God damn it, we players are kinda stupid --- if we go to a new area and the the monsters have gone from 120 health to 300 and then we need to find a spell that can do twice as much damage, we feel like badasses, but if the strong monsters come down to meet us then we feel like we're on a treadmill. Honestly, even though I know it's the same thing really I still feel that way. I guess on some level I want to look at a spell doing 9999 damage and think "Gosh, that's a big number."
Yeah, I think that's more or less human nature. I feel the same way, when you get right down to it; that's just how we wired. I don't think that getting more vague is the way to go, though -- there has to actually BE a sense of progression, and we've got that planned in multiple fronts when it comes to the mission rewards, the ongoing unlocking of new stuff during your first 80ish levels of play during 1.0, and some of the per-persona progression stuff, etc. Actual RPG-style stat buffs based on the civ level are something we're moving away from in whatever fashions we can, though.
Coming back to the numbers issue I started with, I do feel like the difficulty curve as is is a bit too smooth. I know I could jack it up myself by playing in higher-level regions, but I don't like dying, so I tend not to push myself very much. Perhaps the mission system could push us harder?
Oh, you bet, that's the plan. The idea is that the core missions would be substantially more difficult and something you had to spend a good while prepping for. The side missions would be more level-appropriate, and would help you in that prep. So the core missions will in a lot of respects represent these puzzle-y roadblocks that you have to solve in some fashion, kind of like taking a new planet of major interest in AI War.
1. It's preferable to make only some spell-gems become ineffective so the player has offensive options left.
2. How often do we want to force the player to come back to the caves? Can we make it so that the cycle doesn't feel artificial?
3. Is it a good thing to force the player to return to the caves at all?
Quite agreed on #1 and #2 as the goals. For #3, I think that it's important to make players go all over the place, but that doesn't have to be in a linear cyclical fashion. Some of the missions will take place underground anyhow, and I'm planning on having players able to find raw gems in interiors (as several players have requested) in smaller quantities so that they can avoid hoarding.
The benefit of the current system with the tiers is that the hoarding is automatically handled; hoard all the lower-tier gems you like, they'll be useless after a while (kind of like collecting basic tonics in Final Fantasy for some random reason).
Thinking through one train of thought:
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So, one solution would be to make it so that the raw gems still have tiers, and that you can't use a too-low-tier gem for crafting anymore once your civ level gets past a certain point (and possibly that they just turn into coal or something).
Then if the actual spellgems didn't have tiers, though, that would mean no degradation-as-now effect, but rather instead a degradation-with-use effect that would work in multiplayer and which would work unevenly rather than on all spellgems at once (which is definitely important. The problem with this is that if the spellgems are tier-less, we wind up with players preemptively creating more copies of their spells with their tier I gems right before their tier I gems turn to coal, which just shifts the inventory's form around some.
Sure you could sort of solve this problem by having a limited amount of inventory that you can carry with you for gems, but that is going to feel arbitrary to a lot of players (much as the degradation does now), and it's going to lead to some cases where someone legitimately wants to grind a lot of tier III gems and bring them home, but they can't because their inventory is slightly too small or whatever.
That means, to me, that really both raw gems and spellgems probably need to keep their tiers, and that the problem isn't so much the tiers as it is the degradation mechanics for stuff of an older tier. So if we replaced the current degradation mechanics with the "wear and tear" model that was initially suggested, that would solve a lot of things in terms of having inventory degrading unevenly. But we'd have to add in some logic of some sort for making older tiers of spellgems actually degrade faster, or else having tiers on spellgems in the first place is pointless -- after all, the idea is to make people not hoard their stuff (extra spellgems or extra raw inventory) from right before a tier shift.
But then THAT breaks down in multiplayer, because if you've been away for a month and now everything is tier VII and you're still having tier I stuff, you're really freaking hosed, which is part of the problem. We could make it so that the multiplayer games remember the "tier at the time your character was last in the world," and then have it auto-upgrade your stuff to tier VII so that you're still current with everyone else. However that leads to all sorts of possible exploits that I can think of, and there's not an easy way to combat any of those that wouldn't leave some players in the lurch a fair bit of the time.
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And that's all getting more than a bit complex, of course. It certainly would be CLEANER not to have tiers if we were having a degradation model. And actually, the rings that we currently use to show the relative tiers of items in inventory could be used to show the general degradation amount! That's pretty cool, and would keep the interface uncluttered. If you wanted to see the exact percentage you could just hover above them.
The key, I guess, would be to also have the raw gems degrade over time/use if there were no tiers on anything. And by use, I mostly mean "use of any spells causes all your carried raw gems to degrade slightly.
And we'd need a thing where duplicate copies of fire touch might both degrade whenever you use either copy of fire touch. That's a bit hokey, but would discourage hoarding.
Then of course you have players who would want to craft a bunch of stuff, or collect a bunch of raw gems, and then they just leave it in a bag at the settlement so that they can come back and get it later without it having been degraded any. That would be extremely annoying, to say the least, and not something I can think of a way to combat.
So, all in all I'm really intrigued by this whole line of thinking in this thread, and I think this could be a really positive way to both streamline the game and remove some of the linearity of the grind (and to move even further from RPG territory), but there's still at least one key ingredient missing here before this is an implementable system.