Difference between revisions of "Game design"

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*It is likely to be more efficient to die than to search for items and heal yourself. (Based on an observation was made by Leaf on the [[Suggestions]] page.) --[[User:Lint|Lint]] 22:52, 2 March 2006 (GMT)
 
*It is likely to be more efficient to die than to search for items and heal yourself. (Based on an observation was made by Leaf on the [[Suggestions]] page.) --[[User:Lint|Lint]] 22:52, 2 March 2006 (GMT)
 
:I think this observation is based on the false perception that ''one needs to be fully healed at all times''. There is no fundamental difference in performance when at less than ideal health. Remember, this game is set on an unexplored, remote island, not a heavily populated British suburb *coughUrbanDeadcough* its arguably more realistic to not be at peak health all the time, and for healing items to be somewhat scarce. --[[User:Jackel|Jackel]] 00:12, 3 March 2006 (GMT)
 
:I think this observation is based on the false perception that ''one needs to be fully healed at all times''. There is no fundamental difference in performance when at less than ideal health. Remember, this game is set on an unexplored, remote island, not a heavily populated British suburb *coughUrbanDeadcough* its arguably more realistic to not be at peak health all the time, and for healing items to be somewhat scarce. --[[User:Jackel|Jackel]] 00:12, 3 March 2006 (GMT)
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::I guess my problem is that death can be used as a tool rather than a game experience. Say you're at 2 HP. You can spend the next few days scrounging for enough recovery items to heal and continue on or you can get killed and begin playing with full HP the next day. Say you're 100 squares away from your hometown and want to get back, if you can get something to kill you (perhaps even kill yourself with poisonous berries), you will have potentially saved AP. I think we should be discouraged from taking advantage of death somehow. --[[User:Lint|Lint]] 18:20, 3 March 2006 (GMT)
  
 
==Outsider/Native Balance==
 
==Outsider/Native Balance==

Revision as of 18:20, 3 March 2006

This an open forum to discuss game design. These are neither Bugs nor Suggestions (though they may lead to bug reports and game proposals), but points to consider for maintaining balance and consistency.

Mechanics

  • Base accuracy for a weapon is higher than a fist, which is arguably unrealistic. One assumes that you would be less skilled with a weapon than your own hand. (I recall reading a similar comment to this, but I can't find it at the moment.) --Lint 22:52, 2 March 2006 (GMT)
    • All characters appear to have a 10% chance to deal 1 damage with punching.
    • Knives and Daggers appear to have a 20% chance to deal 1 damage.
maybe it is just the punch only has a ten percent chance to actually doing damage(the text does say missed however), I know if i fought somebody who has a knife(or dagger) in RL they would do more to me than me to them, even if niether of us have any training,ex. Fists are a strange weapon and to actually do any damage with a punch(mainly only at the strongest point in your swing) you have to have some good timing.-- Daylan 02:02, 3 March 2006 (GMT)
  • It is likely to be more efficient to die than to search for items and heal yourself. (Based on an observation was made by Leaf on the Suggestions page.) --Lint 22:52, 2 March 2006 (GMT)
I think this observation is based on the false perception that one needs to be fully healed at all times. There is no fundamental difference in performance when at less than ideal health. Remember, this game is set on an unexplored, remote island, not a heavily populated British suburb *coughUrbanDeadcough* its arguably more realistic to not be at peak health all the time, and for healing items to be somewhat scarce. --Jackel 00:12, 3 March 2006 (GMT)
I guess my problem is that death can be used as a tool rather than a game experience. Say you're at 2 HP. You can spend the next few days scrounging for enough recovery items to heal and continue on or you can get killed and begin playing with full HP the next day. Say you're 100 squares away from your hometown and want to get back, if you can get something to kill you (perhaps even kill yourself with poisonous berries), you will have potentially saved AP. I think we should be discouraged from taking advantage of death somehow. --Lint 18:20, 3 March 2006 (GMT)

Outsider/Native Balance

Axiom: Outsiders and Natives should not have a complete advantage over the other.
Axiom: Different, but equal.

  • Natives by default can determine the difference between "Tasty" and "Poisonous" berries. Outsiders by default cannot. --Lint 22:52, 2 March 2006 (GMT)
They can if they have the "native knowledge" skill. --Jackel 00:16, 3 March 2006 (GMT)
  • Outsiders by default can use a GPS unit. Natives by default presumably cannot. --Lint 22:52, 2 March 2006 (GMT)
The presumably can if they have "outsider knowledge" (unconfirmed, but logical)--Jackel 00:16, 3 March 2006 (GMT)

Class Balance

Axiom: No class should have a complete advantage over the other.

  • According to the chart, Soldiers have a slight advantage over other classes in regards to skills. Add to that their high HP, gives them even more of an edge. The only disadvantage they face is the process of searching and reloading ammunition. --Lint 22:52, 2 March 2006 (GMT)
Assuming that chart is accurate, the soldier isn't even the most advantageous class among his own group! The scientist has more total skills available then a soldier, and if you give more preference to being able to shoot a gun, then it is important to note how low search rates are, and that ammunition is even more rare. --Jackel 00:27, 3 March 2006 (GMT)
The chart isn't complete. I did make some assumptions in possible skills based on what we know about the skill trees, but I don't think that it was wholly inaccurate to do so. --Lint 00:40, 3 March 2006 (GMT)
  • Shamans supposedly don't start with any items and have the lowest HP.
    • Counterpoint: Shamans and their outsider counterpart, Scientists, are among some of the highest ranking characters at the moment. Something is obviously working. --Lint 22:52, 2 March 2006 (GMT)
What shamen lack in starting inventory they more than make up for in overall skill potential (the most of any class. What good is a banana or a few extra bullets by comparison? --Jackel 00:27, 3 March 2006 (GMT)
  • According to the statistics, there is a lack of interest in Villagers and Settlers. --Lint 22:52, 2 March 2006 (GMT)
I agree, at this point there doesn't seem to be any overiding appeal for these classes, which logically should be the most abundant, at least with regards to villagers. --Jackel 00:27, 3 March 2006 (GMT)
  • Are there any game mechanics (besides HP, starting inventory, and available skills) that are influenced by your character class? Should there be? --Lint 22:52, 2 March 2006 (GMT)
    • Inventory size
    • Base accuracy
    • Base damage
    • Search odds
    • AP limit