OK I'll have more enemies then
Troyen wrote: ↑Sat May 26, 2018 11:04 pm
I don't know how many players purely play for the combat, or else there'd be more requests for infinite dungeons or something (I think only PSCD had a few people asking for that?). Most of the appeal is usually the story and characters, and the story doesn't need to be in the prototype.
Most players play for the story. I just had someone post on Steam about how SOTW was my best game ever and was sad that the next RPGs weren't as big or good. Thing is, Cursed Lands sold twice SOTW on Steam launch week, and even now when it's super hard (SOTW was released back in 2015). So clearly what I did with Cursed Lands is what "most people want". Of course then depends on tastes

But I believe 90% of my customers are interested in story/characters first, then also gameplay.
Troyen wrote: ↑Sat May 26, 2018 11:04 pm
Speaking for myself, combat tends to get stale in the actual game when you hit a point where you've unlocked a "good enough" skill set and strategy that can handle the majority of encounters. And then combat is pressing the same buttons for the same characters in the same order.
Yes, though I think it's what happen in most of RPGs as well. When I played the various Dragon Age and other big RPG names, I always arrived to a point where I had a set of skills and a specific sequence to play each fight. Maybe in some cases it was slightly different (maybe because of enemy resistances) but in the end it was always like that. That's why I was thinking about a real-time combat, maybe to speed up the process (but in the end I won't do it since it's too complex).
If Anima had time to do the new framework things would be different since there would be real turn time, interrupt actions, etc but alas she didn't (even Loren 2 will probably use this same system).
But the only ways to change this would be to introduce some random variables, like a map (but of course I can't do this) or other gameplay elements which in the current system probably it's not possible. I'll make experiments as usual though!