- Joined
- May 1, 2013
- Messages
- 5,476
- Reaction score
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- English
- Primarily Uses
- RMMV
As pretty much everyone has already said: "It depends upon the game".
It really, really does.
The VX Ace version of my game uses the default slots of equipment, and uses them to fantastic effect. I think I had Left Hand, Right Hand, Armor, Accessory or something like that. 4 or 5 slots. So, the bonuses they give are fairly high. In the MV version of that game, I've added MANY more slots. As a result of the "more slots", I've reduced bonuses, or changed effects of some pieces of equipment. I've got Weapon, Shield, Head, Body, Legs, Hands, Feet, Left Ring, Right Ring, and Accessory. It allows the player to "mix and match" a lot better, and allows me to play around with states and stats and traits much more. But, I've reduced stat gain on some pieces quite a bit. It's a trade-off to maintain balance while providing variety and choice.
I also like to have some overlap in which characters can equip which armors. I do have some characters that can only equip the one set, but I also have others that have overlap. The example I like to use for this is the "Magic Knight" I have. That character can either equip the Cloth Armor or the Scale Armor (or a mixture of both). Both armors are at the "extreme" edges of the spectrum. One enhances the magical capability while the other enhances the physical capability (Attack and Defense). But, I've also got a class of armor that can be equipped by everyone, which I call "Casual Clothes". They are clothes that offer flat percentage boosts of usually HP/MP, or on occasion, other stats. They offer no real Defense on their own and simply have weird and unique gameplay mechanics. These clothes even come in male and female variants so that a player can crossdress if they feel inclined to (and why not, if that dress offers a nice boost to MP?).
In general, I think what players tend to like best is a combination of linear progression mixed with sideways progression (as in, two pieces of armor are fairly identical in stats or level, but do something entirely different and are useful in different ways). Do you equip the accessory that prevents Blind or the one that prevents Silence? Do you equip the chest piece that nullifies Fire or the one that nullifies Ice? Do you wear the heavy armor that ensures your character goes last each turn of battle, or do you equip the light armor that lets them act first at the cost of defense? Overlap and more slots for equipment can make these interesting.
But, again, it largely depends on what kind of game you're making.
It really, really does.
The VX Ace version of my game uses the default slots of equipment, and uses them to fantastic effect. I think I had Left Hand, Right Hand, Armor, Accessory or something like that. 4 or 5 slots. So, the bonuses they give are fairly high. In the MV version of that game, I've added MANY more slots. As a result of the "more slots", I've reduced bonuses, or changed effects of some pieces of equipment. I've got Weapon, Shield, Head, Body, Legs, Hands, Feet, Left Ring, Right Ring, and Accessory. It allows the player to "mix and match" a lot better, and allows me to play around with states and stats and traits much more. But, I've reduced stat gain on some pieces quite a bit. It's a trade-off to maintain balance while providing variety and choice.
I also like to have some overlap in which characters can equip which armors. I do have some characters that can only equip the one set, but I also have others that have overlap. The example I like to use for this is the "Magic Knight" I have. That character can either equip the Cloth Armor or the Scale Armor (or a mixture of both). Both armors are at the "extreme" edges of the spectrum. One enhances the magical capability while the other enhances the physical capability (Attack and Defense). But, I've also got a class of armor that can be equipped by everyone, which I call "Casual Clothes". They are clothes that offer flat percentage boosts of usually HP/MP, or on occasion, other stats. They offer no real Defense on their own and simply have weird and unique gameplay mechanics. These clothes even come in male and female variants so that a player can crossdress if they feel inclined to (and why not, if that dress offers a nice boost to MP?).
In general, I think what players tend to like best is a combination of linear progression mixed with sideways progression (as in, two pieces of armor are fairly identical in stats or level, but do something entirely different and are useful in different ways). Do you equip the accessory that prevents Blind or the one that prevents Silence? Do you equip the chest piece that nullifies Fire or the one that nullifies Ice? Do you wear the heavy armor that ensures your character goes last each turn of battle, or do you equip the light armor that lets them act first at the cost of defense? Overlap and more slots for equipment can make these interesting.
But, again, it largely depends on what kind of game you're making.
