- Joined
- Aug 24, 2022
- Messages
- 443
Hello everyone! I'd like to have some opinions in a decision that I must make soon or later about the future of my project: Outerworld Arena.
First, let me give some context for it. My project is an Arena Team Survival map, inspired by Orc Gladiators (Teamplay) and X Hero Siege (Tons of enemies). I use just a few triggered spells, for custom effects and that sort of thing, but none stat based ability for now. I've adjusted some things that players were complaining about the project, and the next one is about a new balance in the game, and on this phase, enters the Stat Based Ability System.
I already have the balance system made, which means new stats and some ability corrections for enemies, and the proposed changes for hero abilities. My project uses standard values for abilities, like +70 damage per level, + duration, that sort of thing. During the gameplay, in my project, usually physical damage heroes start weak and end strong, while magic damage heroes (or spellcasters) start strong and evolve less in comparison of other heroes. This system I use now generate complains about balance, and why the project doesn't use a Stat Based Ability System.
The principal complain about this, is that items that boost stats only (like Necklace which gives pure STR), are useless in comparison with other items, that gives scattered stats (Like armor which gives armor and raw health).
"I can do nothing on the late game", said a player who had a Geomancer with 2 basic AoE spells dealing 350 damage each in a 9 seconds interval, a strong AoE stun that stuns for 4 seconds and deals about 800 damage, and an ultimate Stampede-based, that summons great amounts of rolling stones (I don't remember the metrics now), against normal enemies with 3.000 health, elite enemies with 9.000 health, and Boss enemies with 18.000 health. It is important to mention here, that the game can have up to 6 players, which means some tatics must be considered. If we have 6 spellcasters, means a fictious value of 4.200 damage in a 9 seconds interval.
I know I'll have to think a lot in how to implement this system if I choose to make this modification, which means editing almost 1.000 abilities (from dummies to standard abilities). This topic hits the door at least once a week in-game or in the server of the project.
I'd like opinions and suggestions about how to decide this change properly, as it is a design decision that can change the course of the project. Something I must think that I didn't notice, that I forgot, or I don't have. Making the system is not a problem for me, I already learned how to do it, so it just the decision and the time to do it.
At last but not least, I figured out when this topic started in my project, that this decision I should make it on an earlier development phase, to prevent the rework I'll need to do. Unfortunately, when I was planning this mod, I didn't have enough experience and confidence to trigger in GUI, and I avoided any triggered thing, but now, I see that this was inevitable.
Thanks in advance.
First, let me give some context for it. My project is an Arena Team Survival map, inspired by Orc Gladiators (Teamplay) and X Hero Siege (Tons of enemies). I use just a few triggered spells, for custom effects and that sort of thing, but none stat based ability for now. I've adjusted some things that players were complaining about the project, and the next one is about a new balance in the game, and on this phase, enters the Stat Based Ability System.
I already have the balance system made, which means new stats and some ability corrections for enemies, and the proposed changes for hero abilities. My project uses standard values for abilities, like +70 damage per level, + duration, that sort of thing. During the gameplay, in my project, usually physical damage heroes start weak and end strong, while magic damage heroes (or spellcasters) start strong and evolve less in comparison of other heroes. This system I use now generate complains about balance, and why the project doesn't use a Stat Based Ability System.
The principal complain about this, is that items that boost stats only (like Necklace which gives pure STR), are useless in comparison with other items, that gives scattered stats (Like armor which gives armor and raw health).
"I can do nothing on the late game", said a player who had a Geomancer with 2 basic AoE spells dealing 350 damage each in a 9 seconds interval, a strong AoE stun that stuns for 4 seconds and deals about 800 damage, and an ultimate Stampede-based, that summons great amounts of rolling stones (I don't remember the metrics now), against normal enemies with 3.000 health, elite enemies with 9.000 health, and Boss enemies with 18.000 health. It is important to mention here, that the game can have up to 6 players, which means some tatics must be considered. If we have 6 spellcasters, means a fictious value of 4.200 damage in a 9 seconds interval.
I know I'll have to think a lot in how to implement this system if I choose to make this modification, which means editing almost 1.000 abilities (from dummies to standard abilities). This topic hits the door at least once a week in-game or in the server of the project.
I'd like opinions and suggestions about how to decide this change properly, as it is a design decision that can change the course of the project. Something I must think that I didn't notice, that I forgot, or I don't have. Making the system is not a problem for me, I already learned how to do it, so it just the decision and the time to do it.
At last but not least, I figured out when this topic started in my project, that this decision I should make it on an earlier development phase, to prevent the rework I'll need to do. Unfortunately, when I was planning this mod, I didn't have enough experience and confidence to trigger in GUI, and I avoided any triggered thing, but now, I see that this was inevitable.
Thanks in advance.