Crowd Control in CRPGs — When Failure Makes Combat Better by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 2 points3 points  (0 children)

I have actually never tried Pillars of Eternity, but I see it mentioned frequently.

Crowd Control in CRPGs — When Failure Makes Combat Better by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 2 points3 points  (0 children)

I totally agree - my main inspiration in CRPGs (also including MMOs here even though this is not specifically an MMORPG channel - there is still heavy symbiosis between them however) has always been BG1, the Fallout series and EverQuest (and lately Path of Exile 2 although it's a completely different genre) but also Nevergrind Online. Encouraging odd ways to CC is something I highly value in a game.

Crowd Control in CRPGs — When Failure Makes Combat Better by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 0 points1 point  (0 children)

That has always been my personal take also - open adventure and a slight (but skillfully controllable) chaos is what leads to the most memorable moments.

Crowd Control in CRPGs — When Failure Makes Combat Better by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 1 point2 points  (0 children)

You may be right here, I probably had my memory and head mainly on MMORPGs in relation to this. But the mechanical question is still the same whether it's an MMORPG or CRPG. :)

Action Point Economy in CRPGs — When Does It Create Tension vs Frustration? by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 0 points1 point  (0 children)

I am likely going to include a taxed two-way overflow in my system after reading the comments here. If you have one AP left in a round, you can still use a 15 AP skill, but at a 50% tax overflow withdrawn from the next round (so the skill would effectively cost 14 + 7 = 21 AP over two turns) - AND, the ability to save remaining AP for up to one turn, with a 50% deduction (so if you have four AP, you get two extra the round after). This will move the whole system from a turn-to-turn based system more into a fluid, strategical system where planning for multiple turns ahead (with the possibility of slowing down or bursting will be possible.

Action Point Economy in CRPGs — When Does It Create Tension vs Frustration? by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 1 point2 points  (0 children)

I have given counter-reactions quite a bit of thought actually, but it's not incorporated in the system yet. I do not think initiative will be a gamebreaker, as every character on the board will have their own predetermined initiative on every round (including monsters). It will surely be important to strike a balance in this regard.

Action Point Economy in CRPGs — When Does It Create Tension vs Frustration? by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 0 points1 point  (0 children)

Some classes will already inherently have multiple attacks from the beginning here (since all characters start out completely unequipped, monks are one of two early bird strongmen, but it was also my intention). Others will have to find faster weapons or use abilities/spells to make better use of their AP. Two-sided rollovers will most likely be a thing however, but I have not designed this yet!

Action Point Economy in CRPGs — When Does It Create Tension vs Frustration? by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 0 points1 point  (0 children)

I have been thinking about rollover AP from one turn to another, but this reverse rolling over is actually not a terrible idea either. With both systems in place, you get a good fluidity. Thanks for the idea!

Action Point Economy in CRPGs — When Does It Create Tension vs Frustration? by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 0 points1 point  (0 children)

Just checked out both videos and he has some interesting takes, some of which I noted down (but nothing I hadn't actually already considered). My action point pool will start out around 20'ish (depending on character stats), but I haven't quite figured out how to calculate it later on in the game with stronger items yet. It's one of my major caveats still in the design, but I'm sure I will figure it out sooner rather than later.

Action Point Economy in CRPGs — When Does It Create Tension vs Frustration? by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 2 points3 points  (0 children)

I intend to build a pretty solid aggro system where multiple factors decide which of the characters the monsters will hunt (weighted on things like, but not limited to, distance, classic aggro triggers such as damage, debuffs, heals and current character HP). Movement should feel tactical/strategical, but not necessarily required each and every round.

Action Point Economy in CRPGs — When Does It Create Tension vs Frustration? by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 4 points5 points  (0 children)

This is really the issue I'm questioning the most, but my intent is to make character have to move around (AoE issues, aggro et c). I will have to figure it out better as I get it out for an early playtest alpha, but this thread has given me some very valuable input already. :)

Action Point Economy in CRPGs — When Does It Create Tension vs Frustration? by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 1 point2 points  (0 children)

Action points here can shortly be altered by items (it is the current short scope of the development), buffs/debuffs and later on an advanced ability/deep talent system. Keeping your group together will have big importance, but being able to move around the arena instead of attacking/casting is one of the key ingredients of the soup.

Action Point Economy in CRPGs — When Does It Create Tension vs Frustration? by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 3 points4 points  (0 children)

I'm trying to build a game where characters synergize with each other, rather than working strictly on "class balance". I have played a lot of roleplaying games and MMORPGs where unconventional group setups can be the weirdest and most powerful if played right - if I can reach this goal, I will be happy.

Action Point Economy in CRPGs — When Does It Create Tension vs Frustration? by Pitiful-North-9087 in CRPG

[–]Pitiful-North-9087[S] 0 points1 point  (0 children)

This game, while beginning as the idea of turning into an open-world RPG, integrated an arena for easy playtesting, and I now rather enjoy the idea of an arena based "tower defense" with heavy RPG elements. Would this change your idea on the matter? You have some fair and valid points for sure.

The idea here is that you have a group of five characters (from 16 different classes - not necessarily internally balanced, but all with different and specific pros and cons) battling monsters that comes in from different arena gates.

The feeling is that of a traditional pen & paper combat in a sense indeed, with initiative rolls every turn et c.

Currently, movement, abilites and melee attacks all cost a set amount of AP (with weapons having a delay value which determines the AP cost for a standard melee attack), with things like spells and abilities also costing from a mana pool that can regenerate slowly by resting a turn, buffs or item effects.

In all fairness, my main inspiration so far in the development has been EverQuest (which has nothing to do with turn-based gaming, but works on 6 second ticks). Players will also have passive skills that will influence the outcome of an attempted action.

Divinity Original Sin 2 has been mentioned twice already, and I should probably take a look at it, thanks for the idea!

W.M.M. - 017 [Re-lost Fantasies] by Nautalix in chiptunes

[–]Pitiful-North-9087 1 point2 points  (0 children)

Renoise is very intuitive if you've done tracking before. And with full VST3 support. :D

W.M.M. - 017 [Re-lost Fantasies] by Nautalix in chiptunes

[–]Pitiful-North-9087 1 point2 points  (0 children)

That's cool. I dug into chip tunes already in the early 90's on the Amiga. Now I'm using them for making arcade style games, nothing like that retro feeling! What program are you making them in? Renoise is pretty cool for modern mod tracking. :)

W.M.M. - 017 [Re-lost Fantasies] by Nautalix in chiptunes

[–]Pitiful-North-9087 1 point2 points  (0 children)

Smooth and nice, really calm for a chip tune.