Mayday
06-30-2005, 10:49 AM
Hello,
I've recently started playing Arcanity and I though I'd point out improvement that could be done.
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- Stats. They seem to be very unbalanced as of now. I've tested dex with differents character and came to the conclusion that it need to be modified. I had one with 25 dex. Barely possible to hit, and he's hardly ever miss. One with 20 dex, which is still a lot, been getting thrashed around by the duck at the beginning. 20 dex! He'd also miss often.
By making the stats statique, unless there's a way to place points into stats after the creation that I havn't figured out, you can't change the enemies stats as you move on further into the game. Why? Because the person who put a lot of pts into dex will find himself really weak against monsters with 30+ dex later on. Since you can't modify their stats, you end up with people like me running around with 25 dex and killing guards, trainer and pretty much anything that move.
Same goes with str, the difference in points is barely noticeable. I've yet to try an all str character.
Solution: I'd make it so you can add points after each level into your stats. Let's take dex for exemple:
(Dex-Enemy Dex)x6 and capping the chance to dodge at 90% = give your chance in % to dodge an attack. You could toy a bit with the numbers the main idea stay the same. So a character with 20 dex fighting ducks that have 8 dex( it's a guess ) would have 72% chance to dodge their attacks.
As for str, I'd make it so 10 str = 0 bonus dmg. For every 3 pts above 10 or below 10 give you an extra +1 or -1 dmg to each of your attacks . So a character that have 20 str have an extra 3 dmg. The below 10 str is to penalize the wannabe casters who think it's a good idea doing melee with 3 str. Cap the minimum dmg at 1 of course...
Those were just quickly made suggestion, I'm sure there's a lot more thinking to do to figure out a good way to balance stats.
-Exp. So far, I'm lvl 5 and the only things that give me good exp is killings the trainers/guards in the village. The Emu Scouts give me more exp than the fighters and most other critters. You might to check into that.
-Money. So far, money is extremly hard to come by at first than later in the game. The ducks give between 0 to 3 sp, when you die you lose some and the first weapon you can buy cost 50sp. Believe, you die a lot unless you use that 25 dex trick. If you manage to get enough money to buy yourself some nice equipment, you end up loosing it when you die, part of it at least. So if you want to penalize people who die that way, make it at least easy to come by money.
-Graphic. The turtles are still moving once you kill them, you might want to fix that. Orc bandits have no animation when attacking or dying, but your probably already aware of that. I fall through the bridge often in the emu camp.
-Gravity. Do I really have to tell you why we need that? :p
-UI. Seems to me like you're already aware of this problem, so I'll leave it at that.
-Music. I was very impressed by the music in this game. You might add one for when you're walking around in the forest.
-Others. Make it so when you use an item, it automaticly use it on yourself. Kind of annoying having to click on yourself in the middle of a fight to use a potion.
Do we really have to have the possibilitie to smash ourself with our club? :p
I've gotten a human great axe off an emu scout, and yes he was wielding it instead of his club.
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That's all I can think of right now. If I have any more idea/comments, I'd post them here.
Also, tell me right away if you guys are still working on this game, since the board seems to be dead and I'm always alone in the game. I don't want to run around testing things if the project is dead.
Good luck,
Percy.
( I didn;t take the time to re-read myself, so go easy on me :D )
I've recently started playing Arcanity and I though I'd point out improvement that could be done.
--------------------------------------------------------------------------
- Stats. They seem to be very unbalanced as of now. I've tested dex with differents character and came to the conclusion that it need to be modified. I had one with 25 dex. Barely possible to hit, and he's hardly ever miss. One with 20 dex, which is still a lot, been getting thrashed around by the duck at the beginning. 20 dex! He'd also miss often.
By making the stats statique, unless there's a way to place points into stats after the creation that I havn't figured out, you can't change the enemies stats as you move on further into the game. Why? Because the person who put a lot of pts into dex will find himself really weak against monsters with 30+ dex later on. Since you can't modify their stats, you end up with people like me running around with 25 dex and killing guards, trainer and pretty much anything that move.
Same goes with str, the difference in points is barely noticeable. I've yet to try an all str character.
Solution: I'd make it so you can add points after each level into your stats. Let's take dex for exemple:
(Dex-Enemy Dex)x6 and capping the chance to dodge at 90% = give your chance in % to dodge an attack. You could toy a bit with the numbers the main idea stay the same. So a character with 20 dex fighting ducks that have 8 dex( it's a guess ) would have 72% chance to dodge their attacks.
As for str, I'd make it so 10 str = 0 bonus dmg. For every 3 pts above 10 or below 10 give you an extra +1 or -1 dmg to each of your attacks . So a character that have 20 str have an extra 3 dmg. The below 10 str is to penalize the wannabe casters who think it's a good idea doing melee with 3 str. Cap the minimum dmg at 1 of course...
Those were just quickly made suggestion, I'm sure there's a lot more thinking to do to figure out a good way to balance stats.
-Exp. So far, I'm lvl 5 and the only things that give me good exp is killings the trainers/guards in the village. The Emu Scouts give me more exp than the fighters and most other critters. You might to check into that.
-Money. So far, money is extremly hard to come by at first than later in the game. The ducks give between 0 to 3 sp, when you die you lose some and the first weapon you can buy cost 50sp. Believe, you die a lot unless you use that 25 dex trick. If you manage to get enough money to buy yourself some nice equipment, you end up loosing it when you die, part of it at least. So if you want to penalize people who die that way, make it at least easy to come by money.
-Graphic. The turtles are still moving once you kill them, you might want to fix that. Orc bandits have no animation when attacking or dying, but your probably already aware of that. I fall through the bridge often in the emu camp.
-Gravity. Do I really have to tell you why we need that? :p
-UI. Seems to me like you're already aware of this problem, so I'll leave it at that.
-Music. I was very impressed by the music in this game. You might add one for when you're walking around in the forest.
-Others. Make it so when you use an item, it automaticly use it on yourself. Kind of annoying having to click on yourself in the middle of a fight to use a potion.
Do we really have to have the possibilitie to smash ourself with our club? :p
I've gotten a human great axe off an emu scout, and yes he was wielding it instead of his club.
--------------------------------------------------------------------------
That's all I can think of right now. If I have any more idea/comments, I'd post them here.
Also, tell me right away if you guys are still working on this game, since the board seems to be dead and I'm always alone in the game. I don't want to run around testing things if the project is dead.
Good luck,
Percy.
( I didn;t take the time to re-read myself, so go easy on me :D )