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OP 7/10/13 11:49:26 PM#1
Just some ideas I've had while browsing the threads.
I tend to like games with active skill mechanics - i.e. using it makes you better at it. I think it feels much less like grinding if you can choose how to fight in order to increase your expertise in certain areas. That being said, grinding is real old.
But I think it'd be nice if the damage a skill does was more (completely?) dependent on stats rather than the level of your expertise with the skill. So, increasing your intelligence makes your fireball do more damage, but using your fireball allows you to decrease cooldown, cast time, AoE, shoot two at once, whatever. That way each skill becomes customized as you progress.
I also have never thought there were "too many options" for classes/races. I also like when character creation is insanely detailed and takes forever. I used to play Fallout/Arcanum and enjoyed creating characters more than playing the damn games. Race should affect what items you can equip, not class. If you're a wizard and you want to use a bastard sword, that's bad ass.
I also think skill trees are often not synergistic enough. Investing time, experience, points or whatever into a genre of skills should increase your effectiveness in that genre overall.
But it's all pointless if your monsters are just flamethrowers with a few tricks and steadily increasing stats. Leaving room for some real battle strategy is where it's at.
I'm not working on anything at the moment. I'm not a programmer, but I've got loads of ideas, played plenty of games, and feel like analyzing junk.