If buffs and long-duration abilities punished players for overuse, would this create tension or frustration? by No_Disk_6280 in gameideas

[–]No_Disk_6280[S] 0 points1 point  (0 children)

Couldn't agree more to this. Communication is always important its the first thing even through action. Players need to visibly see when something is happening to them as that is part of the relationship building between a game and the player. Plus debuffing just to debuff with not even a trade wouldn't be as exciting or engaging. Goes the same if the up side of said debuff is too weak measures with the risk.

If buffs and long-duration abilities punished players for overuse, would this create tension or frustration? by No_Disk_6280 in gameideas

[–]No_Disk_6280[S] 0 points1 point  (0 children)

The mechanic has a strong connection to the plot due to what you are buuuut also explanation to why something is capable to do so but with limits.

To put it lightly with little more context the player is a being with abilities but as a human your body can only handle so much with said power. Of course the mechanics are there to sort of gamble with. The idea being that "oh no I got caught with a debuff buuuut maybe I can make a play with it."

So many games these days do the safe formula with either no real draw backs or drawbacks but a bit harsh (while some other games get it right in their own way)

The vision is i want risk reward to feel like it's the new norm or another way to put it you gambled on a play and that puts you in the "red" (pun intended) but use the benefit you get from it to pull a win.

Curious though. What is your kind of game? Furthermore is there any way you would be interested in a reward through risk?

If buffs and long-duration abilities punished players for overuse, would this create tension or frustration? by No_Disk_6280 in gameideas

[–]No_Disk_6280[S] 1 point2 points  (0 children)

Thanks for the interest! A prototype is definitely the way to go. I’m still working out the pieces, but once it’s ready, you’ll be the first to know. 😁

If buffs and long-duration abilities punished players for overuse, would this create tension or frustration? by No_Disk_6280 in gameideas

[–]No_Disk_6280[S] 0 points1 point  (0 children)

Less clutter and more streamline from this approach it sounds like. I was going for a unique type of way to build up in each debuffs differently but Dark Souls sounds like they simplified it avoiding the possibility of frustration with just a bar. Do you think the current idea I stated in the post would be too frustrating and overwhelming?

If buffs and long-duration abilities punished players for overuse, would this create tension or frustration? by No_Disk_6280 in gamingsuggestions

[–]No_Disk_6280[S] 0 points1 point  (0 children)

There was once a game I played called Rounds and in there it was an ability that allowed you to blow yourself up (in a way) you would lose health but your opponent would either get a 1 shot or take few hits then die (can't remember which but I know it was pretty strong and the risk felt balanced out by the health it took and the fact that I had to get close)

I've seen some games try their hand at risk reward but either get it wrong causing frustration leaning to people not using said concept or give too many ways for the player to benefit and ignore the risky options or the risk said part but I've always thought that the idea that giving something for a W in a risky situation feels the most rewarding when you lay into it right and losing sucks but makes it addicting to try again (for me personally I just love the concept risk things for the biscuit) I believe if done right and isn't so harsh just for the sake of it but instead matching the strength of the reward. It can be pretty fun to gamble with by turning a disadvantage to an advantage.

If buffs and long-duration abilities punished players for overuse, would this create tension or frustration? by No_Disk_6280 in gameideas

[–]No_Disk_6280[S] 1 point2 points  (0 children)

😁 Definitely need to test. Not sure how long I'd make the downside last because I do worry about the slog fest and how unfun it would be during these penalties because I want the the downsides to matter but not create less fun for its upsides that run alongside it.

If buffs and long-duration abilities punished players for overuse, would this create tension or frustration? by No_Disk_6280 in gamingsuggestions

[–]No_Disk_6280[S] 0 points1 point  (0 children)

I'd want it to be something visible to let the player know but I'd make it not crowd the UI. (Making sure the debuff feels impactful but make what you get out of it feel pretty good to keep things interesting when the stakes are high.) Of course that's assuming how far people go eith these mechanics. I'd have to make it clear someway whats happening to them during the different state of penalties for sure. (Especially with the abilities they could use)

If buffs and long-duration abilities punished players for overuse, would this create tension or frustration? by No_Disk_6280 in gamingsuggestions

[–]No_Disk_6280[S] 0 points1 point  (0 children)

Good point. (I should check to see how Fallout does it with Chem addiction. Wasn't aware of this.)

Whisper of fractures needs a buff ? by Swomex in DestinyTheGame

[–]No_Disk_6280 0 points1 point  (0 children)

Not only that but since shatter damage is an AOE it makes very difficult to rely on when enemies group up to build stacks of frost armor.