[SUGGESTION/GAMEPLAY] starting stats and goodie huts

while I know the balancing isn't done (or even started) yet, i found this 'problem' to be more of a design question than pure balancing.

I've had 2 games:

- game one: the first 3 Items or so i found where dex potions/books, increasing my moves. this way I just conquered the map before my enemies even build their 2nd or 3rd cities. I gobbled up all the potions and books from the goodie huts, making me faster, with high defense and lots of damage. whilst I still couldn't kill a troll all by myself, everything else I had for breakfast

- game two: the first few items were healing pots, defense and attack potions, and lots of weapons/armor.. while I was quite good equipped, I just couldn't get anywhere. In fact, when I encountered my enemies the first time, they both already had 3 cities and a small army.. I still defeated them, but it was painfully slow

 

the incredibly vast difference in gameplay seems just wrong. luck with picking up the right items at the right times should not have such a big influence..

conclusion:

- making starting stats sane (ie 1 move just doesn't cover it. 1 potion gives +2 moves (i think), meaning threefold. one item or not should not make such a difference). so: 3 moves default

- decreasing number of moves by potions: only 1 or even 0.5

- un-randomize goodies. while a randomness is certainly good in theory, in fact, lesser randomization is perceived way better if correctly applied. for this I need to explain:

a friend one coded an mp3 player. background is not important.. anyway. at first he had complete randomness in playing tracks and it just seemed wrong.. while it was random, the human mind either recognized patterns where there were none (didn't it play like 3 songs in a row of that genre?) or the stile-breaks were so clear it just ached. so he went and made it less random. zero, one or two features (genre, artist, album etc) of a track have to match the currently playing one to be considered next track.

so I think goodie huts would need a similar mechanism. depending on whether the content of a hut is predetermined when creating the world or just randomly generated when accessing the hut, different calculations would have to be done, but the result should be the same:

- the number of each type of item should be limited. ie 5-10% chance for dex potions meaning there can't be another dex potion, if this would raise the chance to 11%.

- the location of equal stuff should be randomized to spread it over the world and not just one corner (OR to make it even more fair, for each region where a player is, the goodie huts are generated, so there are always x-y dex potions in ones vicinity and other players have exactly the same amount around them)

- or a completely different strategy: when opening a hut, the content is randomly generated. the possible contents are 'something completely random' or 'some random useful thing'. the latter (which should occur more often) could check whether the visitor really needs a 5th sword or if he wouldn't be better served with a first shield or so. while still random (equipment, potions whatever), it would would be perceived better than getting 4 health potions in a row (which happened to me and didn't seem random even though it was)

well.. that were just a few (or half a book) thoughts of mine.. ;-)

 

ora

1,729 views 3 replies
Reply #1 Top

What was the profession of your sovereign?

Reply #2 Top

it was the premade red guy.. relias or so? but this is exactly what I'm talking about. while a trait or profession should have some influence over such an important stat like moves, currently this is completely off. the starting stat should be higher (so to be at least usable) whilst goodies, traits etc should increase it by a maximum of 50% at once.. and moves is only an example, the most obvious one at that... if a starting stat is unusable and a single potion can boost it to a multiple of its starting value, theres something just wrong, because then luck factors more than any decision the player can make - which shouldn't be the point of a strategy game.

 

maybe my wall of text needs some kind of summary. the main points are:

- every starting stat should be subpar by default but still usable. traits should make it ok to good
- statchanging things (items or traits) should have a limited effect to assure a single thing can't change the game too much at once

Reply #3 Top

There's a reason we aren't talking about balance yet. There isn't that much content in the game, and content includes events from goodie huts. The reason you're getting those super items that often is that there are only probably like 10 different things you can get from goodie huts, while in release the count is closer to a hundred. There's no point in making such balancing algorithms until you see how the game plays out when the content is in.

All in all those are very good points if the game was about to be released as is. Just try to hold your horses until Beta 3 and 4.