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Quests, Combat and Equipment

🕑 Added 2020-05-18 05:46:01 +0000 UTC
Quests, Combat and Equipment

Comments

PaddyOFurniture

Just so long as the combat is part of the story as well.

Jacob A

Well it is either that or use gear to trigger special dialogue, events and similar, which would be a pretty massive undertaking, i reckon. I don't mind more combat in RPGM h-games. Oftentimes, the combat, and the actual grind itself, leads to a different sort of gratification and satisfcation in progress. Either way works, I guess. I'd say TPE is a clear example of how avoiding the grind can still work. The Last Sovereign also negates the grind, but in a rather more unforgiving way. I guess you've got a challenge to overcome in deciding whether or not to make a "core" mechanic avoidable :)

Proxxie

I didn't mention it in the post, but the 'expand equipment slots' decision kind of forced me closer to 'include more stuff that equipment is useful for' - i.e. combat. I still want to avoid forcing too much of it on people if they don't like it, though.

Jacob A

Interesting read, as usual! Many great insights from this one. I'm glad to see that you are implementing more of the core mechanic of combat, since I do agree with a previous analysis of yours about the game lacking a core mechanic. Avoiding the grind would be nice - maybe by taking a "manage limited party ressources (e.g health and mana) when tackling a dungeon"-approach? Very excited to see more content - the nightclub vision does sound very interesting!


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