![]() ![]() ![]() It may not be as hard as you intend to - but options and difficulty levels are there to save the day. Yes, a lot of players don`t like "grind", so balance game for them, as you are doing now - it`s fine with me, but add option to "respawn" defeated foes for losers like me, so we could play this game futher even if we did something wrong and in other case should have been starting all over from the start. We hope to share some thoughts with you guys later. We are looking for some solution now - but we need to be very careful here - espessially with game's economy and overall balance. Originally posted by iratusgame:The problem is, that alot of players dont like "grind" at all. I wonder if offering some type of "mode" gameplay choice might be a necessary option, so those who do not mind supplementary options for reconstituting your ranks would work, while those who want a more strict experience would also be pleased. The corpse components, skills, spells, and item systems are technically all grinds, its just a question of whether the progression exhausts a player's interest. That gives the flexibility to offer minion types that are somewhat greater than other types, which also contributes to interest in getting further up the dungeons/mines, and to playing the game for many weeks (or more) to do so. In Iratus, that's something I love - the unlock conditions over time for the different minions. Just a chore rather than something to look forward to. The crystal-combining systems in the Diablo games annoy me. To put a finer point on it, I lament Killing Floor 2's levelling system, because if you really enjoy the game, maxxing out experience for any given class is actually fairly easy to do, and after that point you are denied any further thrill associated with said experience. I believe they did a superb job offering players unlocks & upgrade of consequence, whilst insuring that many of those things only get acquired over the course of a long period of time. ![]() ![]() I am also looking at Inquisitor: Martyr (Warhammer 40k) and admiring the amazing range of development/experience progression there. I might contend that after a time, Warframe's systems went from being amicable rpg progression to what is now intimidating grind. The key is to fashion systems that enable long-term progress while maintaining interest, and that are fun. ![]()
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