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Post by buildersteven4 on Jul 11, 2014 5:25:50 GMT -8
I had some luck and perfected the first three levels. So before even getting to the 4th played level I had already nearly maxed out my spell. the combination I used also seemed to be very strong (maybe even overpowered). At the end of the game it only became a little stronger than it already was. My point is that a player should never get an A class material early game. Because with some luck there will be little room left for improvement and a way to strong main spell. also this makes F class materials nearly worthless after the first play through.
so I suggest: do not let the player be able to get it hands on an A class material until somewhere past half the game. and only in late game should they be as frequent as they are now.
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Post by Anonymous on Jul 11, 2014 10:59:17 GMT -8
I second this. You could add a requirement that the player completes a certain number of quests before they could "unlock" higher grades appearing. That should give players the opportunity to experiment with lower-grade materials, and make a few materials that become overshadowed at higher grades a little more useful. At the very least, it would give players a feeling of progression for the whole game. You could also have a dedicated npc "teach" the players how to find higher grade material after completing tasks for them: "I would teach you how to cast stronger magic, but someone stole all my equipment and scattered it far across the lands, and I can't teach without it! Before I can teach you about D-grade materials, I'll need you to go to the forest zone to collect my magic notebook, magic pencil, magic pencil sharpener, and a magic pizza. Why a magic pizza you ask? Because I'm hungry! Now go get those for me!"
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Post by buildersteven4 on Jul 11, 2014 15:38:35 GMT -8
/\ Agreed. Also allowing players to slowly forcing their way through harder levels than they are supposed to might cause problems, since they would be that much more rewarding than taking it slow and doing al easier levels. Players that would go to straight to the more difficult levels would have some pain doing it, but the reward is much greater than taking the intended route. Doing levels that are too difficult is currently very doable: The enemies just take allot of hits, but their attack pattern isn't to hard survive for a good player. This causes the player to be strong to early and forces him to do to easy levels afterwards. So I may even suggest preventing early players to start advanced levels at all (Though I do not really like the idea of that).
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Laddo D
Magicmaker Developer
Magicmaker Maker
Posts: 215
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Post by Laddo D on Jul 11, 2014 18:32:34 GMT -8
We've actually just gone ahead and removed the score system entirely. Between random level generation and the spellcrafting system, there was just too many variables to balance it properly. As a result it would always hand out materials of wildly varying grade.
Now material drop grades are based solely on what difficulty level you're at, and the game feels way better.
I don't like the idea of gating either material or quests based on progression. It limits options for skilled or experienced players while solving problems that don't really exist anymore.
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