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Kataware

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Blog Comments posted by Kataware

  1. Rewarding Staff Members

    So, my take on the whole situation is that while it would be nice to receive something for our work, I don't think it's necessary or something I'd even want. I volunteered because I wanted to do something with site and didn't feel the desire to get compensated for it. This also gets into the issue of activity/inactivity for staff members and an inherent feeling of competition. Rewards typically are done so in a way that is done by quantity as opposed to quality as well.

  2. Sword art Poll and Debate

    On 11/5/2019 at 10:07 AM, Lonzo said:

    Just a question on the cool downs, IF, we went with Sword Arts getting separate cool downs. What if a person had the skill Quick Change that lets them change their weapons or armor out in the same post. Could they then use the big attack from the new weapon instead of waiting for a cool down, because that would make that skill kind of cool and would give players a reason to use SP in two weapons? It'd lead to some interesting combos but could also break the game with an overrun in status issues. Such as one weapon having bleed and another having paralyze. And then you have to worry about weapons that can stun ect. 
    Then again that could also introduce monsters with the same abilities too which would be cool and scary all at once. 
    I could be way off base in thinking that but it's just a thought. 

    Thanks for the reply. This was actually something that hadn't occurred to any of us, and yes it actually seems that this would be a great thing to use for getting that extra edge in damage. After talking about it a bit, we decided that if someone wants to go through the cost of having two rank 5 sword arts AND quick change, then we'd allow it. Since quick change is also on a cooldown (even currently), it's not an extremely broken skill since whatever weapon you switch into, you're locked into for a short amount of time.

    Thanks for bringing that up and we'll be sure to have that in the back of our minds when we continue developing.

  3. Sword art Poll and Debate

    To begin, we'd like to thank everyone for taking the time to respond and give your feedback. It's actually very much appreciated since it has given us a lot of insight. In this reply, we'll be going down the list and hitting specific points that we were able to discuss about.

    @Koga Although it's already been stated, your post wasn't completely on the mark for the discussion but it also let us gain a better insight on whether we want to have both energy and cooldowns applicable or just cooldowns. Even though we have not yet fully discussed and came to a conclusion which one we think would work better for our system, your comment covered a variety of bases that should help improve that discussion. (Also, good luck with the game design!)

    @NIGHT Your comment about chaining sword arts together resembled something similar to mechanics that were earlier proposed for 3.0 but were initially scrapped. However, we still gave it a fair shot. The main issue that we encountered while playtesting was that, unless there was an extremely large damage boost, it would remain statistically better to use the highest sword art multiplier if cooldowns did not exist. The comment about increasing specificity to sword arts is a sort of extreme to the new effects that we are adding in, and could possibly make the system feel more clunky since it would be heavily circumstantial. Though it would increase the amount of strategy for the system, it convolutes the system more and may not be as much of a benefit as on paper.

    @Tristan Delaney @Baldur Both of your comments (I'll also be looking over the documents you sent that one day Baldur) were really useful since it gave us a better understanding of events which has led the sword art system to its current and development forms. A couple of concerns were brought up such as energy, the types of effects, and also multiplier/damage. Energy is slated to be heavily increased at level 1 and should hopefully fix all issues with energy, the effects we are adding in do not add too much depth and is mainly used to let weapons fit into better niches that would otherwise not exist since single-target damage and AoE damage are the main indicators for the best weapons, and lastly most weapons should see a multiplier increase at nearly all ranks. (As a side note: this was already said Baldur but Takao and your proposal were very similar to Proposal A.)

    @Rythose @Joanne There isn't too much to say here other than thank you for your feedback. For the floor boss development comment, there is hopefully a shift away from harder fights being classified as/equivalent to longer fights.

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