I agree that choices that give gameplay boosts at the sole cost of player annoyance (and/or player wall-clock time) are best left out of a design. I'm pretty sure Chris isn't intending to have a system that would result in that. And if it does in practice (by design or accident) I'm sure we'll all be having this conversation again
Yes, for sure.
Some buffs, perhaps particularly movement/convenience buffs, would probably be better accessed via a modal "aura"/"aspect" system (speaking in terms of the WoW Paladin or Hunter, respectively) where you can switch on the fly. Kind of like the bat-form in AVWW right now (vaguely along the lines of the WoW Druid shapeshifting). But however it's done: easily switched in and out at need, so the "gameplay cost" of (for instance) abysmal magic power as a bat isn't really a big setback, you just stop being a bat when you need that power back.
Right. At the moment the bat thing is a scroll so that's a less-good example. But if it was an enchant, then you could be a bat in the dimness for a while, using balls of light to see... and then switch back to an emit-light-wearing human later.
A lot of it comes down to how this stuff is specifically balanced, too. The reason emit light should be a not-auto-default thing is that the darkness is actually fun for some players (including myself), and I've had requests to make it more interesting. And people noting that they pretend emit light doesn't exist so that they can just use ball of light.
Making light-providing enchants have an opportunity cost of DPS-increasing enchants would really be a bad thing, as several folks have pointed out above. That said, it could be really interesting if there were other kinds of light-providing enchants that had different secondary effects ("Emit Flame" makes you light, and burning, and damage enemies that touch you or something, and so on), AND if there were some other... logistical enchants of some kind that were in opposition to those. For instance, maybe some stealth-related enchants that actually make your character harder for enemies to see from a distance (if you're not already engaging them).
That sort of thing feels like a logical tradeoff against a light source enchant, especially when you've got balls of light and other non-enchant-related light sources that can let you have a slightly-less-convenient (but in some ways more fun for some folks) form of light. And also, remembering that it's easy to switch between stealth and emit-light modes anytime you want, just like it is with snowsuit and heatsuit, for instance.
There could even be some movement-related enchants lumped in there, too, for that matter. Do you want to emit light, or do you want to have a mana-free double-jump? You could always use emit light and then just keep on with ride the lightning (the mana-costing spell), for instance. But now you have some interesting choices on how you customize yourself, and what is "built in" to your character versus what has to be used through external spellgems.
For me, the trick is figuring out how to align the various slots so that it feels like players have a lot of cool enchant choices and they can choose a satisfying number of them, without it being so limiting that it's frustrating or so permissive that it's frustrating in a different way (for hardcore gamers, anyhow). DPS-related stuff... well, that's got to be the least interesting sort of enchants for me, personally, and I almost think I wouldn't even put them in.
Maybe one way to handle that (that would be fun) would be having a Movement/Stealth/Logistical enchant slot, as described above, and then having a DPS-enhancing/Health-enhancing/Elemental-defense-enhancing enchant slot. So then you have to choose between various forms of defense and offense in that second slot, and different forms of getting around (which I include
seeing as part of, heh) with the first slot. And of course, there are spellgem alternatives for all of these general sorts of things, but the enchants you choose provide an extra bit of bonus you can't get any other way, hence the interesting choice of them.
That's the general direction I'm currently thinking in, but it's all in my head at the moment, not even yet to the point of being on paper properly (well, digital paper, I guess). Having just two enchant slots does seem a bit on the slight side to me, I'd rather have more like four, but to do that would either require four categories of enchants, or a new interface for applying the enchants versus just using an ability.
If a given enchant can only ever go in one slot, that's really simple because just using it replaces whatever is in the slot. If an enchant can go in one of two slots then you could do a queue, but then you wind up really feeling hassled every time you need to swap out one of your two enchants. But if that was only four slots, then it could just be right on the inventory screen (kind of like Minecraft, come to think of it), and you could just drag and drop the enchants you want into the slots you want. So that could still work out really simple -- you could emit light while still being stealthy, or have extra health as well as being fire-resistant, or something (or just have extra health).
That's a lot more flexible and interesting, without getting too complex or having nonsensical opportunity costs that people would complain about. So... yeah. I guess that evolved a lot just from writing all this out.
BTW, what's going to happen with lower level areas? Currently all rewards get stripped from them as soon as they're 2 levels below you, right? That's probably not terribly intuitive either. It seems like most of your continent will be dead weight at any given time with only a handful of tiles really playable at a time.
When it comes to any non-awesome rewards, things like wood or iron or whatever, you can get those things in any level of region. For gems and the vitality stones, that's one of those things that I think people will figure out pretty fast -- they find tons of them when they are playing at or above level, but never find any of them when they play too far down. I think that most people will figure out that pattern pretty fast, but playtesting will certainly bear that out one way or the other. If it turns out to be an issue we can definitely do something, but right now it's theoretical either way.
Also wind shelters are location based but we have no influence on where wind shelter missions pop up. Once more mission types are added that may get even worse as you can't even be sure that a wind shelter mission will be active at all.
With the wind shelters, you're absolutely right on that. And we don't have that all worked out yet -- too many cogs in motion all at once. But via in a lot of ways that's the sort of stuff that the NPCs will be letting you do if you help them out. Whether that will manifest as secret missions or some other mechanic I'm not yet sure, and I think there are other things that need to be nailed down before that can even really be decided upon.
I can only see around so many corners at once, so to speak, and that one is a bit beyond my line of sight at the moment. However, Keith and I have been talking about some of that sort of thing, and I think that we'll be able to work out something fun that fits in the base structure we have -- which is why I'm not overly concerned about that yet. I think that one way to make this work would be to have certain missions grant you some sort of wind shelter item that you could deploy anywhere at will on the continent. Another way would be the secret missions route in the region of interest. And there are some other ways that could also work, albeit with requiring minor interface extensions unlike the above.