by Harunobu » Sat Dec 23, 2023 3:32 am
I think this all ties in with the combat system vision of the devs. And it seems they don't really have one. It seems all the weapon options were mostly lore/setting/flavour-motivated.
And it seems that the pvp developed into a game of running away/chasing, where most of the skill is based on drinking timings and before the current patch, clicking rabbits/frogs/critters or speed boosts to catch up.
For a good pvp system, you need some type of rock-paper-scissors dynamic. Then you need some way to decide what skill to test during combat. I think the moves/opening system is actually pretty neat. But it seems there is no feedback cycle between the moves system and the dexterity/decision making aspect of playing a game.
Then there's always the discussion about how strong having one more guy should be. Or if better stats/abilities scale off hard. Or if one very high level player should be able to kill many many lower skilled players.
I don't actually think the game needs a pvp system that tests a lot of skill. The fun could come from organizing everything around a fight. It could be as simple as just showing up and seeing who spams the right moves the best. And you'd want to avoid very wonky gameplay that maybe tests a lot of skill like niche unintentional drinking&running mechanics. Partially assisted by custom clients not publicly available.
So when adding weapons, you could be as simple as saying there are 3 times of melee weapons, blunt slow weapons, fast piercing weapons and medium slashing weapons. And then you add 2 or 3 or 4 tiers of each. Then you do the same for armor.
So it could be as simply as having a stone, copper, iron, and steel weapon of each type.
But the devs decided to go flavour-based. Which in one aspect is good because it makes the game more original. There isn't a bunch of weapons that just every RPG has.
I saw the dev stream and the devs said that PvP factions send them videos with feedback on the combat, but that the devs had no idea what was going on based on how it looked. I don't think the devs do any actual pvp. So it seems a challenge to get this part of the game right. Then the devs gave feedback on the random speed boosts that pop up on the map, after the removal of the bunny slippers/forager credo speed boosts, and they didn't want to disable those from pvp as otherwise they could just be removed from the game entirely. If PvP gets decided by if one side runs randomly into a speed boost, something is wrong with the way pvp works.
I wonder if having weaker fast-moving characters and slower more armored faster characters could give a good dynamic in team vs team pvp When one side decides to run their heavy infantry away, the faster-moving fighters of both sides can still engage into battles. And the slow moving players could stop retreating and do damage to the fast-moving low armored chasers. It removes the speed boost and drinking based running & chasing game and it replaces it with actual fighting and positioning.