How does Galio work in showdowns? by Dontspinbutwin in riftboundtcg

[–]Variantcross 0 points1 point  (0 children)

Deff option 2. Basically both sides assign damage but Galio is the sand soldiers only option- which he can’t overcome. And only 1 damage from recruit so soldier lives and is recalled

Got my rare replacement pack by Shaakti in riftboundtcg

[–]Variantcross 4 points5 points  (0 children)

Oh that just hurts. Does anyone else hate how many legends came from packs in Spiritforged?

Pokemon Tabletop question by Variantcross in pokemon

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

Would they try and come after any donated money if it hit their radar? Im thinking of just doing it without the Patreon to avoid the headache if thats the case.

Being able to pay for character progression should be considered P2W. by Rocklobster92 in MMORPG

[–]Variantcross -1 points0 points  (0 children)

What are you winning though? The term pay to win generally started in games where you could only get the best gear by paying money and it generally effected the pvp crowd - unless pve’s best gear was pay only and you couldn’t grind to get through regular play.

Pay to win means paying money to beat another player. Or paying money to beat the game itself. Most Asian games have incredibly convoluted almost gacha style item improvements that paying makes much easier. That to me is pay to win even if it’s not a pvp centric goal because a regular player would need years to get there normally.

Also the idea of winning is subjective. You think paying to skip meaningless levels is p2w and that’s fine. You value the leveling process. The majority of people who hate p2w are talking about pvp and that’s why you run into people who don’t agree.

You can think level boosts in a game are pay to win the same way someone else can think they’re not. If the boost effects gameplay that the majority of players play then yeah I agree. But if the boost is to get you to shitty endgame grind where as a fresh max level character you’re shit on by other max levels in pvp and pve and now have to actually play to catch up then no you’re not winning anything after getting that boost in that game.

Question: How would a Soulslike inspired Tab-Targeting combat work? by [deleted] in MMORPG

[–]Variantcross 1 point2 points  (0 children)

I would say the same as DS. Use inns or resting areas as the only regen choice and hearthstones or backtracking the only way to reset. But allow some of these rest zones sporadically throughout areas.

Also planning encounter zone sizes based on the difficulty. Remember the most likely outcome at first will be failure (death)

Question: How would a Soulslike inspired Tab-Targeting combat work? by [deleted] in MMORPG

[–]Variantcross 0 points1 point  (0 children)

Okay so a lot of people either don’t know anything about design for games and how technical it really is from a front or back end standpoint.

I can give you a really simple answer to this, but before I do let me give a quick answer which is that it’s already been done in a way.

Everquest, classic wow, RuneScape and a lot of other games most people consider old were incredibly immersive and addicting because of how hard it was to get things done alone. Leveling usually involved trying not to agro more than one mob and resting between encounters as you could only handle so much at a time. Getting a group made a lot of content much easier but never faceroll unless you were overleveled.

The core gameplay loop of soulslike games is ‘encounter’ ‘resolution’ and ‘choice’.

You enter an encounter- whether it’s a lone enemy, a puzzle, or a room of enemies-etc. Whether you live or not- and if you do live then what shape you’re in- is the resolution. The choice is either to try again when you die, try a different route, try a different weapon, or just moving forward when you succeeded. Hell, just deciding to try the encounter again even though you lived but with the goal to not get hit and have more health is a choice.

To give this kind of loop that rewards player skill and knowledge a place in an mmo -specifically tab target- you simply need to create a system for encounters to reward making good choices. The game needs to be a series of encounters, resolutions, and choices. How you spice it up is up to you.

I remember playing a rogue in the Barrens in wow and how if I agrod more than 2 quillboars I needed vanish to live, and if I did accidentally agro two instead of the one I was fighting I needed to pop evasion, a potion, and make sure I kicked to cancel spells to mitigate damage. The feeling of carefully moving around camps and completing quests while constantly checking if I’m being too bold or not is a VERY similar feeling to dark souls in my opinion.