Seloun wrote:Effects model seems pretty well-designed, though couple of concerns -
First is regarding the scaling of effects. Based on the description, it seems like effects aren't going to scale with attributes (besides duration, but duration is generally a pretty weak bonus), which seems like it'd be difficult to balance throughout the game. That seems to suggest that effects should probably be things that self-scale - i.e. percentage based damage, a speed penalty, a silence effect or something similar rather than flat damage effects.
Second issue is how transparent dispel resistance would be - I could see that as being a difficult to understand mechanic if not explained well. It's a nice mechanic though because it allows for categories of effect strengths and dispels that generally work better when matched against the right tier of effect (e.g. tier 1 dispel isn't effective throughout the entire game at the same rate); seems like dispel resist and perhaps dispel strength might be reasonable things to allow attributes to affect.
Lastly the exclusive effect categories are interesting. It seems somewhat difficult to come up with natural exclusive categories though, besides the thermal example, unless you consider buff/debuff combinations instead of just debuffs.
Anima_ wrote:@ Other news
The effect system is complete so far. We also have (influenced by Jacks idea for SotWs enemy definition) a template system for character definition. It's pretty much under the hood, so not that interesting for you. But it allows for faster enemy creation which should lead indirectly to more interesting and varied enemies. And a faster release of course.
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