Troyen wrote:On the other hand, having everyone in every single plot discussion is too much. Too far the opposite direction, where it feels more like I'm in a lunchroom than a mission briefing because everyone needs to slip in a joke or a tangent to show their presence.
I agree, that was a bad decision on my side, but future games won't have that again.
Troyen wrote:Ideally, I could pick my party and only talk to those people, but if that option is off the table...
Yes it's impossible, would make the game delay more and more. And writers could go nuts (and there could also be plot holes,etc).
Troyen wrote:What about balance? Most sequences include no more than five characters (exceptions for the really important ones, also 5 is an arbitrary number), but which five characters can vary depending on what you're doing plotwise. Maybe Draco doesn't have that much to say about the dwarven city, but he might have some comments when in the elven lands or stuff dealing with fire. Maybe Apolo speaks up when discussing history, human settlements, or when he wants to get on Myrth's nerves, but likewise doesn't have much to contribute during the dwarven area.
I kind of feel like the writers are obligated to include all the characters all the time plotwise, when perhaps spacing out appearances would help. The non-leader characters each get roughly even showtime in X scenes, but not all necessarily at the same times, and sometimes in different combinations to keep it interesting.
It already works like that in Loren 2, while the main characters take the decisions, depending on the situation the most appropriate one speaks (like Selith when there's to infiltrate an enemy camp site for example).
Troyen wrote:I don't know, I actually did keep everyone relevant and tried to rotate compositions not based on what was optimal but what would fit the story. And even then it got kind of tedious. It's cool for the first few characters - your main characters and primary combat players - but when it comes time to figure out if you want to upgrade the fourth mage versus the fifth thief...it doesn't really matter all that much anymore.
Yes it's like that in all RPGs, I don't like it much personally, while some other players might like that. That's why I pushed for the auto-assign button
Troyen wrote:It sounds like equipment is simpler in Loren 2, but you still have a lot of attributes to assign, and the auto-picker honestly hasn't been very good thus far.
Equipment will have 3 slots, though you'll be able to use socketing to have different effects. Auto-picker in previous games was based on archetype, so assigning strength to warriors, skill to thief and so on. I think worked fine honestly?
Attributes/skill is still in the early stages of design anyway, but for sure if you want to have total control you need to manually do it.