Anima_
Jan 30, 2014
Yeah. And I totally concede of the statistical comparison of the two as I stated before. They really accomplish the same thing in the end on paper. It's mostly just the aesthetic feel of being able to manually equip each item yourself instead of just a suit of armor pre-made for you. Just my thoughts though. I'm sure even if you went the other route you could pull it off, it's not game breaking by any means.
I understand your point and there is no sugar coating it. This will mean less fine grated customisation.
If this was a solo or fixed party game with 4 characters I'd readily approve even more slots. But the games has 16 characters, even remembering what the characters have actually equipped becomes quite hard. Equipping such a number of characters becomes also pretty tedious. From the developer side we have to invest quite a number of resources to make that many items (Art, Balancing, Making the items) and it limits out ability to do interesting things with the equipment.
On the other hand we do plan to make equipment customisable, so you won't have to simply swallow the premade hard hitting but fast equipment package.
jack1974
Jan 30, 2014
A solution maybe could be to use "sockets system" like in Torchlight where you can customize each item adding precious gems and other stuff?
yayswords
Jan 30, 2014
It's a nice compromise. You could use unsocketed gear for characters you don't care much to fine-tune (that could be all your characters even) but go socketed and carefully adjust the stats where you so desire.
Anima_
Jan 30, 2014
Restricted resources can be done without limiting items as well though. Using potions as an example, allow us to have whatever amount and type of potion we want, but limit it with a cooldown so no one can just spam potions, or from a lore and realistic standpoint, lower the effectiveness of spamming potions over and over or even give it an adverse effect. This way healers in this situation become not only desired but perhaps necessary depending on the situation while still allowing the player to choose whether or not to use a potion/whatever else without putting a virtual cage around the player pushing a specific way to play a game. There is a large portion of the community who enjoys hoarding items, while I am not one of them I can still understand the desire to fill up as much as possible. It's purely because people enjoy options, stretching room.
I actually very much agree with restricted resources as I am a big advocate of survival type games, but within that type of game play nothing is worse than being limited to specific avenues pre-built by a developer. To put it in laments terms - In a game I want to play the game, not follow the games guidelines on how to play!
Yes that would all be solutions as well. But they only restrict options in a different way. The reason I'm favouring the limited use approach is that is easy to communicate, which lowered effectiveness wouldn't be. It's also easy to have increases of the limit as a character option. Also I think that the limited items per battle actually offer the most flexibility in how the game can be played. You can concentrate the item use on a single character or spread it around (you couldn't do that with the effectiveness reduction), you can also reserve the items for when things go wrong or use offensive items to make the enemy pay.
The actual decisions in the battle are not constrained in any way, you just can't do it indefinitely.
megaman12321
Jan 30, 2014
Is the main battle party six people? And is experience still not shared anymore, cause that might bring in some disadvantages if we have a forced story option. Like I never used Amukiki since I always used the first 6 I got, (Saren, Loren, Myrth, Draco, Dora, and Ramas) but was surprised when I had to put him in during the battle against that nomad boss. It ended up with a very underpowered character in a time where the boss hits hard.
I am okay with the limited items, but not used to it. I hoard my items unless I really need them, so I never used them unless the situation really demanded them, which ended up with me spamming them. That kind of ended the same way with money, as I never bought new equipment unless I really needed it, potions included. I am a horrible miser.
Anima_
Jan 30, 2014
Is the main battle party six people? And is experience still not shared anymore, cause that might bring in some disadvantages if we have a forced story option. Like I never used Amukiki since I always used the first 6 I got, (Saren, Loren, Myrth, Draco, Dora, and Ramas) but was surprised when I had to put him in during the battle against that nomad boss. It ended up with a very underpowered character in a time where the boss hits hard.
We'll probably keep the party size. At least I haven't heard or said anything contrary. Experience will be shared, we are only in contention about the exact mechanic. Jack favours designs that still have a level difference between used and unused characters and my favourites are designs that have everyone at the same level. In the end it will probably be a compromise between the two.
I am okay with the limited items, but not used to it. I hoard my items unless I really need them, so I never used them unless the situation really demanded them, which ended up with me spamming them. That kind of ended the same way with money, as I never bought new equipment unless I really needed it, potions included. I am a horrible miser.
Hoarding is an interesting problem, but quite inherent to consumables. It can only be limited trough things like limited inventory space or expiring consumables, or penalties for inventory size. Something like loose a point of speed for every item in the inventory. Interesting idea...
Not planning on actually doing this for these games.
Jaeger
Jan 30, 2014
I generally prefer shared party level/experience. It reduces grinding and the player isn't screwed over during events where a normally unused suddenly forced into a battle. An exception where it doesn't matter all that much would be most Shin Megami Tensei games (and some spinoffs) where the game encourages the player to change their party composition pretty often and demons are pretty much disposable minions.
megaman12321
Jan 30, 2014
Hoarding is an interesting problem, but quite inherent to consumables. It can only be limited trough things like limited inventory space or expiring consumables, or penalties for inventory size. Something like loose a point of speed for every item in the inventory. Interesting idea... Not planning on actually doing this for these games.
I have a few RPGs where it just plain limits the amount of a certain items you can have. When that happens, for some reason I actually use them strategically. Maybe it's because I know you can't stack them up so I might as well use them before I find a another one and waste space.
Neverr
Jan 30, 2014
I understand your point and there is no sugar coating it. This will mean less fine grated customization.
If this was a solo or fixed party game with 4 characters I'd readily approve even more slots. But the games has 16 characters, even remembering what the characters have actually equipped becomes quite hard. Equipping such a number of characters becomes also pretty tedious. From the developer side we have to invest quite a number of resources to make that many items (Art, Balancing, Making the items) and it limits out ability to do interesting things with the equipment.
On the other hand we do plan to make equipment customization, so you won't have to simply swallow the premade hard hitting but fast equipment package.
Honestly the simple fact that you recognize what you are doing "less fine grated customization" is a huge factor to ease the hit. I'm glad that you aren't simply propagating an aura of superiority and giving speeches about how you are simply making the game better, and the community is wrong. I'm totally behind you for acknowledging it. Big props!
On a side note, What Jack suggested would be awesome, the whole socket deal like torchlight or an even better example would be path of exile. (For those who haven't really heard of it you should check it out). PoE truly takes the ability to customize anything to the max and is close to the epitome of character customization.
For Example, you could link a regular bow skill say fire arrow. And link it to something like multiple projectiles and pierce. All of a sudden a single fire arrow turns into 5 fire arrows going through every enemy on screen. Taking it a step further, you could then link it to something like cast on critical and fireball. Before you know it, any of your five piercing fire arrows that crits would proc the spell fireball. And because all 5 different skills are linked to each other, each time your fireball is cast from the critical proc, your fireball also turns into 5 different fireballs that pierce all enemies on screen.
An over the top example of the overwhelming customization of poe, and I am by no means holding ToA (Can I use that? :S) to that as comparison as the two games are different in nature. On that note though, it would be a pleasure to see some form of socket customization similar to that for our items.
Simple things like "Proc on being hit" or "Proc when striking" for weapons, trigger gems adds an extreme amount of flavor to a game.
To the point I'd even say I'm an advocate of a much smaller item pool if we were allowed the ability to customize the items we can use with unique triggers and stat gems.
megaman12321
Jan 30, 2014
I understand your point and there is no sugar coating it. This will mean less fine grated customization.
If this was a solo or fixed party game with 4 characters I'd readily approve even more slots. But the games has 16 characters, even remembering what the characters have actually equipped becomes quite hard. Equipping such a number of characters becomes also pretty tedious. From the developer side we have to invest quite a number of resources to make that many items (Art, Balancing, Making the items) and it limits out ability to do interesting things with the equipment.
On the other hand we do plan to make equipment customization, so you won't have to simply swallow the premade hard hitting but fast equipment package.
Honestly the simple fact that you recognize what you are doing "less fine grated customization" is a huge factor to ease the hit. I'm glad that you aren't simply propagating an aura of superiority and giving speeches about how you are simply making the game better, and the community is wrong. I'm totally behind you for acknowledging it. Big props!
On a side note, What Jack suggested would be awesome, the whole socket deal like torchlight or an even better example would be path of exile. (For those who haven't really heard of it you should check it out). PoE truly takes the ability to customize anything to the max and is close to the epitome of character customization.
For Example, you could link a regular bow skill say fire arrow. And link it to something like multiple projectiles and pierce. All of a sudden a single fire arrow turns into 5 fire arrows going through every enemy on screen. Taking it a step further, you could then link it to something like cast on critical and fireball. Before you know it, any of your five piercing fire arrows that crits would proc the spell fireball. And because all 5 different skills are linked to each other, each time your fireball is cast from the critical proc, your fireball also turns into 5 different fireballs that pierce all enemies on screen.
An over the top example of the overwhelming customization of poe, and I am by no means holding ToA (Can I use that? :S) to that as comparison as the two games are different in nature. On that note though, it would be a pleasure to see some form of socket customization similar to that for our items.
Simple things like "Proc on being hit" or "Proc when striking" for weapons, trigger gems adds an extreme amount of flavor to a game.
To the point I'd even say I'm an advocate of a much smaller item pool if we were allowed the ability to customize the items we can use with unique triggers and stat gems.
The sheer insanity of this is mind boggling. I would be so scared if I had to program all the variables that could factor with each trigger.
jack1974
Jan 30, 2014
Ehm obviously my idea with sockets was much simpler, in practice stats boosts or maybe fire damage/protection, and maybe some other small things (HP/SP regen) but nothing as complex as adding spells or proc stuff

Anima_
Jan 30, 2014
Honestly the simple fact that you recognize what you are doing "less fine grated customization" is a huge factor to ease the hit. I'm glad that you aren't simply propagating an aura of superiority and giving speeches about how you are simply making the game better, and the community is wrong. I'm totally behind you for acknowledging it. Big props!
Thanks, but I don't think it's that praiseworthy. Of course I do hope to make the game better, otherwise proposing changes would be kinda pointless. It's just that better is a pretty useless term on it's own in game design. Better at what? Baking cake? (To paraphrase my old physics teacher.) The problem is simply that we have so many characters that having an elaborate equipment system becomes a bother instead of an asset. Even worse the huge amount of items makes testing and balancing pretty difficult. As an actual example, we only realised a year after release that some cold resisting equipment didn't actually resist cold.
It's not only the equipment system that has this problem. As a general rule of thumb the more characters the player has to manage the less complex they can be before it becomes overwhelming. So the goal I'm working on this time is pretty much making the game simpler, or streamlining it. (Or dumbing it down if one feels uncharitable.)
On a side note, What Jack suggested would be awesome, the whole socket deal like torchlight or an even better example would be path of exile. (For those who haven't really heard of it you should check it out). PoE truly takes the ability to customize anything to the max and is close to the epitome of character customization. [...]
Simple things like "Proc on being hit" or "Proc when striking" for weapons, trigger gems adds an extreme amount of flavor to a game.
To the point I'd even say I'm an advocate of a much smaller item pool if we were allowed the ability to customize the items we can use with unique triggers and stat gems.
Thanks, now I can't stop thinking how to implement such a system.
The plan is a more abstract enchantment system. It's pretty much the same as the socketing of gems though, I'm only keeping a bit more design space open with an abstract concept.
I'm not sure if we're on the same page when we talk about triggers, but it's currently not planned for any enchantment to actively do something automatically. Conditional boosts are a different story and easily implemented with the new framework. Making abilities available to the character is also a possibility.
Neverr
Jan 30, 2014
Thanks, but I don't think it's that praiseworthy.
Honestly it is. Perhaps in an ideal world such things would not be worth mention, but in the stark reality we reside in today humility and humbleness are things to covet in game developers. So any hint of such traits I like to properly give respects to.
Thanks, now I can't stop thinking how to implement such a system.
The plan is a more abstract enchantment system. It's pretty much the same as the socketing of gems though, I'm only keeping a bit more design space open with an abstract concept.
I'm not sure if we're on the same page when we talk about triggers, but it's currently not planned for any enchantment to actively do something automatically. Conditional boosts are a different story and easily implemented with the new framework. Making abilities available to the character is also a possibility.
Haha well good! I can't wait to see what you come up with!
megaman12321
Jan 30, 2014
Many game designers say they are listening to fans. Some actually do and do takes notes. Others say they do and not actually look at anything. Others plain ignore them in general. To know that we are actually getting some feedback is extremely refreshing.
yayswords
Jan 30, 2014
True, but also some people tend to think that if their superior (be it boss or game developer) doesn't agree with them, then they're being ignored.
Naturally with a community this small it feels like being half a developer when you post

I've been here for like a week and discussed topics with 3 devs that I know of, most of all Jack. If the games were larger they'd have community managers to funnel the feedback and devs would be concentrating on developing.
Jaeger
Jan 31, 2014
Video game development is struggle between creative freedom and appeasing an audience. I do think there are times where developers have to put their foot down in order to get things done and stay true to their vision. People tend to be resistant to change; it may take time for them to embrace the change once everything falls into place. On the other hand, the audience can be a source for ideas that developers have not thought of themselves and challenge the developers' preconceptions. Some ideas that look good on paper may not work in practice, and sometimes it takes some fresh eyes to see it.
jack1974
Jan 31, 2014
I always listen to everyone's suggestions. Then sometimes as Jaeger says, the ideas are good "on paper" but when implemented don't work (for a variety of reasons: too hard to code, unbalancing, requiring too much work to finish the game in time, etc etc).
Sometimes of course I plain disagree with the ideas and I don't listen

but I have to say that this happened rarely so far!
Miakoda
Feb 01, 2014
I did like the idea of Tasks in the various cities (and of course, rising Fame decreasing the costs at the shops was a nice touch).
If there is time, and inclination, and depending on just what happens in the game, you might do a few different quests pertinent to the city.
For example, unless I'm mistaken, I think Horus is supposed to be the preeminent city of magic in the Empire. A wizard may approach the party to find a rare text. Maybe a few students approach Chambara, wanting to be taught by her/join her cult of personality. Maybe there is a human who may actually feel more at home in the woods, and might approach Myrth, feeling if she could be taught druidic ways.
jack1974
Feb 02, 2014
Yes I want to do more sidequests, like the ones I'm doing right now for SOTW. They would be entirely optional but give something more besides the "tasks".
Grodul
Feb 02, 2014
There has already been discussion over character creation but not much on backgrounds of Saren and Elenor.
The background creation in the first Loren was done in the beginning, and I encourage this practice for the sequel as well. The dialogues, were the background of the player character is brought to light, make the player character feel so much more unique. During problematic events the player character could present solutions based on his experiences in the past. Background references during romance scenes are also appreciated. For example: Elenor being a harem spy during Queen Karen romance. I hope that during the development of the sequel this practice is also used whenever possible and sensible.
What I wish to know is following: During the character creation of the upcoming sequel, are the background choices still the same or are they completely erased from the way of new possibilities. In short, has the history of servitude of player charater been totally erased, changed or is it still there?