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Itemization Cross-Feedback #2: Microcosm ("Spear" Week)

Post by SunScript on 2024-12-05 20:29:49

Personally, I just wouldn't do 'choice boxes' OUTSIDE of the very specific case of receiving food ingredients as a reward for dynamic events (because for those it's easier to imagine you're asking for your reward in a specific way at the end of it). Keep it old school. Plant enemies drop plant loot, which you use to make plant themed gear or wood materials or whatever. We already figured out crafting immersion decades ago, but as I recall they approach things this way with TL in order to not force their players to memorize crafting ingredients or have to ...

Itemization Cross-Feedback #2: Microcosm ("Spear" Week)

Post by SunScript on 2024-12-05 21:43:16

That's good design and I totally forgot about that source. Just as well, since it seems I cannot use Resistance Medals from world bosses for it. That said, I'm short on overworld contracts, so going to have to go dungeon diving either way. On a separate note, I noticed world bosses drop random runes now. I have no particularly strong opinion about this, but my kneejerk reaction is that it's kind of pointless to add a new thing for engame players to chase and then make it a part of the exact same gameplay loop as before. Acceptable as ...

Itemization Cross-Feedback #2: Microcosm ("Spear" Week)

Post by SunScript on 2024-12-05 22:04:38

I do actually have one more thing I forgot to mention. I'm not a Fisher/Angler by any means, but the new fishing codex makes it sound more attractive because it basically creates a checklist of mini goals for me to take on. It puts me in the unfamiliar position of possibly being wrong, because I tend to think fishing should be it's own reward yet here I am feeling envious/interested in a checklist. Anyway, gotta catch em all.

Fix pve content.

Post by SunScript on 2025-03-19 18:25:40

What is more/better pve exactly? What do we mean by "not just the grind"? Do we perhaps mean something challenging mechanically, that requires you to stay on your toes and use everything you got in your arsenal effectively? I'm asking seriously. One of the core issues of game development is that the players do NOT actually want the things they are asking for. Here's an example: https://www.reddit.com/r/throneandliberty/comments/1jbe65o/umbrakan_is_umbroken/ That particular boss was added recently to TL and it is a salt mine. It offers the players of that game what you seem to be asking for, yet many of the ...

Fix pve content.

Post by SunScript on 2025-03-20 20:26:18

sure, but it's too early for any of that

Suggestion: replace quality (common, uncommon, rare, etc) on materials with a Quality Rating stat

Post by SunScript on 2025-05-09 00:34:15

I have to strongly disagree here. The only place I think such a system belongs in is some very high level administrator/spreadsheet type game where you're a manor lord or you oversee a solar system, but not in this or most MMOs. The primary reason is immersion, the aim shouldn't be to make things work more like abstract numers, but rather make the player feel like they're truly mining, truly carrying a basket of eggs and so on. I'm trying to say this in as nice a way as possible, basically I don't know what kind of game diet ...

Ashes Terrain Topography and Cohesion

Post by SunScript on 2025-06-25 15:34:14

I enjoy this kind of thing a lot, grassy/flowery fields with vegetation that isn't overly flat or bland looking. The pictures below are from the Nesting Grounds in Throne and Liberty, it's filled with rivers and flowers and the excessive flatness of the area is contrasted by a few giant rocky bird nests and by the observatory ruins overlooking the area from high above. It's these contrasts and the beauty of the vegetation that make it notable to me. I also enjoy stuff like FFXI's Uleguerand Range. It is a mountainous snowy biome and the reason it's memorable is ...

Splinter Topic: Narrative Design Hell Is Other People

Post by SunScript on 2025-06-26 20:54:43

On the topic of design hell, I have a very deep seated hatred of average MMO players and while I try to keep these to myself, I think for once it might be useful to articulate WHY, particularly because to me most of them are average, arrogant as that might sound. Players ask for things, and then proceed to completely skip them. Which causes a pain for devs who truly love their work (Tico from TL talks about this a bit in an interview) and is a detriment to the very same players. There's no point in asking for ...

How Solo Players (Basically) Saved MMOs From Going Extinct

Post by SunScript on 2025-08-09 07:35:01

Eh? There's definitely people out there making meaningful progress discussing how to save MMOs. They all understand solo players are how we got groupfinder and they remember how rage inducing solo players can be in those groups. Going to save my energy for talking to them.