sentrywiz
S
sentrywiz
Me and an irl friend are making an ORPG map. He is more into the story aspect and I am more (or all) into the mechanics and game aspect.
So far we've made story enough for 5 expansions, or patches as this will be an ORPG map as the likes of TKOK, Gaias and others, however it will be story driven. The story is constantly evolving and we're polishing it up via many coffee sessions.
But the story aside, all the map development falls to me. Don't get me wrong, I'm excited about it, even if I have to do all of it myself. But I'd like to get some helpful pointers about certain stuff from you, individuals of the community about things that I am in conflict with myself.
I have a problem with decisions. The more I learn, the less power have over my decisions, because I can make lot more. Idk if other map makers have this problem, but for me this is a big deal. Maybe I take stuff too seriously and want them to be perfect. And yet they never tend to be to either make or play at. I plan for everything from the get go and then fall short when it comes to making it, because I see how much I have to do.
Q1 - Do Talent Trees add to the experience?
- I started with this mandatory thing that I must make mastery trees. But as the story went on, so did my imagination of the races, classes, traits etc. At the moment, I feel like in the long run, mastery trees will become a burden to overcome, but I can't just decide to not do em, because they look and feel so epic. What is your perception of mastery trees? Do they add to the game via aesthetics and design, or are they just a waste of time?
Q1a - Talent Tree Choice or Path to follow?
I've noticed from myself that when I played WoW, I adored the feeling of mastery trees and the grand choice they provide. And yet, whatever the class I always googled for the "best build". What's the point of many mastery trees if people always go for the "best build" and ignore the freedom of choice. In which case, from my point of view, a single mastery tree with 7 spells and some upgrades for them might be better than 3 mastery trees with ton of options. So is lot of choice a bad thing in your view? Are you more happy with a predetermined path to follow, only decide how to choose it? Is overwhelming choice a burden for you or do you love that?
Q2 - Do complex abilities make the game more fun?
- To people that know me and my maps, they probably know that I am a KISS (keep it simple stupid) person. Simple effects, abilities, stats... an overall easier and simpler game experiences to try and master. But I cannot say complex is bad and not needed. Especially in games where complexity is their driving force. What do you think about this? Do you find complexity good, challenging or do you find yourself more into the simple stuff?
Q3 - Hit and run OR Hotkey Mash Boss Fights?
- Bosses have always been a great way to challenge the players into perfecting their team work, their masteries, their spells, items and overall give them a challenge to min max. And yet, from all the bosses with huge sequences of events and phases, I cannot simply ignore the simple bosses that require 1 tactic but punish you if you miss it. What do you think about this? What kind of boss fights do you like the most? Why?
Thanks to all that have or will decide to take portion of their time to comment
So far we've made story enough for 5 expansions, or patches as this will be an ORPG map as the likes of TKOK, Gaias and others, however it will be story driven. The story is constantly evolving and we're polishing it up via many coffee sessions.
But the story aside, all the map development falls to me. Don't get me wrong, I'm excited about it, even if I have to do all of it myself. But I'd like to get some helpful pointers about certain stuff from you, individuals of the community about things that I am in conflict with myself.
I have a problem with decisions. The more I learn, the less power have over my decisions, because I can make lot more. Idk if other map makers have this problem, but for me this is a big deal. Maybe I take stuff too seriously and want them to be perfect. And yet they never tend to be to either make or play at. I plan for everything from the get go and then fall short when it comes to making it, because I see how much I have to do.
Q1 - Do Talent Trees add to the experience?
- I started with this mandatory thing that I must make mastery trees. But as the story went on, so did my imagination of the races, classes, traits etc. At the moment, I feel like in the long run, mastery trees will become a burden to overcome, but I can't just decide to not do em, because they look and feel so epic. What is your perception of mastery trees? Do they add to the game via aesthetics and design, or are they just a waste of time?
Q1a - Talent Tree Choice or Path to follow?
I've noticed from myself that when I played WoW, I adored the feeling of mastery trees and the grand choice they provide. And yet, whatever the class I always googled for the "best build". What's the point of many mastery trees if people always go for the "best build" and ignore the freedom of choice. In which case, from my point of view, a single mastery tree with 7 spells and some upgrades for them might be better than 3 mastery trees with ton of options. So is lot of choice a bad thing in your view? Are you more happy with a predetermined path to follow, only decide how to choose it? Is overwhelming choice a burden for you or do you love that?
Q2 - Do complex abilities make the game more fun?
- To people that know me and my maps, they probably know that I am a KISS (keep it simple stupid) person. Simple effects, abilities, stats... an overall easier and simpler game experiences to try and master. But I cannot say complex is bad and not needed. Especially in games where complexity is their driving force. What do you think about this? Do you find complexity good, challenging or do you find yourself more into the simple stuff?
Q3 - Hit and run OR Hotkey Mash Boss Fights?
- Bosses have always been a great way to challenge the players into perfecting their team work, their masteries, their spells, items and overall give them a challenge to min max. And yet, from all the bosses with huge sequences of events and phases, I cannot simply ignore the simple bosses that require 1 tactic but punish you if you miss it. What do you think about this? What kind of boss fights do you like the most? Why?
Thanks to all that have or will decide to take portion of their time to comment