jorb wrote:The only games I can think of where you have more or less the same enemies throughout the entire game are games where you really don't level up at all. SMB3 and the like.
racoon tail and star power plox!
jorb wrote:The only games I can think of where you have more or less the same enemies throughout the entire game are games where you really don't level up at all. SMB3 and the like.
Potjeh wrote:Unreal World
jorb wrote:Jackard wrote:also, in terms of danger/strength enemies should probably be tiered more likeprey < predators < monsters
with the last being maneaters
Yes, obviously so. Their relative danger should reflect RL. Rabbits, for obvious reasons, should be less dangerous than foxes.
jorb wrote:Jackard wrote:a bear should be roughly equal a wolf pack... and itd be nice if there was some way to keep them challenging no matter your stats
I agree. I haven't been able to think of one. The only games I can think of where you have more or less the same enemies throughout the entire game are games where you really don't level up at all. SMB3 and the like. There are of course level scaling monsters like in oblivion, but I would rather throw myself to the hyenas than implement that kind of level scaling.
jorb wrote:The only games I can think of where you have more or less the same enemies throughout the entire game are games where you really don't level up at all. SMB3 and the like.
Nemu wrote:How about if you heavily restrict development of HP numbers, and instead focus more on damage resistance and avoidance, with caps so that you can never get 90% dmg resistance or something stupid.
jorb wrote:The talk about climbing the ladder of beasties is also something that I find pretty distasteful and gamey. Why do you need a linear progression of animal opponents? Why do you need to divide content into low level content and high level content?
If we have character skills that increase over time spent playing we obviously need to also have challenges to match the entire spectra of possible character levels. We might, perhaps not, need a linear progression of creatures, but we definitely need one for challenges in a more general sense. The fun of "Oooh, now I can take on boars, oooh now I can take on bears", that comes from a serious effort invested in a character is fun. Challenge and Reward, basic Csikszentmihalyi, right? You seem to be of the mind that we shouldn't have character stats, and that I simply don't agree with. Some bromides are bromides because they, fundamentally, represent fairly sound mechanics. Also, character stats are essential to the present quality system.
Jackard wrote:game should really focus less on accumulating individual character skill... more on resources, equipment, strongholds and teamwork
turning combatskilling into a huge time sink is just going to discourage live pvp
jorb wrote:Potjeh wrote:Unreal World
Yes, strangely enough. But why is that? Is it just that the skill increments are so very, very small?
EDIT: Because a model like that I could definitely get behind.
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