View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004899 | Valley 1 | Gameplay Idea | Oct 17, 2011 2:19 pm | Oct 17, 2011 3:26 pm | |
Reporter | jerith | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.525 | ||||
Summary | 0004899: Slightly randomised stats for monsters. | ||||
Description | When running through a rhino breeding ground, I noticed that every rhino I attacked was left with exactly 25 health. I think the stats for the various monsters should be randomised slightly for a more interesting experience. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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We do this for bosses, but I'm really against it for base monsters. The only net effect of this change would be that every third rhino would magically die in two shots rather than three -- I'd get endless bug reports, and it just makes it so that you can't predict the outcome of your actions with the regular mobs that you're flying past so fast anyway. |
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I don't /entirely/ buy your reasoning (I think it's similar enough to the move speed to not be a problem), but I won't argue with your decision -- one of us is a professional game designer and it isn't me. :-) |
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I've explained my reasoning in much greater depth I think in the forums, if you're curious. But the general feel we're going for here has more in common with Zelda and Metroid than Diablo. With Zelda and Metroid, you're always on the move, and you take actions which have a delayed reaction -- shoot a shot in metroid, fling your sword beam in Zelda, etc. In the second or so between action and reaction, you keep moving in those games, banking on the fact that you know what the result will be -- I can keep running at that enemy, because I just fired the second shot at him and he won't be in existence by the time I reach him. When you add in randomization, you wind up not being able to speedrun at all, because you can't test one enemy with one weapon and see what the response is in that area. Thus you have to always avoid the enemies, or when they are ranged and more dangerous take a more cautious hang-back approach. Which is sometimes going to be the case anyhow, but generally speaking the randomization of monster stats in an area would pretty much either kill certain kinds of speedruns or require players to always massively-overkill any enemies so that they kill even those with the randomly-higher stats. The bosses are more about thoughtful planning, observation and execution, not speedruns, so of course that doesn't apply there. Anyway, that's a bit fuller explanation of my reasoning. I'm a guy who likes to speedrun the trash mobs, and I expect to be able to predict the result of every action I take after a very brief experimentation with the first monster of each type in a given region. |
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Ah, that makes sense. Thanks for the explanation. :-) (I did search Mantis for this before opening the ticket, but I find forums to be an incredibly painful communications mechanism (for reasons that are mostly specific to how my brain works) so I tend to avoid them.) |
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All good, no worries. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 17, 2011 2:19 pm | jerith | New Issue | |
Oct 17, 2011 2:27 pm | Chris_McElligottPark | Internal Weight | => New |
Oct 17, 2011 2:27 pm | Chris_McElligottPark | Note Added: 0016702 | |
Oct 17, 2011 2:27 pm | Chris_McElligottPark | Status | new => closed |
Oct 17, 2011 2:27 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 17, 2011 2:27 pm | Chris_McElligottPark | Resolution | open => won't fix |
Oct 17, 2011 2:54 pm | jerith | Note Added: 0016705 | |
Oct 17, 2011 3:02 pm | Chris_McElligottPark | Note Added: 0016707 | |
Oct 17, 2011 3:05 pm | jerith | Note Added: 0016708 | |
Oct 17, 2011 3:26 pm | Chris_McElligottPark | Note Added: 0016709 | |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |