Pilluminati
Insider
Here's a little list of things I either want or don't want in SG (mostly don't ).
Some things are already covered I know, I'm just including them for fun =).
1. RNG
Critical hits, percentage chance of miss, evasion chance, etc.
Are we playing a game where skill is rewarded or just rolling a die?
It amazes me that even some competitive PvP games have it.
I hope that SG will rely on player skill instead of a die when determining the damage.
2. Level scaling
When you start with 3 DPS and in 30 levels it's thousands of times the initial amount you know something is wrong.
I hope the gains for having a more developed character won't be too big.
Game doesn't feel like a grindfest.
Good equipment feels a lot more special.
"Lower level" content isn't rendered useless.
More realistic.
3. Blind NPCs
The distance for the NPC "seeing" you shoud be much much much further than what todays games have.
Huge immersion breaker. Sneaking is also way too easy in most games.
4. Easy stealing
Way too rewarding and easy in most games. Game loses it's point. *COUGH* SKYRIM
5. Depth vs Accessibility?
Many people think that making a game more accessible means dumbing it down.
This is simply not true. It's just how the majority of games do it, because it's easier than designing stuff cleverly & intuitively.
A game being complex doesn't equal to it having depth.
Bad example of an ability:
"Deals 200 fire damage + 20 frost damage for 4.5 seconds to the target, steals 8% of the targets current hp when effect ends and applies a 13% movement speed debuff for 4 seconds"
Simple stuff like the force push showcased in the kickstarter vid aren't just easier to learn/understand. They are much funnier to use and offer more depth for the advanced players than the example above.
Mind controlling? Simple, extremely fun & dynamic, lots of depth.
A dash? Same thing.
Dynamic is the word. Luckily this and physics based abilities usually go hand in hand.
6. Lifeless Cities & NPCs
Five people on the streets despite there being a ton of houses. Someone stands still in front of a building forever and is only there for you to interact with. Just no.
7. Ridiculous amounts of loot
While I hope that everything we see is collectable, I don't want monsters to drop thousands of coins and weapons out of nowhere.
This is just tedious, having to click through everything and sort it.
Some things are already covered I know, I'm just including them for fun =).
1. RNG
Critical hits, percentage chance of miss, evasion chance, etc.
Are we playing a game where skill is rewarded or just rolling a die?
It amazes me that even some competitive PvP games have it.
I hope that SG will rely on player skill instead of a die when determining the damage.
2. Level scaling
When you start with 3 DPS and in 30 levels it's thousands of times the initial amount you know something is wrong.
I hope the gains for having a more developed character won't be too big.
Game doesn't feel like a grindfest.
Good equipment feels a lot more special.
"Lower level" content isn't rendered useless.
More realistic.
3. Blind NPCs
The distance for the NPC "seeing" you shoud be much much much further than what todays games have.
Huge immersion breaker. Sneaking is also way too easy in most games.
4. Easy stealing
Way too rewarding and easy in most games. Game loses it's point. *COUGH* SKYRIM
5. Depth vs Accessibility?
Many people think that making a game more accessible means dumbing it down.
This is simply not true. It's just how the majority of games do it, because it's easier than designing stuff cleverly & intuitively.
A game being complex doesn't equal to it having depth.
Bad example of an ability:
"Deals 200 fire damage + 20 frost damage for 4.5 seconds to the target, steals 8% of the targets current hp when effect ends and applies a 13% movement speed debuff for 4 seconds"
Simple stuff like the force push showcased in the kickstarter vid aren't just easier to learn/understand. They are much funnier to use and offer more depth for the advanced players than the example above.
Mind controlling? Simple, extremely fun & dynamic, lots of depth.
A dash? Same thing.
Dynamic is the word. Luckily this and physics based abilities usually go hand in hand.
6. Lifeless Cities & NPCs
Five people on the streets despite there being a ton of houses. Someone stands still in front of a building forever and is only there for you to interact with. Just no.
7. Ridiculous amounts of loot
While I hope that everything we see is collectable, I don't want monsters to drop thousands of coins and weapons out of nowhere.
This is just tedious, having to click through everything and sort it.