to max it out is kind of boring, you'd just have to find the stones and use them. When you play an RPG youd have to reach higher leveld mobs to still gain exp and gain levels, while the leveling curve also raises. We cant do that here, as were playing hardcore (Ok, Diablo still does this, but whatever, its only for the really hardcore people). This is also point 3: how to achieve the means to upgrade? Since you need a lot less stones, those need to be rare, you can only find them in packs of one and only in stashes. They can also be rewards from Bosses, Missions etc, but still rare. To get all stats to 10/10 you need 28*3=84 stones. Plus when those stones are rare, youll have to choose if you either get a new hp upgrade for 3 stones or get +mp for 2 and +attack for 1 stone, for example.
As I've already said, in general RPGs, the needed exp for a level up raises, but also the exp from mobs, but in addition the curve. Since its perma death we can just remove the curve, which means we need means to gain more stones, than just 1 from a stash. We could use the raising difficulty of the mobs as a means to improve the stone reward. Aside from the overlord and his lieutenants, which should definitly give out more than one additional places could be adjusted.
There is one problem I did not account for right now, and that is that those upgrades till stay when you change the continent, so you have max hp while starting out on a tier 1 continent. This would need some balancing, but maybe I just missed something, as I havent reached the second continent yet.

In addition to those idead above, here is one for a new loaction, which would go perfectly with a stone reward for idea 2 above:
Monster Lairs
A place filled with hard to kill mobs, like the new elites. Some bosses, some minibosses, maybe even a liuetenant or an overlord. Someplace you can farm for stones, or items or whatever. I dont know if you can kill the overlord again and again, but if not, this new place could ceom in handy for nice loot and adventure. It could even contain various different stages, like a room where every mob is invicible and you have to avoid them, or a platformer in between.
I thought of something like a challenging tower, like the one in grandia, or the one in ragnarok online. No portals in between. A great place was also the ancient cave in Lufia II Rise of the Sinistrals. You can go deeper and deeper, find some nice loot, but to get out you would need a special item. In AVWW this can be a one way portal every 5 or 10 stages. I thought of it as a challenge. Of course if it was too hard, it would either need a ton of loot at the end or something special or perma death would need to changed to: if you die you lose, get ported to the entrance and the tower is sealed forever. If you manage to get out with a portal you can keep your loot, it will be gone from the tower but you can challenge it again, trying for the top this time, while all the loot on stages above the one youve gotten to is still there.

Offline tigersfan

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I'll let others comment about the stone ideas, as I've honestly not really gotten to play yet under the new system, so I don't know how I feel about a change.

As for the EXP idea, frankly that's really not likely to happen. In a time that feels so very very long ago now, but was only a few months back, when the game was in alpha and early beta, it had EXP, but it had a few issues. First, that ultimately, this isn't an RPG game, and trying to throw EXP and levelling into it just felt forced and contrived. The other thing is that we want to avoid allowing a player to get all 30 possible upgrades. This would encourage save-scumming, which is something that players will do even though it's not fun, so we want to keep it out of the game.

Offline momomo

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hmm, whats save-scumming?

btw, did you play or hear about Final Fantasy X on the PS2? The leveling system included a grid, where you could use special items to unlock nodes, which then gave you a stat boost. At end game you could farm for clear nodes, then empty the board and fill it with the best nodes possible for each stat, getting 255 in all basic stats and around 60k hp (normal would be around 9999 or with hp breaker around 12k, plus around 150 in all stats). What I am getting at is, that having a way to max out a charcter is not always a bad idea. in ffx it resulted in 40h more game time (out of 120), thats one third. Basically what I meant to introduce was a system where getting 10 upgrades is as easy as it is right now, but for those that like to work on their char can get 30. The death penalty makes this even harder to achieve.

Offline tigersfan

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If someone managed to get a character with all the possible upgrades, then they would very much not want to see that character die. Why? Because this game has perma-death. In FFX, if you die, you go back to your last save and you continue on; nothing is lots. In AVWW, however, when you die, you lose all your upgrades.

Save scumming works like this, once I (I'll use myself, because I am someone who would be tempted to do this) got my character all the upgrades, or even when I got close. I would take my saved world. Copy it somewhere else so the game didn't mess with it. Then, if that character died, I would delete the world with the dead character, replace it with my backed-up copy, and try again, and again, and again, till I manged to get through whatever part of the game I was in without dieing. Anytime someone feels like doing something like this is necessary in your game, you've made a mistake in game design.

Offline momomo

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Well save-scumming wont be possible in an mp match, would it? And besides if you cannot resists its your own fault.
Other than that I had in mind, that maxing out should be eaiser in this game, but only a side option. Nevertheless my idea of the costs being low and the stones being rare is still a suggestion for changing the upgrade system. Or just revert it back to the default one, which was used before, cause we get way to less mana right now. In your example you wouldnt even reach enough to cast silent death (or whats it calles again, the entropy spell for 400mp) unless youve gotten a -mp costs enchant, which would take up a slot.

Offline tigersfan

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Well save-scumming wont be possible in an mp match, would it? And besides if you cannot resists its your own fault.
Other than that I had in mind, that maxing out should be eaiser in this game, but only a side option. Nevertheless my idea of the costs being low and the stones being rare is still a suggestion for changing the upgrade system. Or just revert it back to the default one, which was used before, cause we get way to less mana right now. In your example you wouldnt even reach enough to cast silent death (or whats it calles again, the entropy spell for 400mp) unless youve gotten a -mp costs enchant, which would take up a slot.

That actually depends a lot on the character you start with. Some characters have a lot of mana to start with (more than 400) and when you upgrade them, it only goes up from there.

Offline Wanderer

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momomo, I'll try to shorthand the discussion that occurred to inspire Chris (x4000) to make the recent changes.

At launch upgrade stones cost a duplicative amount (in the case of mp: 8/16/32/64...) to increase, and was a linear increase to the base value.

This was fine if you created generic characters but if you specialized it was extravagant in time to collect the necessary stones.  Because of the time investments, save-scumming to save your current lemming would be incredibly tempting.

This is not an RPG, but an action-oriented title with strategic and exploration elements.  The idea that your current character was THAT important disturbed the general intent of the design.  It was intended with perma-death that it should be an 'Oh, rats..." moment, not an "OH, NOOOOOOOOOOOOOOOOOOOOOOoooooooooooooooooooooooooooo!!!!!!!!!!!!!!!!!!!!!!!" level of annoyance.

Because of that, and because of the importance of multi-continent (remember this game is not balanced for just the FIRST continent) enchantment improvement, the entire upgrade system was toned toned down to a reasonable 'nice to have' instead of a major component of the overall gameplay.  Your choice of character(s) that you can choose when grabbing a new lemming increases in variety as you rescue different NPCs from different epochs.  That choice drives the rest of your methodology of constructing your character.  The diminishing returns is to enforce the idea of choice.  You can continue improving a specialized epoch character to the nth degree (10 in this case until things change), but you get less for that choice.  OR.  Remember, there's ALWAYS an OR when Chris and Keith are involved in game design, OR you can save your stones for your NEXT LEMMING.

These aren't permanent characters.  They're MEANT TO DIE.  Let them die.  This isn't an RPG and you can live without Meow.  Go shoot some more stuff with Meow II. :)
... and then we'll have cake.

Offline DesiQ

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Because of that, and because of the importance of multi-continent (remember this game is not balanced for just the FIRST continent) enchantment improvement, the entire upgrade system was toned toned down to a reasonable 'nice to have' instead of a major component of the overall gameplay.
And may I say that the change worked, and I spent my first upgrade stones today. I had been hoarding them until I had a better idea of what was going on, and ended up with a stash of about 380.

Offline Wanderer

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Because of that, and because of the importance of multi-continent (remember this game is not balanced for just the FIRST continent) enchantment improvement, the entire upgrade system was toned toned down to a reasonable 'nice to have' instead of a major component of the overall gameplay.
And may I say that the change worked, and I spent my first upgrade stones today. I had been hoarding them until I had a better idea of what was going on, and ended up with a stash of about 380.

Considering my usual 'buffer' was 1000+ stones, I'd say this change definately worked as intended!
... and then we'll have cake.

 

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