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Thoughts on Balance.

A topic by Angel created 38 days ago Views: 303 Replies: 9
Viewing posts 1 to 6
(-1)

I will preface that I have not made it far into the game (that I know of at least). I've mainly been fixated on improving the kingdom and whatnot because it's genuinely such a neat concept and mechanic that I'm tempted to crack this open and see how it works to try and do similar stuff in my own project I'm working on. And it might be because I've focused to much on upgrading the kingdom, training soldiers, getting resources, etc that I've kinda just... lost direction with the game? It really just feels like you get rail roaded a bit at the start then dropped off in the sandbox known as a desert lol. There's so much to do with little early direction on what you try and focus on. And when you go to wander, you find so much stuff. Which is technically all a good thing.

Overly wordy intro aside, the fact that you can accidentally wander into stuff you probably shouldn't have encountered yet is genuinely strange at times. Like I went from working on the kingdom, killing the flowers between towns, trying to get to like... think I was level 12 at the time? Then run into some racist accusing some young looking elf girl of theft. Which leads to a boss fight I was most definitely not leveled or geared for lmao. I *barely* made it through that fight and it was entirely thanks to the magick lady dealing 90% of the damage. So I started to keep track of where I should try and farm by wandering. The flowers you get in the overworld give an alright early amount of xp and cash, but after like... level 13 or so they barely give enough of a bump to matter. So I tried going in the north dungeon cave near the capital. Alright, not much better, these bats and slimes are giving about the same amount... oh look, a sign saying danger, maybe this is where you are intended to start farming? Gods was I in for a horrible surprise... not only was the level difference noticeable and the harpies outright bodied me by spamming full party blizzards spells... they somehow gave LESS than the overworld flowers? Seriously, the ice flower gave 150 xp and 200g as a level 20 fight while the overworld flowers give 300xp/g. In a fight that takes a few rounds, you get less than a fight where you 1 tap 2 enemies. And so I wandered some more. Only to find that areas I went to had other enemies that were either stronger, had aoe mechanics, or just made me wonder why the power gap suddenly jumped up so drastically when the prior fight was so easy (the arena is my example with that last one). All while giving negligible rewards.

I apologize for this long winded post, but I feel the context needs to be there to really hammer home that combat rewards need a serious rebalance. Enemies that are level 20 should most definitely not be giving less of a reward than enemies that are level 7.

(-1)

I will add this as an after thought, I could genuinely just be missing something. As I said, I feel like I've lost all direction with just how much you can randomly do so early, and like... I've found myself questioning what I'm missing when I go places like the farm where you can keep monster girls and yet have no clue how I'd even capture or get monster girls xD I could just genuinely be missing some key aspect of the game because I got so absorbed with improving the kingdom and whatnot that idk what I'm really meant to do next.

Developer

Thank you for your feedback.

The open world with a lot to do no matter where you go is pretty much intended, but I understand that it can be confusing and distracting at times. The quest log can hopefully help a bit with that, as the main story quests are supposed to give you some directions and guide you to places, but it's in the nature of an open world game that it's the players in the end who decide in what order they'll play the content.

The experience gained from enemies is definitely something I could take another look at and improve.

Not sure if or how I could implement a "map" or something like that, which could help the players to know which area is for what level. Currently, you figure it out by exploring and then retreating if the enemies turn out to be too hard. :D 

(-1)

already doing the trial and error, which is the basis of my post lolz. You could do it similar to the map items you already have that note names of locations, but instead do them as hunting maps to denote what level things are in said areas. You would still have to find, buy, or make them mind you. But it would be an option, especially for someone who puts the game down and comes back but doesn't remember where to go but might remember a map showing where they *might* be going according to their level.

As for the quest log, it does give a very basic direction but like... it doesn't give the details of something like when you pick up the quest and the character says they should try x. Like I could not figure out the wild herb location till I *very* randomly find the side path to a forest where they were a replenishable pick up item. As for some of the other quests... let's go with the first side quest you get when starting the game. It's to open the skill tree. I'm playing on my android, so I'm unsure if the other versions have a different menu... but I kept thinking it would be in the skill menu. Not under the options menu below the sound and graphics settings etc. So I had saved up about 18 or so skill points but couldn't figure out where to use them because, well, I expected that menu to either be under the Skill option in the basic menu or a sub menu to the Skill menu. It's those basic quests that actually explain how to get started, or where to go, etc that give a proper sense of direction. But currently it's just "do this" or "go here" with no info on where or what. It's minor details like these that build a solid foundation lol. Again, I am still really early on, but from what I have played thus far it's easy to equate it to a fancy restaurant or mansion but the foundation is sinking into the sand on a beach because it wasn't properly built to stay up.

I will continue playing from time to time, especially since I'm trying to make my own thing in RPG Maker MZ. I don't really know how to do a lot of stuff, so cracking something open to try and figure out how it works and how to improve on an idea or concept is fun lol. Keep up the awesome work, and good luck with any future improvements :D

(-1)

I honestly do have a lot more to say in regards to balancing other things... but considering the tidal wave of text, I'm leaving it at basic basic stuff for now.

Developer

I don't mind extensive feedback. If you feel that it's wrong to post it here, you can send me a mail to Naughty-Netherpunch@web.de

Thanks for the reminder, that the skilltree quest has to be changed. :D The entrance was indeed an option in the normal menu, but was recently moved to the "Fast Travel" screen. The choices in the options menu aren't meant to be the primary way to go to it. The skilltree quest wasn't changed yet to explain how it works now. My mistake.

I like the analogy with the mansion on a foundation of sand a lot, because that's pretty much what happened. The game was originally started as a hobby project over 10 years ago, and step by step became more serious. Due to this, there was no proper planning for things in the early stages of the development, which cause a lot of holes and headaches in the aftermath.
I'll definitely re-do or improve some existing content later, but my priority is currently on finishing the story and unfinished side stories, so I probably won't make any big changes to old content anytime soon.

(-1)

so I have no issues posting the feedback here, but I'd rather do it in chunks so things don't get glossed over in the wall of text it will create. As for the skill tree part, I guess that makes sense if a part was forgotten when you are going back to change and fix all sorts of other things. And hearing about how you have been doing that... I have a question. Do you have your ideas and processes written down somewhere? Because I would recommend, if you intend to change/overhaul/fix things here and there, start with your earliest stuff and work your way up. If you do not, I would recommend writing up everything in a piece by piece format, almost like how you would for a walk-through, and would make the recommendation of possibly doing a remake or sequel. That way you can make sure it's got the proper foundation work to then build the mansion. I say this having recently gotten both RPG Maker MV and MZ on the recent sale and starting work on a project for the first time in years. My first time dabbling in it was RPG Maker Ace, and lemme tell ya.... there's so many new quality of life things that make your life much easier, especially if you already have the coding done for chunks of the project. It's why I mentioned possibly opening this one up to see how you did certain things, because I'm still learning. But I've set a base line where I'm making the base world first, setting up the starting town currently after having finished the world map, and then my next step will be population and dialog hooking. I have a friend helping me, but I've already outlined this stuff with them and they are adding it to a Google doc so we can work on it piece by piece. I will eventually get around to some combat balance tweaks, but I'd prefer to get a bit further in to see how things are with more characters and higher levels before I actually do that input. Good luck, and again I look forward to seeing how things progress for this :)

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also, this is a bit of an after thought, try to be a bit better with organizations when writing things down. I've had to jump around a lot while looking at the walk-through you made because it is not very well organized lol. For walk-throughs you want to do the info in the typical order of progression, not numeric or alphabetic. As this is predominantly a wide open world situation, that *can* be difficult to do, but that's even more reason why the creator or whoever writes the walk-through should put extra thought into how progression will work and use that as the basis for how to outline the walk-through. If that makes sense. So missions for the dark mage lady shouldn't be before the mission to meet her in the walk-through, as my easiest and earliest example lol. And I'd recommend this same logic when outlining the way you want to do your work process on the game. You can always come back to parts, but just as long as you get things organized, it makes it easier to go back and remember how things should be or things you might forget and miss.

Developer

- I have notes for the planned future content and changes that should get done at some point. However, things like the change to the main menu are usually spontaneous. They happen either because of a connection to something else I do at the time that make me notice/realize something, or because players make suggestions that result in the changes or improvements of old content.

- An order of progression for the walkthrough is impossible, given that the players decide in what order they do the content in an open world game. It'd only work for the main story, which in the wiki has it's own page to explain all steps in order, but the rest can't be sorted in such a way. In my eyes, people will search for the specific quests when they can't advance it, which works the fastest with ctrl+f, or by searching for the name of the quest in the alphabetic order. I honestly don't see how a chronological order could work without a completely linear world, even with proper planning or writing. And to only sort connected quests in a chronological order while everything else is alphabetic would cause even more confusion.

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that makes sense, especially if you been working on it for some long lol. Since it's already there it definitely makes it equivalent to dealing with spaghetti code. You just dive in here and there to get what you get.

As for the organization, it's not impossible. It's definitely a bit hard to do, but again I will reference the easiest and earliest example that I used the walk-through for. When I was curious if something would happen if I let the dark mage girl finish her unlucky charm, I had to jump way down the list of quests. Yet her follow up quests are up above it as if you could possibly do them first. Which... you can't. Because you still have to get the key to unlock the door and meet her for the first time. There were other quests that were very obviously just out of place in the quest list, which is what makes me think it's either alphabetical or numerical. But if it's entirely random, that's even worse xD even if you made a wide open sandbox that players can do and go as they please, there is still going to be some order to progression of quests and where the player should be given their items and levels etc. You already said the explore and find out what areas are to strong or not was intended, and I'm fine with that because I plan to do similar things. But when even the walk-through is spaghetti... I will also bring up how I know the walk-through has lil quick jump links, but they don't seem to work on mobile. So I tend to do the "find in page" option to find specific words I hope are in the thing I was looking for lol. That's why I said it's tough for the creator (you) or whoever would put together the walk-through because you would have to know the ins and outs of the game and think which segment would come first. Even when it's a wide open sandbox, these games do still have hooks and flags that need triggering :P