Tuesday, 5th April 2016, 18:29 by Siegurt
Well I feel like the individual items you list as examples may have some or no merits, but each needs to be their own proposal.
The general proposal seems to be "let's make a new class of item, which is kind of like an evokable or scroll, but isn't exactly, and may have different flavor, and might or might not use a skill, and is possibly destoryed on use." however we already have that class of item, it is called an "item"
Unless you define a skill or mechanism that goes with it, there is nothing to actually create there, and the design space you puport it to give is already there to design stuff into, want to design a bomb or bait? Hey, look you just did, no special classes or pre existing mechanism required.
The point of special classes of things is to pre define a set of behaviors, which both reduces the learning for the player and the coding for the programmer, with no pre defined set of behaviors, this is not a thing so much as a way for you to think about some stuff that may become things.
Also you seem to dismiss item congestion, however, there is good and real game balance reasons you can't carry everything, and as is, in order to carry one of these things they have to displace one of the things you would otherwise carry now. You can't "just add more space" without changing the of the balance of the game, and there are a lot of players who don't want that dynamic changed, particularly in a way that makes it easier. It is possible to balance around that new dynamic, but it requires a host of tiny changes and even then it may never be quite the same. Adding seven to ten types of items without increasing the number of items you can carry drastically stresses your item space, on the other hand, adding even seven to ten more slots for items ups the players power level significantly (much less adding a near unlimited number of items as has been proposed)
Finally, in order to be attractive for use, a new item must not only fulfill some percieved need often enough for someone to want to carry it, but it must also be more useful for that situation than the other things one could use in that situation, managing that something is broadly useful enough that it is desirable, while being narrowly useful enough that it doesn't completely replace something else is tricky and gets harder the more types of items you add, so you want to choose what items go into type game very very carefully, not only to make sure that they work, but also that they don't overly limit your choices in the future. I am not saying that your suggested items are good or bad, but rather that you should think very carefully about how they fit into the games ecosystem when proposing them.
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