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I asked this question a while ago elsewhere, but I'd like to ask you guys (and discuss it some more)
Got a question for you guys, and I apologize for not making the premise clearer in the topic; in game making and game player, what do you prefer; a system where buffs applied in battle to base stats are in defined, static increments like States, or a system where buffs applied in battle are a looser, less strict application, like buffs where it's some loose number like 23+ attack, and that buff can be applied and stacked over and over x number of times?
For example, do you prefer
A. Alex casts ATK UP on Bob. ATK UP is a state applied to Bob that raises his attack value by 50%. It wears off in three turns, but cannot be stacked.
B. Alex casts ATK UP on Bob. Bob's ATK is raised by 14. The next turn, Alex casts ATK UP on Bob again. Bob's ATK is raised again by 17. Alex casts ATK UP on Bob again for the next turn, but it has no effect. Bob's ATK boost slowly degrades to its normal value.
This is something that I've always messed around with in game making without a clear consensus (but I personally lean toward the former). Tell me what you think!
Got a question for you guys, and I apologize for not making the premise clearer in the topic; in game making and game player, what do you prefer; a system where buffs applied in battle to base stats are in defined, static increments like States, or a system where buffs applied in battle are a looser, less strict application, like buffs where it's some loose number like 23+ attack, and that buff can be applied and stacked over and over x number of times?
For example, do you prefer
A. Alex casts ATK UP on Bob. ATK UP is a state applied to Bob that raises his attack value by 50%. It wears off in three turns, but cannot be stacked.
B. Alex casts ATK UP on Bob. Bob's ATK is raised by 14. The next turn, Alex casts ATK UP on Bob again. Bob's ATK is raised again by 17. Alex casts ATK UP on Bob again for the next turn, but it has no effect. Bob's ATK boost slowly degrades to its normal value.
This is something that I've always messed around with in game making without a clear consensus (but I personally lean toward the former). Tell me what you think!
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