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One Last Poll for Survival 2

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    One Last Poll for Survival 2

    Before I go on, I will say that I am not dropping any release dates as to not jinx anything. But, before I go on, I would like to know your opinions on one last gameplay idea.

    The gameplay I thought that might benefit from changes is the EXP and level-up system. It's nothing drastic and if I change it, it won't be that high of a task, but I would like to hear from you which of these two systems sounds better.

    Option 1 - Original System

    If you watched the MagCon 2010 videos, then you should be familiar with this system. The system involves gaining EXP from every task you complete, from defeating enemies to lockpicking to obtaining items, so on. When you gain enough EXP (renamed RPG Maker's Gold/money system) you can Rank up, getting Level Coins and choosing abilities from a list. Also, to Shop, you need items (military dollars in the completed version specifically) and trade at vendors.


    Option 2 - New System

    In the new system, you do not gain EXP. While everything is still there (mixing herbs, lockpicking, everything) you do not get EXP. Instead, Level Coins are earned through completing the game, from bosses to side objectives; basically, you have to go out and do the game instead of grinding (I thought of this system as it eliminates grinding and promotes exploring, putting yourself out there... you know). The money system will revert to normal RPG Maker-intended function. A side of this means killing enemies does not net you money, but items to sell for money, making enemies less desirable to fight (since no EXP), instead avoiding them like in real ife.

    Naturally, if I go with Option 2, that means your choice in Skills is more important as you cannot grind for more and it plays a big role in going through the game as its a set amount at any time. Also this means the removal of the Rank Up section in the Custom Menu, but I'd probably just add something in its place... most likely a bestiary or something.
    4
    Option 1
    75.00%
    3
    Option 2
    25.00%
    1

    #2
    Re: One Last Poll for Survival 2

    I'm feeling Option 1 a bit more. While I can understand you wanting to go the other route to avoid grinding, it kind of loses something along the way. Choice. Well, maybe not it entirely, but it takes away some options on how you improve your character. Survival-horror games are typically designed to make you want to avoid direct confrontation, that is true, however you can still go on a killing spree if you desire.
    PSN: KingJamos

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      #3
      Re: One Last Poll for Survival 2

      I have to say, I'm with Jamos on this one.

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        #4
        Re: One Last Poll for Survival 2

        Being the kind of "ADD Gamer" that I am, where I really dislike the need to grind and love finding new quests and places at a rapid clip, the second option seems appealing to me. I like having to make tough choices in RPG's (as Sid Meier said, fun = interesting decisions / time), and I think the system you're proposing sounds not only fun but also relatively easy to balance.

        That being said, might as well give the player a nice reward for winning battles. Crythania tried the "no reward for the battle itself" route years ago and I remember feeling frustrated by it. Make sure you throw some nice items at the player if you're gonna go this route, plus maybe give some of the "level up coins" for winning X battles or other accomplishments in battle.

        I think either system will probably work well, so no pressure.


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          #5
          Re: One Last Poll for Survival 2

          Um....why not implement both?

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            #6
            Re: One Last Poll for Survival 2

            Originally posted by 1ce View Post
            Um....why not implement both?
            Care to explain how?

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              #7
              Re: One Last Poll for Survival 2

              Ah....quite right. I read more in-depth to your first post, and now it's clear that wouldn't work.

              What I meant by that was more in a general sense, like taking both ideas and mixing them together. You earn experience by lockpicking, defeating enemies and other such tasks, but also earn it through defeating bosses, completing sidequests and exploring the surroundings.

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