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For progression, we deliberately made it possible to get past the trolls and farm up in North Starway and beyond. I think what you're suggesting means we'd need to make that area absolutely not doable until you reach a certain level, or make it so you can't get experience and materials up there somehow. Maybe you're right, but I personally like games that let you break them a little by getting to places early and taking advantage of what you can get there. If you're going to do every bit of side content before progressing, I think that -should- make you overpowered.
I think the same holds true for treasure and quest rewards. If you're going to go out of your way to farm and do side-content to the point that you have a crazy amount of gold and levels, the treasure you're supposed to find and quests you're supposed to do at the appropriate level are going to feel bad.
I think what we should have done is make expert mode so difficult that you basically have to do that.
I think this goes to dive spots too. The treasure is meant to be low, just free money. At some point, they stop being worth the trouble. We didn't want to make them too good or players will feel compelled to visit every single one, but in reality, they're just meant to be a cute novelty and a distraction, something the player can safely ignore once they're over it.
Health Per Level: Fair, but I don't think it's a bad design decision or anything. It's atypical for sure, but it's just to punish players for going too much into the glass cannon route (or reward them if they can figure out how to make it work). The offensive stats are super strong, and players are going to lean toward maximizing damage dealt rather than survival, taking only the minimum needed for survival. If we had health gained per level, we'd need to make defensive stats stronger to compensate or tone down offensive stats to make defensive stats more appealing. We could also scale enemy damage harder, but we found that surprisingly tricky to balance.
Anyway, those are my thoughts! Like I said, largely agreed on the other points.
I'm fine with breaking the progression linearity, in fact that's why I usually try to do anything seemingly optional before progressing the main story line. I was just bothered because it let me finish all character progression outside of leveling in what felt like a really early mid point of the game (I also didn't think tier 4 was the final tier until I reached it, thought it'd go up to 5+). A lot of the materials outside the CoL were lower tier as well, a lot of cotton and what have you, you eventually reach iron and silk but it takes a while and I think most people would be done with the cotton and any other low tier mats either just prior to going through the cave or maybe a tiny bit after. But anyway I understand what you mean, just the stairway didn't feel "end game" so I explored it willy nilly. I think if progression went further stuff like I mentioned in the first post with higher tiers and different variations of skill modification and gear so it took longer to hit the absolute peak of gear (which tier 4 gear felt kinda mundane outside of damage, just a lot of stats on some pieces) and to clarify I don't mean something like making tier 4 take forever to reach as tier 4 really didn't even feel like it was going to be the end of gear progression, same with skills and the class/exotic stone advancements.
The treasure and quests, the max of a 5k gold reward with mostly lower amounts found was barely a reward for me personally after I had left the first town due to how pricey the good things in the shop were (like "oh these are my life savings, you take them." "well thanks let me go buy 10 mats with your entire life savings") . The xp was fine but I kinda wished they gave something tangible that meant something, even if just a piddly low tier relic.
Dive spots were just too bad. If I had realized what they were early on I'd never had gotten them, especially because there were a few you had to go out of your way to get just to obtain like 1 gold piece. It's fine if they're random extra things but they mostly felt like a joke on me for going and getting them haha.
The health per level thing was more of a nod to the fact that it felt odd to have characters with such low health pools end game, I don't think the other stats need to be changed though. I put almost all of my 50 levels into doing the damage I did and if it was lowered despite me sacrificing any safety in Def I'd feel it's be pretty let downy. The 1 health per level thing was more just to make it feel like characters had natural growth, would have only put my lita at 210 health which some enemies still did in damage (praise the anti one shot amulet)