Posted February 12, 2019

Vinry_.
Stop asking about my other half!
Registered: Dec 2016
From Indonesia

LootHunter
Political non-Euclidean
Registered: Dec 2013
From Russian Federation

Cavalary
RIP GoodOldGOG:DRMfree,one price,goodies,community
Registered: May 2011
From Romania
Posted February 12, 2019



* The other issue that's common is that, when the enemies move in real time, the game turns into an action game when you are trying to avoid (or, in some cases, seek out) enemies.

A better approach would be to handle training separately from normal skill increases; instead of not being able to train past level 5, you would be allowed to get up to 5 skill levels by training a skill, regardless of how many points you got with skill points. Furthermore, these skill levels would not count against the cap for skill point increases. (Also, when respecing skills, the skill levels earned via training would not be re-allocatable.)
Of course, I've decided that skill points, especially without a respec option, are not a good mechanic; having skills improve by usage is a better mechanic, except for rarely used skills. (With that said, more difficult tasks should be worth more skill experience; this is one aspect where the Elder Scrolls series, for the most part, fails.)
About the rest, yes, that is an ugly mechanic. And you need to know it all from character creation, because there are skill books too, which tend to randomly show up in stores and are cheap, and those gain you 2 skill levels (so worth 2 skill points) if you have the skill or 1 (so worth 3 skill points) if you don't. So idea would be to not gain any skill for which a trainer or book exists, then if a trainer exists do not put anything in skill nor use book (if available) until you take it to 5 by trainer, or if book exists but no trainer then first find book to get a level in the skill before putting any points. So first read a guide to learn all that, then start. Or don't and then feel like you wasted points... Gah.
But allowing up to 5 levels to be trained by trainers doesn't seem realistic. Not that any of it is, but, seriously, why would a trainer say sorry, too much for me after training you to level 5 and another being quite happy to take you from 30 to 35 before saying that?
One way is for training to be general training, just grant skill points (like in Lords of Xulima, also talking of what I'm playing... or was, till I put it aside to get back to some others now). Another is for training to still be specialized but grant something other than regular skill levels. Like in Might and Magic (bar early ones) or Arcanum.
Post edited February 12, 2019 by Cavalary

dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted February 12, 2019

* The other issue that's common is that, when the enemies move in real time, the game turns into an action game when you are trying to avoid (or, in some cases, seek out) enemies.

If a player wants to explore areas above their level, they can look for strategies that allow them to defeat or otherwise clear encounters despite being underleveled. Such strategies might, for example, require a deep understanding of the game's mechanics, or they might require using consumable items that most players don't think to use. (An example of the latter is the Teleport Tome item in later remakes of Final Fantasy 2; during battle, it has a high chance of killing all enemies that don't resist Matter.) Instead of requiring the player to learn a different set of mechanics to explore advanced areas early, the player does so by virtue of the game's core mechanics, though perhaps with clever applications of them.
(Final Fantasy 2's remakes are an interesting example here; even if you save, the number of steps until the next battle is fixed, not every battle is runnable, and it is certainly possible to get to Mysidia (a town you reach about midway through the game) early and buy advanced equipment there.)

One way is for training to be general training, just grant skill points (like in Lords of Xulima, also talking of what I'm playing... or was, till I put it aside to get back to some others now). Another is for training to still be specialized but grant something other than regular skill levels. Like in Might and Magic (bar early ones) or Arcanum.
One could see it another way, from your second point that I quoted here: The skill levels granted are not "regular" skill levels. They are combined with regular skill levels whenever the skill is checked, but are still separate when it comes to checking whether a skill can be increased further, whether by the trainer or other means.
Post edited February 12, 2019 by dtgreene

Cavalary
RIP GoodOldGOG:DRMfree,one price,goodies,community
Registered: May 2011
From Romania
Posted February 12, 2019


Wish I'd see that mechanic used more... Most preferably combined with the Elder Scrolls train through use + paid trainers method for the regular skill growth.

slamdunk
CHARNAME
Registered: Jul 2009
From United States
Posted February 12, 2019

Bad Hair Day
Find me in STEAM OT
Registered: Dec 2012
From Other
Posted February 12, 2019
You know what else is a fact?
Taste is subjective.
Taste is subjective.

misteryo
you are required to own on gog
Registered: Sep 2008
From United States

Bad Hair Day
Find me in STEAM OT
Registered: Dec 2012
From Other

P-E-S
I like games
Registered: Nov 2008
From United States

dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted February 12, 2019
low rated


(It also helps if there are infinite sources for most consumables, including every consumable for which a stronger consumable that's of infinite supply exists. FF6 is an example of a game that fails this test; there are only 3 X-Ethers in the game (unless you count GBA bonus content), but there is an infinite source of Elixirs (you just need to rare steal from a certain enemy that doesn't like to stay alive).)

dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted February 12, 2019
low rated


In an RPG, the character's abilities are what matters, not the player's abilities; this is important enough that I often incorporate this aspect into my definition of what an RPG is. (In other words, a game where this is not true is not an RPG.) Hence, the player's role is to determine what the character does, not to actually execute the action.
The problem with the stealth aspect to avoiding encounters is that it simply ignores the RPG mechanics and ends up being based off player skill, not character skill, making the game less of an RPG. If I've chosen to develop* my character a certain way, I want to actually use the skills the character has developed, not have them be simply sidestepped by the game turning into an action game. (This is also the reason I dislike action minigames in RPGs.)
Now, if stealth were handled in an RPG-like fashion, with stats and skills being used to determing whether to avoid an encounter (perhaps with a dash of RNG), then it wouldn't be an issue. Use invisible random encounters, but if the character turns stealth on, there would be a random chance of avoiding encounters, based off skill checks. (It might be reasonable to have this consume some resource, so that players don't just sneak through a major dungeon straight to the end, and in most cases bosses wouldn't be skippable this way.)
* I'm thinking that, for games with FF2- or SaGa- style growth systems, "develop" might be a better term than "build' in this context.
user deleted
New User
Registered: Dec 2018
From Germany
Posted February 12, 2019
i dont know but i think this:
Mass Effect Andromeda is awesome! And because of this i played ME 1-3 1 and 2 was bad and 3 was okay. But it wasnt as good as MY first Mass Effect Game. :D
Mass Effect Andromeda is awesome! And because of this i played ME 1-3 1 and 2 was bad and 3 was okay. But it wasnt as good as MY first Mass Effect Game. :D

Dashe
Likes Potatoes
Registered: Nov 2012
From United States
Posted February 12, 2019
I don't like online multiplayer. I play games to be antisocial, so the last thing I'm gonna want is a bunch of people shouting in my ear while I'm trying to play. My preferred multiplayer experience is local co-op. I want to go through a game and like my friend better, not go through a game and want to strangle them with a wired controller for chucking a grenade in my face after pressing the "wrong" button.
If a game doesn't have a story, or at least a definite endpoint, I'm not going to be interested in it. I don't have infinite hours to master something that has the potential to run indefinitely. No one does. Even if a game is only five hours from start to finish, I'm still getting a better deal per hour than going to the movies.
I can tell when a game's been designed to be more fun to watch than to play. Thank you, streaming industry. The developers are aware of you now and acting accordingly.
If your game has spelling and grammar mistakes, I'm going to notice and it's going to negatively impact the experience.
If a game doesn't have a story, or at least a definite endpoint, I'm not going to be interested in it. I don't have infinite hours to master something that has the potential to run indefinitely. No one does. Even if a game is only five hours from start to finish, I'm still getting a better deal per hour than going to the movies.
I can tell when a game's been designed to be more fun to watch than to play. Thank you, streaming industry. The developers are aware of you now and acting accordingly.
If your game has spelling and grammar mistakes, I'm going to notice and it's going to negatively impact the experience.

Telika
Registered: Apr 2012
From Switzerland
Posted February 12, 2019
All RPG attempts at spicing up their games with 3D eroticism are castratingly awkward, hilariously embarrassing failures.