Author Topic: Tier Replacement #2: Infinite Progression With Per-Continent Randomization  (Read 19140 times)

Offline wyvern83

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #15 on: December 06, 2011, 09:16:29 pm »
Part of the problem with making it so that not all spells are available at any given time is that it kind of enforces that they all be a bit generic.  As a simple example, think of the elemental immunities.  If some lieutenant or overlord was only really susceptible to one kind of magic, and the only available uber-spell in that element was either a) not available, or b) currently really weakened for some reason, and not able to be strengthened in any short-term period of time, then you wind up with a situation where that boss might actually be permanently unbeatable.  Or at best really, really, extremely annoying to beat.

True. I had had that concern when I first started reading about this idea but I didn't write it down at the time so I forgot it. I've also been reading your other posts since I posted, so no disagreements here. Conceptually it was interesting but in practice it wouldn't have worked well for that reason alone.

In addition it may have exacerbated the problem that, as I understand it, continents are unlocked/discovered in sequence so if randomization threw you to the wolves you'd be out of luck with no place or choice but to go through it.

Offline keith.lamothe

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #16 on: December 06, 2011, 09:30:44 pm »
But with this whole per-continent-spells idea, you wind up with large swathes of the game being literally ripped away from the player for 20-40 hour stretches
Unless the missions simply give you the resources with which to unlock the spells and you don't have any permanently/completely blocked to you.  These kinds of problems have solutions.  Anyway, will read your post on the 3rd general option when I get a chance :)
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Offline keith.lamothe

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Spell gems are small fragments of the Ilari Stones themselves if I remember AVWW lore correctly, wouldn't the Ilari then also be the source of the mana the spell gems use?
Just for the curious: no, they're not part of the Ilari stones themselves.  But yes, the Ilari (specifically the guardians, the ones whose stones you find in settlements or wind shelters) are the source of the power, which isn't really mana (which typically means more of a ubiquitous non-personal source) but you players kept calling it that so I guess we had to call it that :)
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Offline Gallant Dragon

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #18 on: December 06, 2011, 10:38:27 pm »
Part of the problem with making it so that not all spells are available at any given time is that it kind of enforces that they all be a bit generic.  As a simple example, think of the elemental immunities.  If some lieutenant or overlord was only really susceptible to one kind of magic, and the only available uber-spell in that element was either a) not available, or b) currently really weakened for some reason, and not able to be strengthened in any short-term period of time, then you wind up with a situation where that boss might actually be permanently unbeatable.  Or at best really, really, extremely annoying to beat.

This ^^^
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Offline keith.lamothe

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #19 on: December 06, 2011, 10:40:54 pm »
Part of the problem with making it so that not all spells are available at any given time is that it kind of enforces that they all be a bit generic.  As a simple example, think of the elemental immunities.  If some lieutenant or overlord was only really susceptible to one kind of magic, and the only available uber-spell in that element was either a) not available, or b) currently really weakened for some reason, and not able to be strengthened in any short-term period of time, then you wind up with a situation where that boss might actually be permanently unbeatable.  Or at best really, really, extremely annoying to beat.

This ^^^
Right, that is a serious weakness in the original idea, but if as mentioned above it were changed to instead give you the (limited) resources with which you could pick which spells to unlock you wouldn't ever have to be in a situation where you simply could not get the spell you needed.  Or do you think it will still be a problem then?
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Offline Gallant Dragon

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #20 on: December 06, 2011, 11:34:23 pm »
But isn't the point of randomized resistances the fact that you _cannot_ know ahead of time and plan for a boss being resistant to your spells?
Plus, what if the boss's attack patterns make it extremely difficult to fight with your current spell types?
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Offline Hearteater

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #21 on: December 06, 2011, 11:50:21 pm »
Just to comment before I head to bed, I think my main problem with this is I really want to be able to make my character unique, and forcing me to use a small set of spells is like making me be a different character.  Part of the problem is elemental immunities actually.  If I want to be a lightning and fire master, I can't.  I'm going to meet stuff, a decent amount, that I just can't reasonably affect.  This forces everyone to be a generalist.  As nice as immunities are for making bosses interesting, I think they kill too much individuality in characters.  I think this is really stretching outside the topic of this thread so I'll just mention that it would be nice if as a master of fire, I could at least deal some reasonable damage to even bosses that are immunity to the fire attacks of my less fire-focused glyphbearer brothers.  Maybe let me get 30 or 40% resistance reduction (not -30%, but resistance*0.7, so75% resistance becomes 52.5% and 25% becomes 17.5%).

Offline FallingStar

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #22 on: December 07, 2011, 03:42:09 am »
A couple thoughts I had that might remove a few roadblocks, adding the "gems as money" concept of system three, and reintroducing spell scrolls.

Basically you could use a few raw gems to make scrolls, which would work in every way like the full spellgem - except its used up in casting, and scrolls get none of the spellshaping/crests system.  Flipside,the player can use a lot of raw gems to make a spellgem.  The spellgem choice (per the OP) would be locked/ limited per continent.  But the scrolls would be unlocked, and always available (at least the lower level ones, not super spells).

Primarily it would help with any otherwise "unbeatable" monsters, since you could always build a special limited stack of scrolls for that encounter.  It would also have that "try before you buy" mechanic, since you could craft a few scrolls of a spell to test if you liked how the spell mechanic worked before committing to a mission for the full unlock.  And you wouldn't have a huge % of the game locked off for 20-40 hours . .those spells just couldn't be your bread and butter tools.

Also on any sort of gems as money concept, it falls well into the current exploring system.  Few gems in lower than civ level chunks (those ones being mined out by your civ on their own?) , but more gems in higher level chunks.  Sidenote, but worth mentioning.

Anyways, the tide might have moved on past this system in general, but I think a few tweaks like this might overcome the major pitfalls. 

Offline Martyn van Buren

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #23 on: December 07, 2011, 04:48:17 am »
That's a good suggestion about spell scrolls --- I'd be a lot happier with long-term limited choices if I could try out spells first, and also if I could occasionally pull out a locked spell for a really specific use.  Of course, it would give the hoarders something to go after, but I'm beginning to wonder if we're a little too concerned about them --- we don't want the game to make it seem like you need an hour of grinding items to take on a mission, but if a few players really love hoarding some minor item, I say let 'em hoard.

Offline zebramatt

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #24 on: December 07, 2011, 06:12:32 am »
Maybe let me get 30 or 40% resistance reduction (not -30%, but resistance*0.7, so75% resistance becomes 52.5% and 25% becomes 17.5%).

I agree with this, I think.

Although, conversely, I'm also put in mind of Skyward Sword where you first get a wooden shield to fight normal type monsters; then you start to fight fire-monsters, to which the wooden shield is vulnerable; but thankfully then you can buy a metal shield, which is generally better anyway; but then you start to fight electric-monsters, to which the metal shield is vulnerable; so you switch back to your wooden one; etc. etc. And at any point you can upgrade either shield using a number of rare materials you find by killing certain things, stealing stuff, knocking wasps' nests from trees, hidden about the place, and in chests - although these upgrades are completely optional. Later you get another shield you can buy which is resistant to both fire and electricity, scares undead enemies and repairs itself but is generally much weaker. And actually, you can do pretty well without any shield at all, if you want to save your Rupees for other things.

Where am I going with all that? Well, I guess I still agree with Hear-teater insofar as it should always be possible to take on any badguy with any loadout, but it should also be relatively easy to give yourself a temporary boon in one area if you know you're coming up against certain types of enemy a lot.* Or to sod the whole thing and simply get through on sheer grit (but not grind) - playing Zelda without a shield requires more skill and different tactics but it's not any grindier.


*I think part of what might hurt that is any sort of random application of elemental buffs. They should be by area type or by dungeon type, or something. (Maybe elemental resistances could be assigned randomly at the point a Tower is generated, for example, and displayed above the door or something - then everything inside could have degrees of those same resistances.)

Offline x4000

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #25 on: December 07, 2011, 09:09:55 am »
Regarding elemental resistances, which is really sort of a side topic, probably something we need to do there is make it so that it's by-mission and you can pick your missions partly based on that.

---

A few more comments I'll just put here from an email thread

Chris: Yeah... the whole premise of stuff being by-continent and sometimes-limited is something I think that needs to not happen, though, the more I think about it.

Keith: You mean how it could lock you out of a huge part of the total list of spells?  Did you see the variant where the missions would become the source of crafting ingredients (in small quantities) but that you only need to craft a specific spell once per continent and then anybody can use it on that continent?

Chris: Yeah, that just adds complexity and the need to save-scum.  Players want to try a spell before they buy it, if it's something that is going to be a massive outlay in expense (which your system would require it to be).  So you wind up with two major problems now, rather than one: 1) players can't decide on what to unlock because they don't know exactly what they need and they only even know what they previously unlocked even does; and 2) anything that delays huge amounts of content from the game for 20-40 hours is a Really Bad Thing at this stage.  Right now we need to have players making interesting choices and customizing, it's not yet remotely into the AI War territory of needing the bonus ship types (and even that is only a limitation for about 9-13 hours in most cases, AND it only affects maybe 30% of the total kinds of ships in the game thanks to all the turrets, defensive units, starships, etc, etc, etc).

Keith: Or is there another objection?  The more I think about the per-continent player-unlock stuff the more I think it's a good idea, so I'm probably not going to give up on it until someone shows me a problem with it that I can't solve ;)

Chris: If each continent is meant to be "playing the entire game" or close, we need to have a whole game's worth of content there.  And then when the content on the next continent is randomized, you run into compounding problems with repeats, etc.  Not to mention that there is just no way to do without huge swathes of the spells in the game.  It's kind of like in AI War: you couldn't randomly take away engineers, or turrets, or tractors, or starships, and have it still be the same game.  Players need that huge wide base of stuff, and then there's the bonus ship types that they can gain access to which add a twist onto their usual strategies.  And the games there are much shorter on average than a continent in AVWW, and are something that can easily be restarted if they don't like how it's going.  With a continent in AVWW, unless you want to restart with a new world (yuck!), you're stuck with it until you beat it, so having huge amounts of limitations on a per-continent basis is a real ragequit-inducer.

---

Moreover, I really do feel like Hearteater is right that it reduces the ability for players to specialize, which was always a big goal of mine with the spells.  That's part of why some form of limitations by-spell-class on what you can carry (as in suggestion #3) is attractive to me, because that allows you to specialize even more.

To be clear, I really like the idea of making the continents unique, but I think that should be unique in terms of the challenges that they pose and the things that the player has to deal with.  And then let the player themselves choose how to meet that challenge.  This thread smacks of making the players meet the same challenges in different ways for somewhat arbitrary reasons.  It's not how I originally viewed it, but I think that's ultimately the downstream effect it will have.
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Offline keith.lamothe

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #26 on: December 07, 2011, 09:51:27 am »
But isn't the point of randomized resistances the fact that you _cannot_ know ahead of time and plan for a boss being resistant to your spells?
Right, so you will need enough distinct spells to cover the different situations.  As Chris noted in the OP a certain basic set of spells would always be available, including at least 1 damage spell per color, so you'd never be completely unable to damage a boss.  Some bosses would be harder than others based on your choices, but I see that as a good thing as long as it isn't too brutal.

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Plus, what if the boss's attack patterns make it extremely difficult to fight with your current spell types?
I don't have a concrete situation in mind, but accepting the premise for the sake of argument: go back and either spend some of your saved crafting resources to unlock a spell that will do the job, or if you're out of those pick missions with listed rewards that include the materials you need.  But I don't think you would frequently find yourself fighting a boss that you simply couldn't beat due to your spell selection, or if that was happening frequently it's probably a problem significantly deeper than any of the "tier replacement" ideas could fix.


Just to comment before I head to bed, I think my main problem with this is I really want to be able to make my character unique, and forcing me to use a small set of spells is like making me be a different character.
It wouldn't be a small set, it would start smallish and grow as you progressed through the continent.  Presumably it'd be fairly broad by the time you got to the overlord, or just very specialized towards getting the really powerful ones you want.

Also, is this an objection to the OP or to the variant I'm going for the last several posts? With:

1) Missions reward crafting materials (you know which and how much before you pick a mission).
2) Nothing else gives crafting materials.
3) Crafting materials are stored in the settlement/continent and can't be carried to other continents.
4) Once you craft a spell that spell is "enabled" on that continent and is free to craft on that continent if you need more copies.

There wouldn't be any spells you couldn't get, you would just need to choose which ones you wanted.  And there wouldn't necessarily always be a mission that rewards the material you want, but the more core ones (the 6 raw gem types particularly) would presumably not take more than a mission cycle or two for one to turn up that does.  If you want to be a lightning and fire master, go after the missions that reward those gems and relevant rare materials.

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Part of the problem is elemental immunities actually.  If I want to be a lightning and fire master, I can't.
I agree that resistances can mess with that, though I think that's going to be the case regardless of which "tier replacement" we pick.

Just thinking off-the-top-of-my-head my suggestion for resistances would be:
1) For a normal boss:
-- Can only have 1 element 99% resistant against, 1 element 50% resistant against, and 1 element 33% resistant against.
2) For a lieutenant:
-- Can only have 2 elements 99% resistant against, 1 element 50% resistant against, and 1 element 33% resistant against.
3) For an overlord:
-- Can only have 3 elements 99% resistant against, 1 element 50% resistant against, and 1 element 33% resistant against.

And in fact there's probably already something like that in there.  Basically normal bosses would never "shut you down" unless you literally only have one viable dps color.  If you have only one viable dps color you are doing it wrong.  Lieutenants and especially overlords could be major pains in the rear-end but I think that's kind of their calling in life.  Having to retreat from a lieutenant or overlord fight isn't that bad of a thing.

Anyway, I think that specialization is allowed, possibly even encouraged by what I'm proposing, so I think that answers this particular concern.  If I've missed your point please let me know :)


Anyways, the tide might have moved on past this system in general, but I think a few tweaks like this might overcome the major pitfalls.
I'm not willing to let the tide move on yet ;)  Not saying that this is the best solution, but it's the best one I'm aware of for the time being.  Most of the objections I'm seeing now seem to be in response to the OP idea, rather than what I've been contending for more recently.  If someone has objections to that I'm happy to see if they're right and/or how it can be solved.  If I can't solve it, then the tide is welcome to proceed.  Otherwise I'm probably going to keep bothering people about it ;)

I think part of what might hurt that is any sort of random application of elemental buffs. They should be by area type or by dungeon type, or something. (Maybe elemental resistances could be assigned randomly at the point a Tower is generated, for example, and displayed above the door or something - then everything inside could have degrees of those same resistances.)
If it's not already somewhat predictable then yes, it should be.  I dunno about the overlord posting "this is the element I'm weak against!" next to the lair front door, but if it's the dude in the volcano then maybe that should inform resistances.

And another one came in while I wrote:

Chris: Yeah, that just adds complexity and the need to save-scum.  Players want to try a spell before they buy it
Ok, that could be done by having a "try" button on the crafting screen that gives you a "trial" spellgem that only works in a settlement (with no enemies present, if there are still attacks on settlements).  It's a bit more work but really not much, and I think any system's going to need it if there's a cost to getting/switching-to a spellgem.

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1) players can't decide on what to unlock because they don't know exactly what they need and they only even know what they previously unlocked even does
There's a number of approaches they could use:

a) Just spend the crafting materials as they get them, on the stuff they want, and if they run into something where they need a different tool they can do missions to get those materials.  And how commonly will they absolutely need a specific spell?  If one particular spell is just that essential they should start with it, or if they need 1 of a particular set they should start with 1.

Quote
2) anything that delays huge amounts of content from the game for 20-40 hours is a Really Bad Thing at this stage.
Any of the spells would be available to craft, they just couldn't have all of them at the same time.  Or if they really want all of them they can keep doing missions to get the materials for it. 

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Right now we need to have players making interesting choices and customizing
That's exactly my point :)

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it's not yet remotely into the AI War territory of needing the bonus ship types (and even that is only a limitation for about 9-13 hours in most cases, AND it only affects maybe 30% of the total kinds of ships in the game thanks to all the turrets, defensive units, starships, etc, etc, etc)
Right, which is why I moved from an ARS-type model to a sort of hybrid between knowledge and crafting: most of those turrets, support units, and starships are not available right at the start (above mkI, anyhow, which could correspond to our "basic set" that you always start with) and you have to spend a finite resource to get them and/or specialize in them.  That's a good thing.  Not without issues (try-before-you-buy, etc), but a good thing.


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If each continent is meant to be "playing the entire game" or close, we need to have a whole game's worth of content there.
And will this not have that?  It's all there, you just need to prioritize.  In AIW you don't generally unlock everything (if that's even possible, I forget) in a single game but you get a fairly wide selection unless you're playing really low planet-count (corresponding, perhaps, to an AVWW player that does only the core missions and only gets the crafting material rewards from those).  A continent corresponding roughly to a galaxy seems ok, though I do agree that 20 hours is perhaps too long for a single "galaxy" in the analogy, but I think that's a wider issue than this.


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And then when the content on the next continent is randomized, you run into compounding problems with repeats, etc.
Repeats within the set of stuff chosen for that continent, or continent n+1 picking some of the same randoms as continent n?  Both could be solved by relatively simple logic.  But more fundamentally: what's getting randomly chosen again?  Just the initial set of what's unlocked when you first enter the continent, all the other choices after that are player-directed and only bounded by the materials they've managed to gather (which should be pretty broad except for maybe really rare materials).

If the randomization were really a problem it could be entirely removed from that initial set of unlocks per continent: here's the basic set and go.  Or maybe just have one fairly beefy spell thrown in on top as a homewarming gift.


Quote
Not to mention that there is just no way to do without huge swathes of the spells in the game.  It's kind of like in AI War: you couldn't randomly take away engineers, or turrets, or tractors, or starships, and have it still be the same game.
Right, I'm not suggesting that.


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Moreover, I really do feel like Hearteater is right that it reduces the ability for players to specialize
I believe I already answered that concern in responding to him, let me know if I missed something.

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That's part of why some form of limitations by-spell-class on what you can carry (as in suggestion #3) is attractive to me, because that allows you to specialize even more.
I like the limitation-by-spell-class too, and specializing in certain classes, but I think that could be added to this too if we really wanted to add a new system like that and had time.

Quote
This thread smacks of making the players meet the same challenges in different ways for somewhat arbitrary reasons.
If the continents themselves and missions themselves present the same challenges, yes, perhaps.  What I'm going for here would do is give them a different set of raw materials from which to make the tools to meet those challenges, and let their choices determine which particular bits of raw materials they wind up getting and thus perhaps tip the balance of those decisions (of which missions to pick).


Anyhow, lots of stuff going on, did I miss any objections?
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Offline x4000

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #27 on: December 07, 2011, 09:57:07 am »
Okay, those are interesting thoughts -- I can actually see how this might work quite well with the variants you're proposing.  With that in mind I'm also going to rewrite the original topic in this thread (along with the one in #3), so that both reflect the most recent thinking and ideas.  For archival purposes here is the original copy of the topic:

1. Instead of finding gem dust in buildings, you'll find raw gems on occasion.  So it's not like the gems are super rare or you always have to go underground to get them (this is something I plan to do either way, in any model we use).

2. Rare commodity towers won't be the only way that you can get rare commodities.  Most underground cavern systems will have a single dungeon node that is a "rare commodity cavern."  This would be a giant boss room with three minibosses in it at once, and thus quite a challenge to complete.  The reward for beating all three of those minibosses would be whatever rare commodity was contained in there.  You'd be able to see the rare commodity type on the dungeon map in advance of actually taking on the bosses, and you'd be able to somewhat predict rare commodity locations by region type.  This again is something I've been planning regardless of what model we go with, so that you can always get more rare commodities if you're willing to face the trio of minibosses.

3. Certain epicly large buildings, like the military complex in the thawing ice age, or the pyramids in the desert, would also have one of these rare commodity giant boss rooms where you fight three bosses at once.

3. Raw gems and rare commodities simply wouldn't be capturable at all if they were in regions below about 10 levels from the civ level.  Rare commodity towers might be the exception to that, or actually rare commodity towers might just go away in general on the world map to clean up the world map so that rare commodities aren't competing with the missions for player attention.  In which case they might become a lot more common in various surface regions, but with the rare commodity in question being visible on the dungeon map.

TIER-LESS SPELLGEMS CHANGES FROM CURRENT SYSTEM
-------------------------------------------------------------------

1. Each continent has a semi-randomly picked smallish selection of spells "unlocked."  You can't see or craft anything that isn't unlocked on that continent, but otherwise crafting works as it does now.

2.  One of the "bonuses" that completing a mission can grant is "unlocking" a new spell for that continent.

3. When you switch continents, any spellgem in your inventory that's not "unlocked" on the new continent is disabled (still there, just not usable).

4. Dropping a spellgem destroys it, but you can give it to another player if you wish.

5. All spellgems act as if the "current" tier does now, and tiers would no longer exist.  There would be no degradation or other penalties.

6. Your usable items inventory would be capped to four or five rows instead of the current larger number, so that you can't just carry the world around in your pocket.

7. A certain "core set" of spells would always be available to you on all continents, all the time.  Think of this as being kind of like the scout/fighter/bomber/cruiser in space docks in AI War.  If you don't have at least the core triangle available for all counters, you're pretty hosed in AI War.  Similarly, here, if you don't have at least the basic ranged spells in all elements, plus probably some form of shorter-range spell of each element, there could be times when you're completely ineffective. 

So that's at least 12 spells that would always be available, and actually it's probably more because certain things like emit light and other enchants are too central to have dropping off the radar.  Those are more like the various kinds of turrets and support units and economic units in AI War, to continue the analogy between that game and this one.

Benefits:

1. This sidesteps all the cyclical-linear-grinding-whatever necessary to "keep up."

2. It never sticks players with crappy (by tier, anyway) spells in either SP or MP.

3. It encourage (even forces) variety and using some spells you don't have a lot of experience with as you move around continents.  Sort of like the way that variety between campaigns in AI War happens.

4. It allows interesting opportunity costs when picking missions ("do I go for the one that gives me meteor shower, or do I save that npc, or do I take out the overlord's orbital magma cannon?").

5. There's less for new players to learn right from the get-go on a per-continent basis, but at the same time we don't wind up having to level-gate most spells.

6. It makes continents feel really different.

7. There is still an infinite "progression" in that you can't just get one set of gems and progress infinitely, but the "line" you cross that requires "rebuilding" is more obvious and more intuitive, and less punishing because whatever spells you _can_ use on the next continent will be full strength.  And you're actively choosing what to discard because it's (for the time being at least) not going to be of any use to you anymore.


Negatives:

1. You do still have to get raw gems and rare commodities and such to craft, and so throwing something away that you then have to craft later is going to be mildly annoying.  But that's true in the current model, and the timing and everything is a lot less punishing with the proposed model.

2. There could still be situations in MP where all your allies have moved to a new continent, and you can't really go there and be effective because all of your spells would be disabled there.  That would only happen if you were relying SOLELY on power spells that aren't in the basic ranged/melee set, though, so it would always be a good idea to keep at least a few of those basics on your roster since they would work on all continents.
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Offline x4000

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #28 on: December 07, 2011, 10:22:14 am »
Okay, I've completely rewritten the OP: http://www.arcengames.com/forums/index.php/topic,9561.msg88299.html#msg88299

If it's not noted in the OP, then it's not currently being considered a difference between the proposed model #2 and the current system in the game.  So in other words, all that stuff about changing how things work when dropped, and making the inventory smaller, are no longer part of it.
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Offline keith.lamothe

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Re: Tier Replacement #2: Infinite Progression With Per-Continent Randomization
« Reply #29 on: December 07, 2011, 10:28:44 am »
Okay, I've completely rewritten the OP: http://www.arcengames.com/forums/index.php/topic,9561.msg88299.html#msg88299
Great, looks like we're understanding it the same way now :)
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