In most games with a sandbox element, a finished character does not mean the game is finished, it means your character is done raising his skills and is ready to do whatever you have built him for to the best of his abilities. The "endgame" in a sandbox game is just the game itself, where hopefully you have developed a well built character that can achieve whatever it is you want to do.
Having limitless character capability sounds like a ridiculous design notion to me, again I don not understand the game too well yet, but it seems pretty common sense.
What's so ridiculous about it anyway?
theTrav wrote:I'm usually against caps but in this case it would be almost as good as removing skill values completely... maybe cap it at 1?
SleazyMelvin wrote:What's so ridiculous about it anyway?
Well for starters, eventually you will have a bunch of godmode characters walking around the map, who will be even more lightyears ahead of the newbs. Of course always those who have been playing longer will be much more powerful (in any game) and that's how it should be. However it seems there needs to be a ceiling on this otherwise the balance is completely thrown off.
Obviously I am not a game designer, but the notion that you can have infinite progression in a sandbox game and maintain any sense of balanced play is pretty out there in my book, i'd wager if you look at games with unlimited progression (i can only murkily call a few to mind anyway...wasn't AC1 like this) they turned out to be unsuccessful partially due to this mechanic.
DatOneGuy wrote:SleazyMelvin wrote:What's so ridiculous about it anyway?
Well for starters, eventually you will have a bunch of godmode characters walking around the map, who will be even more lightyears ahead of the newbs. Of course always those who have been playing longer will be much more powerful (in any game) and that's how it should be. However it seems there needs to be a ceiling on this otherwise the balance is completely thrown off.
Obviously I am not a game designer, but the notion that you can have infinite progression in a sandbox game and maintain any sense of balanced play is pretty out there in my book, i'd wager if you look at games with unlimited progression (i can only murkily call a few to mind anyway...wasn't AC1 like this) they turned out to be unsuccessful partially due to this mechanic.
You'll have this either way.
The only way to counter it is better defence, on characters this is easily countered by a defensive skill value/stat.
On walls/objects however, how do you propose a fix?
joojoo1975 wrote:what i propose, is dont limit the skills but give us a defence skill, a skill that buffs/increases our lil blue line on the combat icon
i mean u can have it tied into an attribute, but just make that skill total a defence stat. i mean i could have 200 UA for what i wanna fight animals and do PVE, and have 500 Defence which basically makes anybody with either ua or melee @ 400 totally harmless to me.
my 0.02$
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