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IDProjectCategoryLast Update
0005542Valley 1Suggestion - Balancing IssuesJan 31, 2012 6:23 pm
Reportertbogue Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product Version0.566/0.567 
Summary0005542: Ilari stones should heal up to 100%, 200%, 300%, et c.
DescriptionI like the new health model. It suggests a `mission'-based strategy where my goal might be to find the enemy stronghold, or defeat a particular boss. Once this is done, I can heal, regroup, et c. This is very fun and makes assaulting a fortress seem like a bigger deal. But if I'm using a vitality stone then I can't heal without finding innumerable minor monsters to fight, which is just grind. I suppose I could also use more stones, but finding that many stones is also a grind.

Right now I'm just not using the stones except for missions. Maybe I will when I fight the overlord himself, but that won't be until I get some lvl 2+ spells.
TagsNo tags attached.
Internal WeightNew

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Chris_McElligottPark

Jan 31, 2012 6:23 pm

administrator   ~0018453

Quoting from here, just to put it in context: http://www.arcengames.com/forums/index.php/topic,9714.msg90336.html#msg90336

freeformschooler: Hmm... last question, I think: why do the Guardian Stones not heal you past 100% with the health re-balance? I am interested in all these design decisions as game design is one of my favorite subjects, and I've learned a lot from your answers so far. The guardian stone thing is strange because is encourages constant dungeon-delving to find infinite amounts of Vitality Stones in stash rooms to increase your HP from 230% to 330% (which can't, in turn, be healed to 400%) before it suddenly reaches <200% and you're back to up to 100% HP, causing you to be forced to spend even longer searching for Vitality Stones, and so on...

x-4000: Some players tend to try to play in whatever way is "optimal," no matter how un-fun or destructive to themselves it is. Thus if they are about to lose a vitality stone threshold, and they can just warp back to town at the some time cost to themselves, they'll do it and then complain about it. On the other hand, if the only way to keep your vitality stone levels up is to actually defeat enemies in the field, then it rewards skill and staying in the field instead of running back to town.

x-4000: Likewise, it encourages the choice of "do I save these vitality stones and then get back to the level I'm at once I lose it, or do I save up for the next level?" That doesn't really come into play if losing health levels isn't something that actually is a risk. Plus then you would get players who had insane amounts of health, and who were worried about taking any damage at all because it would drop them from 1600% to 1500% and they'd have to collect 1024 more stones or whatever. The goal is to make it so that there's enough loss of health tiers that players never get above a few hundred percent most of the time, and that the lowish volume of stones they are finding are used to replenish that value and occasionally get a buff above it. Rather than it being something where it climbs ever higher and eventually the player can't be killed at all.

Issue History

Date Modified Username Field Change
Jan 31, 2012 5:26 pm tbogue New Issue
Jan 31, 2012 6:23 pm Chris_McElligottPark Internal Weight => New
Jan 31, 2012 6:23 pm Chris_McElligottPark Note Added: 0018453
Jan 31, 2012 6:23 pm Chris_McElligottPark Status new => closed
Jan 31, 2012 6:23 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 31, 2012 6:23 pm Chris_McElligottPark Resolution open => won't fix