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Cake day: June 13th, 2023

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  • From my point of view, you’ve got it wrong, but so do many developers. A good JRPG is all about resource management. Your HP, MP, items, money and the balance between these and your EXP and equipment. Combat is simply a drain on your resources up until the final boss, which should require more strategy. This needs something akin to a dungeon without constant healing and money being a thight resource. Once you’re in a dungeon, you should either be prepped or doomed.

    You mostly see this done in dungeon crawlers, think any Etrian Odyssey game for example. Persona 5 goes for the same thing, as do most Shin Megami Tensei games.

    Most modern games, however, are overly lenient with either money or healing. Often times, combat is easy enough to not even drain your resources. That’s when endless grinding becomes an option. Once you’ve destroyed this balance, you need something else to keep attention and that’s where I think your observation comes in.



  • De_Narm@lemmy.worldtoGames@lemmy.worldWhat do You think about level scaling in cRPGs?
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    2 months ago

    Level scaling is never fun and never will be, I think. There is no progression if your fights with early enemies are just as hard as they were 50h ago.

    You could probably design around that by providing in-depth build options such that optimized builds outscale other entities of the same level. Later game enemies themselves would be optimized better and better. But that’s really hard and I’ve never seen it done. Why even provide a dynamic build for each enemy with each level if you could just have a normal non-scaling progression?

    These systems often lead to me avoiding combat altogether. While not exactly a crpg, Oblivion was more fun to me without ever leveling up (which was optional, but made fights kinda pointless).





  • As for me, it used to be 50/50 back when I studied. However, ever since I’ve entered the workforce I mostly stopped watching videos.

    I need to constantly learn new things, tackle new problems and optimize stuff. I usually go for the highest difficulties too. In theory, my job provides these tasks for me, however, I get a lot of satisfaction from trying and failing things over and over until I’ve figured them out myself. I can’t usually do this professionally, as most problems have already been solved and I’m just learning how others did it. The same as playing with a guide or watching a video on a game. It just doesn’t scratch the itch.


  • Yeah, I somewhat agree. Collecting full sets in the game is kinda fun, just because opening card packs is inherently fun. But I play the game precisely because this isn’t worth any money to me.

    Having cards that are only obtainable with money ruins this. It’s kinda killing my interest in anything else they do since I can’t complete the promo set anyway.

    The worst part is, they would make millions without it. People already pay for regular packs, just to collect their digital cards faster. Heck, the increased attention to the actual card game alone probably already offset the developing costs.