Help to balance weapons

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Titanhex

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Also, let me help you out with your struggle against the Skinner Box, because the Skinner Box is not your enemy.

The Skinner Box is bad when it forces the player to repeat monotonous tasks while giving them the baseline reward to keep them engaged.
Lets look at the original Skinner Box, where a rat learns to pull a lever to receive food, or not pull a lever when the light is on. Eventually, conditioning the rats behavior.

This becomes a monotonous routine within the rats life. The routine is bad because it provides for the rat's needs but never enriches the rats life.
The same goes for the bad Skinner Box mechanics in some games.

However, all you need to do is evolve the context of that task, and the subject finds meaning and enrichment.
Pull the lever to receive food for yourself.
Then, pull the lever to receive food and feed your family.
Then, pull the lever and feed your community.
Or pull the lever, and save a life.

The task is the same, but the context has evolved. Enrichment is gained through the players sense of worth.
The task itself could even evolve. Plant a bush, eat the berries. Plant a farm, feed your family. Create a system of agriculture, and feed the world.

A properly wielded skinner box evolves both the task and the context to provide enrichment, if done properly.

Good design is about adding meaningful context to the tasks you ask of the player, no matter how repetitious they are. That is an important goal of good game design.
But you still have to get the player to engage their task before you can add meaning. Whether it's by expanding on the task or the context.

The difference between a bad skinner box and a good one is whether or not the game transcends the pragmatism of its mechanics, and whether or not the player gains enrichment from that transcendence.
 

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You've been watching too much "Extra Credits" on Youtube.

I highly suggest you check out some stuff by Mark Brown, Errant Signal, Super Bunny Hop, or any of numerous lectures done on the GDC Youtube Channel. I also suggest you read some of the text books available on Amazon, Kindle, and Audible. Book of Lenses and Game Feel, among others.
And don't get me wrong, Extra Credits isn't bad. It's just highly abstract and very fluffy. It's conjecture, and lacks application. Good to ponder, but insubstantial if you want a concrete lesson.
I think I used to watch Extra Credits when I was younger, but much of their advice doesn't apply to practical design. Namely, most of their arguments fall to pieces when you get to "apply this to reality". They make good points for "beginners", to be sure. It's a good place to start, but nothing more. It's mostly "sunshine and fairies" type advice. I've seen some of Super Bunny Hop and have disagreed with that as much...

The problem I have with all these "professors of game design" is that they frequently ignore... well... reality. "Don't do this, it makes for a bad game" cue a list of about 30 games that do just that and are heavily praised as good games and "very fun". Too many do this, so I don't really take any "game design expert" as gospel. I consider it "decent advice" sometimes and other times it's just... well... frankly useless in the face of reality. I'm not saying it isn't worth looking at, because much of it actually is. You just have to take it with a grain of salt.

"Game Design Theory" is realistically a "moving target" all its own. What used to entertain people and make them spend money 20 years ago no longer does that today. The things that entertain them today and make them spend money aren't going to do it another 20 years from now. It's a feature treadmill. Especially as technology increases what we can do.

Basic fundamentals of that rarely change, but all the details do given enough time and "game playing fatigue". Namely, the act of every single game doing everything exactly that same way and players getting burned out by it. This is why it's a moving target and why it can't be concrete.

You believe your job is to provide fun. But a good designer knows that fun is an ambiguous term. Without definition, it's an aimless goal. In fact, today many games do not provide fun. Yet that doesn't make the end experience any less enjoyable.
Believing that a game must be fun is an archaic term applied to video games from when they were considered toys. In 2011 games were considered art by the U.S. Supreme Court, which elevated their status and our expectation of them as a medium.
If you truly believe that games are suppose to be fun, then you are a toy manufacturer hoping to get money out of your customers. Akin to EA and Ubisoft. Nothing wrong with that. But I tend to go a different direction is all.
Ah, you're one of those people. Rather than get into a fight over it, let's just do two things here. We'll "agree to disagree", because we're not going to see eye to eye on this and then I'll mention to you that Ubisoft and EA are not "toy makers" that "care about fun". They're the people wanting to turn "games into a service you pay for continually and constantly, so gambling practices like Skinner Boxes exist more frequently".

Also, art is "subjective personal opinion". I do not consider games like, "Gone Home" to be art. I consider them the same amount of lazy as painters who splash random crap on a canvas and say, "it's so deep man, it's truly artistic! It says how I feel!". Yeah, no. Maybe you'd consider one or both "art", but I do not.

What I consider "art" is something that takes skill and talent to create, which is a creative expression of the creator, and which does inevitably invite analysis/critique by the public.

But, that's me being elitist in what I consider "art". As said before: Subjective personal opinion.

As for fun... Well, it can be measured. "Was it fun? Why? What was fun about it?" If the answer is, "I'm not sure", then it's likely one of the "Skinner Box Traps". Most players, if they truly had fun, can give you in nearly excessive detail on how and why it was fun. You can build a consensus from this. A reasonable one, at that. While it is subjective, it is measurable. As such, it is a goal that can be strived for. Will you ever make something that is fun for everyone? No. In the same way you cannot create anything that will be loved by everyone.

Honestly though this whole discussion has been built on misunderstanding. You erroneously seem to believe my end goal of game development and behavior conditioning is to manipulate the player to play continously.
Yours? No. Skinner Boxes and systems that rely heavily on them like Destiny 2 and the vast swath of MMOs? Oh yes. I'm merely arguing against the use of "Skinner Boxes" as design practices that reinforce their use. I've got nothing against your own design decisions.

In reality, my end goal is to get the player to experience the game in the way I intend. Meaningful interaction. Deeper understanding of the mechanics. Reward the player for caring. All to allow the game to conclude in a meaningful way.
In order to do that, I have to predict the player's decisions. That is done through conditioning. I can name you plenty of modern games that adopt this mindset, both indie and triple A.
Completely admirable, perfectly sensible, and I wholeheartedly agree. That's my intent with my game design as well. For players to get the experience out of the game that I'm crafting. To hopefully find some of the same fun in the game that I would have with a game designed like it. In short, I want players to care as much about the experience as I do.

However, our design philosophies differ at "doing conditioning". Though, I likely use it to my own extent (after all, everyone conditions everyone, it's basically inescapable. That's what "learning" is, after all), I don't use it to the extent that using a Skinner Box like design would. I have no problems with punishing a player for doing the wrong things (that's what challenge is, after all) or for rewarding them for doing "the right things" (that's what learning is... or conditioning if you prefer the word). Personally, I prefer to not overtly punish a player. The "right answer" is whatever the player comes up with to complete the puzzle. My weapon design is meant to serve that purpose. It's a toolbox. Lots of right ways to do things, lots of wrong ways, and maybe a few ways in which my players might surprise me.

I allow players to make "wrong decisions" if they like. I even let them win if they've got enough skill to deal with their wrong decisions. But, my weapon stats aren't a "bad decision". They exist to help you achieve whatever goal you like with your characters. In short, they're options. Flavors. This one is vanilla, this one is chocolate, this one is rocky road, this one is birthday cake flavor, this one is orange sherbet, etcetera. You could compare them and there'd be some downsides, especially if there were flavors you just didn't like. But, they're all icecream. All designed to be delicious to someone.

We just have a difference in design decision. I don't think your method is wrong. I think it's just different. I disagree with it, because I prefer my method, and the things it does in the context of combat. I also disagree because I don't think it's this "terrible design choice" you are trying to make it out to be.

But, hey, subjective personal opinion. A million ways to design a game, most all of them are right.

Even Minecraft (SSP/SMP) conditions a player to perform certain behaviors while discouraging other behavior. It's actually heavily skinner-box centric. Perhaps one of the most egregiously skinner-box-centric games to bring up. It's a survival game. That whole genre is strongly built on skinner-box mechanics.
Yes, there's Creative Mode, but Creative Mode ceases being a game.
Typically, we just call this "learning". What I mean by "Skinner Box" is things like enforced MMO grind, continuing to play when it's no longer fun just because it's a habit, severe punishments on a player so that you strictly enforce the good behavior, only being able to obtain something by a single conditioned method of randomness in order to prevent "burnout" or "fatigue". Stuff of that nature. The more nasty side of his research. The side that lead to more addictive gambling machines. The side that has lead to our current state of "Loot Boxes". Our current state of "grind forever for one thing".

Minecraft Survival Mode has the same end goal as Creative Mode. Whatever the player wants it to be. Sure, in Survival it is more difficult to obtain some materials, items, or world perks... So, a player may seek out those things as a "challenge", but even after completing those, will continue to play. The end goal is basically to just explore and build. Sure, you're punished for things like trying to swim in lava... fight enemies that will damage you heavily, or engage in combat in really poor ways... But, beyond that, not a lot of punishment in the game. Which is why the existence of "Challenge Maps" came into being. To provide an end goal. To provide challenge within the game. Challenge for Creative is different in that it's how well you can build things. It's player imposed challenge. I agree Creative Mode ceases being a "traditional game" where the dev is the one that has imposed the challenge, but the gameplay itself lends very well to "player imposed challenge" and "the creation of new games within the game".

But, that's pretty irrelevant to the topic at hand.

We should likely just "agree to disagree" here as well. Simply for the sake of staying on topic. You've got your opinion and I have mine. I don't consider yours "wrong", merely "different".

By adding a negative number to a weapon, you are punishing the player for making a minor decision about their character. You can argue all you want, but at the end of the day it's inefficient and pointless. Punishment and penalty exists to influence a player's behavior. Your decision to add a penalty to a weapon was done arbitrarily. There really is no design-centric reason to do so.
I'm a little irritated by this, merely because you assume I just did something "willy nilly" because I thought "it was cool" like adding in a "Crafting System" or "Choices in the Story" or "A New Game Plus" or whatever else everyone is doing these days.

You see your comment down below about "High Level Play"? Why is it that you can accept a design reason for the system to exist in a AAA game, but not from an amateur game dev? Why is it a double-standard? I don't get it, please explain it. Otherwise, it just looks like, "Nah, man, it's okay for AAA games like Borderlands to do that, they've definitely got a reason why they do it! But, amateur game devs using RPG Maker? Nah, they've got no reason to do it! They should avoid doing it at all costs!"

Seriously, it's silly and more than a little irritating.

That being said... Why does what weapon a player chooses have to be a "minor decision about their character"? I don't believe in the "hit optimize" design philosophy. Why isn't it a major decision? Or, rather a major decision they make once and never need to make again?

But, let me give you an example. I'm not sure it'll come across or anything, but I'll give it a shot.

Let's take my Short Sword (3 Attack, 1 Defense) vs Long Sword (5 Attack, 2 Luck). In absolutely every respect, the Long Sword has it beat. It's got more stats and better stats. It's going to statistically be better in combat. It's going to win that fight no matter what. Even having an "Element" on that Short Sword isn't going to make a difference except in highly specific combat encounters. Every player is going to look at that and go, "no brainer, equip the better item". They won't even think about it. But, if you compare two different weapons of mine: Claymore (8 Attack, 4 Defense, -3 Agility, and -1 Luck) vs Falchion (10 Attack, -4 Defense, 2 Agility, 8 Luck). The Falchion clearly has the stat lead. It's got more stats. But, what about that Defense? What if you're using it on a Tank character and those 4 points are necessary to your build? What if you're using it on a Lightning Bruiser and those Agility Points are necessary instead of the Defense? Lots of ways to measure here. A single decision to be made, and it's easily made, provided the player knows what they're looking for. If they don't care, they hit "Optimize".

Furthermore, the negative adds another dynamic. Let's say you have the Claymore equipped and you want to equip the Falchion instead. Now, you have to make a decision about losing 8 points of Defense for what you're getting. How do you propose a dev do that without going negative? Give one weapon 8 points in Defense and risk balance? Negative numbers allow greater deviation amongst stats than if you simply "didn't go below zero". Because, put simply, it's much harder to have that large of a gulf in stats, without making that gulf of stats potentially game breaking or frustrating to a player. After all, you only suffer that 8 Point Defense loss by switching from this particular weapon to that particular weapon. If you went from any other weapon that didn't affect Defense and went to this one with a -4 Defense... you only lost 4 points and not 8.

And that's my whole point. And honestly, it's fine that you did that. I've done it before. 95% of the people using the engine have probably done it as well.
But I'm trying to explain to you what is wrong with it and how to correct it.
I'm just trying to explain to you what isn't wrong with it and that it doesn't necessarily need correcting. Especially when you're providing very little proof of "decision fatigue" or even "it makes players feel bad to have negative stats". As such, both of those points are remaining firmly in the camp of, "just my opinion" on your end. I'd appreciate some examples. Or, even hypotheticals.

Your Borderlands Shield is a reward for high-skilled play. League of Legends does the same thing. In both games there are items and traits that give the player a greater advantage for being good at the game, but penalize them for poor playing and bad decisions.
Yup. Covered it up above.

Deviating, you already mentioned an issue with fatigue. The player still has to make a decision about the stat.
Please explain to me how that is an example of fatigue. Maybe I explained it wrong? Here's my point, the player will make the decision once. "I can use Sniper Rifles or I can use Assault Rifles. Well, I want this character to be a Sniper.". From that point on, every decision will be towards making that character a more effective Sniper. They'll take a +3 Range for a +3 Movement penalty. Especially if they aren't going to need to move around much anyway. They'll keep taking the next version of Sniper Rifle over this one. And the next. No other decision will be made on "weapon type" again. The player already decided. Most of us do that in RPGs and MMOs as well. In Guild Wars 2, I use a Shortbow and a Longbow as a ranger. As such, I've given them the stats and skills necessary to be "decent" in PvP and "fairly good" at PvE content. It isn't an "optimal build", but it's how I decided to play. I don't even look at the stats of other weapons except those two. It doesn't matter. Already made the decision once.

Personally, I would assume "decision fatigue" was more about, "I really hate making decisions, I don't want to make any more" and not about, "I made the decision to play like this 'cause it's how I want to play and is the most fun for me, so I'll just keep using these same types of weapons and building around them".

You'll likely have to explain this to me, because I don't see the connection.

This is exactly what decision fatigue is. If a person has made 300 decisions throughout the day, they don't want to go home to a video game and make 100 more. Especially if those decisions are meaningless but still must be made.
Tell that Mass Effect 1, 2, and 3. Tell that to Dragon Age 1, 2, and Inquisition. Tell that to... well... insert a Telltale game. Yep... People definitely don't want to go home and make decisions in a video game. I mean... Look how popular MMOs are and how many gear decisions they provide! How many build decisions! Who wants to make all those decisions!

Look, if you don't want to make decisions after you get home from work, in a video game, that's you personally. However, enough games out there exist with so many hundreds of decisions to be made that are wildly popular and have made massive amounts of money, that the argument falls to pieces instantly.

I mean, heck, just go look at D&D. People play that for the Roleplaying. Namely, making decisions. That's like 90% of what that game is. Deciding on a course of action and then employing it. Making a decision. Wildly popular franchise. Not even the only Tabletop that is.

And when you're making this decision for 3 other characters on top of your current one, it compounds. And the more you play, the more it compounds, until the game is a chore.
Is it just you that finds this to be a chore... or do you have a lot of examples of people who do? Lots of examples of games that failed for doing just that?

I mean, I can blow it away by just saying, "Final Fantasy 7 Materia System". Granted, not a lot of RPGs have done it for a while, but I'm not sure that's an indication of it "not being good game design". Or even "Player Decision Fatigue". I think it more probably resides in, "Game Developer Fatigue and not wanting to muck about with balance across multiple characters when it's simpler and cheaper to do it with just one". Basically, cost-saving measure.

But, if you've got examples of games that failed or did poorly because of this "Player Decision Making Fatigue" you describe, I'd like to know them.

If the player is looking at a 2/1/1 blade vs their 1/1/1 blade, bam, easy, meaningful decision, no fatigue.
If they're deciding a 5/1/-2 blade against their 1/1/1 blade and if the -2 penalty is worth it, you've asked the player to make a decision they shouldn't have to. That blade is balanced the same as the 2/1/1 blade.
Not sure what you're talking about here. Without knowing details of a combat system, there's no way to know if they're even "balanced" the same. There's not even a way to determine which stats those are or if the stats they represent are relevant to a player or a character. I mean, if you just want to compare numbers, we can, but without context there's no legitimate argument to be had here.

You'll have to go more into depth on that if you'd like to convince me. As it is, all I see is, "first blade has 4 points, second blade has 3 points. Blade 1 is obviously better, hit "optimize" no need to think" and then the second one that's "first blade is 4 total points, second blade is 3 again. So, I would guess this decision is somehow difficult to make?" Might be more difficult if all three stats were relevant. If you're running a class where those -2 points make the difference in combat, then you might not pick that weapon. Even if you get a whopping 5 to another stat.

Let me expand on it. Let's say your stats represent "Strength, Agility, Magic", in that order. Let's say your mage can equip all those blades. You want to maximize your "Magic" stat so that your spells do more damage. Suddenly, that "-2" isn't good. Who cares if your mage gets 5 points to Strength? They aren't using strength! They use Magic! But, now you've got a Warrior that can use the same blades alongside the Mage. But, well, he doesn't need Magic at all! He could definitely use that 5 extra points! He could totally sacrifice the 2 points in Magic for 4 more points of Strength!

Do you see why context is important? We aren't just measure "raw numbers" here. I mean, you can if you want, but at the end of the day, all you'll be proving is that you know how to do basic math, and not anything about Game Design.

I think that's a good stopping point. Hopefully the light clicks and you more fully understand the scope of what I'm saying.
I understand a lot of what you're saying. I just don't agree with it. Much of it is argued from a place of "theory" and not "practice". Sort of what I was railing against with "Extra Credits" up there at the top.

That being said, I merely disagree with you. Your design decisions are yours. I'm not telling you not to make design decisions I don't like and that I disagree with. I dislike Crafting Systems, lots of people still put them in. Those are the games they like to make. I just don't play those games. I dislike "On screen encounter" systems as well as I feel they're implemented poorly the vast majority of the time. I don't fault people for liking them and putting them in their game. I don't consider either "bad game design". I consider them, "a difference of opinion" or, at worst, "executed poorly".

As I said before, there are hundreds of ways to design a game. Thousands of ways to execute each design decision. Not a single way is "wrong". Only, "not executed to its potential". Or, even worse, "implemented in ignorance". Which, is basically just saying that the person who put it in wasn't aware of how players make decisions or of how any system works in a functioning system called "a game".

A difference in design decision is all we have here. You like your raw numbers and don't appear to like game design that includes imposing any kind of penalty on a player. You prefer it be "smooth" and "quick" and perhaps not with a whole lot of nuance. I can understand that. Different games for different folks.

I prefer my combat be "beefy". Laden with decisions. Laden with puzzles. Bursting to the seams with choices. As such, my own weapons and their stats reflect that design decision.

I've got no problem just "agreeing to disagree" with you.
 

Titanhex

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I may be grilling you a little too hard.
When you believe something is true, you want everyone else to believe it's true.

A lot of experts have said many things that contradict your philosophies. I am apt to believe the experts. However I'm also okay with experimentation. However, I firmly believe you must deeply understand the work you are trying to subvert. Otherwise, you're just riding on luck.

As for art. I am of a similar mindset. I do not believe art, design and writing are fully subjective. There are tried and true methods and structure that you must adhere to and understand. Yes, thre is valid elitism and pride. However, there's malleability. There is a lot of room for subversion and exploration at any given phase. But the only way you can subvert is to understand and acknowledge what you're subverting as the established norm.

That aside, I am still positive that your decision to use negative numbers in your weapons was an arbitrary decision, with no design philosophy to back it. It inherently goes against good design.
Taking something away, which is what negative values explicitly do in the eyes of a player, is meant as a deterrent. It is conditioning. That is the whole point of a penalty.
But from what I can tell of your design, you are not trying to deter someone from using a weapon. Unless you are trying to have the player change weapons to create strategy. But even then, that still doesn't justify negative values on weapons.
And if you were to adjust the numbers on your weapons to be positives, you can adjust the rest of the numbers in your game accordingly. So there's no point in bringing up that it makes it harder to balance, because it doesn't.

I also have to point out again that there is no reason to have a player consider a penalty when they don't have to. If the number was 0 or a positive, it wouldn't even be considered at all by the player, further cementing that negatives in weapons are an arbitrary and pointless design.
It just adds to the number of decisions they're making throughout play. The player should be making quick decisions on mercurial things, like gear, and longer decisions on impactful things, like narrative, optimal strategy, and stat placement.

If your crossbow and sword do the same damage at the end of the day, deciding between them is arbitrary. If one does more damage, then why take the other? And if they're meant to offer counter-strategy, they need more substance than what you have.
I'm certainly down for weapons being an impactful decision, such as in Fire Emblem. But I do not see that in your design.

Honestly, I just don't see the purpose of designing your weapons with negative values.

Also, bursting at the seems with decisions is not a good design decision. For so many reasons. I could site a half-dozen experts that express clearly that offering too many choices for the player is bad.
And no, I'm not saying "all choice is bad." Just be tactical with your use of choice for the player.
There's many ways to structure and limit choice to most effectively express the design of a game. Experts could tell you in a far more clear fashion than I how to do it.
Honestly the more choice you give for combat, the more of a nightmare it becomes to balance too. You'll waste resources designing things that no one uses because it ends up having little impact to the optimal strategy. So keep that in mind.
 
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KoldBlood

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Assuming we are using an equipment menu similar to the default RPGM equipment menu then the player will see a negative effect when switching weapons and armor with differing values anyway. o_O

Unless the new equipment is just a straight upgrade from the last if the value is going from 30 to 15 or -15 doesn't matter much it is still going to show up as a negative number (pretty sure this is how it has worked in most RPG's I've played?). So unless you are specifically telling the player the equipment stats are positive this or negative this or have a script that shows them the exact stats of each piece of equipment they are going solely off what they see on the equip menu and they are still going to see those negative numbers regardless.

I wouldn't bring this up except that I've just spent the last 3 weeks trying to balance my seemingly impossible to balance weapons and armor that uses the exact same positive numbers I keep hearing people preach and every time I switch weapon types and armor on my characters I get a mix of positive numbers and negative numbers because of the trade off between each type. Sure when the item is a straight upgrade there are only positives but that would be true of a style with negative numbers as well.

Point here is; Either way the player is experiencing some kind of trade off. How someone chooses to balance their game doesn't matter if the numbers end up doing the exactly the same thing in the end.
 
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Tai_MT

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I may be grilling you a little too hard.
Grilling me? You've yet to ask a single question about the system at all. You've really only passed judgement on it. If you'd like to ask questions, I'm more than willing to answer them, but you haven't yet at all. Unless you're using some form of the word "grilling" that I'm not aware of. I mean, you haven't lit me on fire to cook me either... so... *shrugs*

When you believe something is true, you want everyone else to believe it's true.
Some people are like that. I can see you are, anyway. I just prefer people understand my point of view. Whether they agree with it or not doesn't necessarily matter. Hence the "agree to disagree". I've been around long enough to know that my "design philosophies" aren't the "end all, be all", nor are anyone else's. Every aspect of game design has flaws, including all the currently "accepted" game design decisions by "so called experts". As mentioned before, game design is a treadmill/moving target. Basic tenants never really change, but all the details do.

A lot of experts have said many things that contradict your philosophies. I am apt to believe the experts. However I'm also okay with experimentation. However, I firmly believe you must deeply understand the work you are trying to subvert. Otherwise, you're just riding on luck.
Which experts? Which philosophies? You're welcome to believe anyone you like, but I prefer some citation. Do these experts have degrees? Which degrees? Do they have experience in designing video games? If so, which games?

I'm more inclined to believe people who have "succeeded". Like say... I'd be more apt to believe Joseph Staten on how you write deep and enriched lore than someone with no experience in the field. I'd be more inclined to believe Michal Madej when he espouses the virtues of specific game design tenants than some guy on YouTube like we have with "Extra Credits" or shows like it.

Even then, I may be apt to disagree with them anyway.

We have, for want of a better term, "professional game designers" here on this website. Some have published over a dozen games. I listen when they give advice because they've been there, done that, they've got experience. However, that doesn't mean I'll agree with everything they say. Sometimes, I find flaws in their arguments as well and point them out.

There is no "perfect design philosophy" after all. There is no, "If you do everything exactly like this, you will make a fun game, that game will also sell". If there was, we'd be producing Video Games on an assembly line instead of trying to hand-craft them with large teams of specialists.

As for art. I am of a similar mindset. I do not believe art, design and writing are fully subjective. There are tried and true methods and structure that you must adhere to and understand. Yes, thre is valid elitism and pride. However, there's malleability. There is a lot of room for subversion and exploration at any given phase. But the only way you can subvert is to understand and acknowledge what you're subverting as the established norm.
I'm of the mindset that liking something is fully subjective. I just think there are objective measurements for "art". At least, that's my opinion. However, I don't really consider video games or movies as "art". Mostly because if you put up the picture of the Mona Lisa in front of nearly anyone, they immediately recognize what it is and who made it. But, if you put up a still shot of a movie... the only people who are going to know what it is from are the few who saw the movie, and even fewer than that will even know the people who made it. They might recognize the actors, but in 80 years, they won't know who they are. The same is true of video games.

I believe "art" has a certain amount of longevity. But, that's me being an elitist snob when it comes to art.

As for the "established norm"? Eh... I'm not even really sure what you're talking about. I'm really only doing two things in my entire project that nobody else has ever done before. 1. A story that actually branches and changes depending on your decisions (namely, your story is entirely different), which is a pain the butt to implement, but is absolutely amazingly fun to write. And 2. Divorcing Stats from Level Ups. Giving the player stats only through quest completion and giving the player map features from leveling up.

Everything else? Done before. Heck, negative stats on equipment has been around for a long time. Even 5th Edition D&D has negative stats on equipment. I mean, it's pretty ubiquitous. You're free to disagree with it, sure, but it's not "subverting the established norm" in the least.

That aside, I am still positive that your decision to use negative numbers in your weapons was an arbitrary decision, with no design philosophy to back it. It inherently goes against good design.
Display your proof other than you just don't like it. It'll be much easier to convince me if you come at me with evidence and arguments instead of conjecture and personal opinions.

I mean, you're free to have your opinion and all, but it looks to me like you're trying to convince me to change a major aspect of my game. So, if that's the case, I'm going to ask you to begin backing up your statements with proof and examples. If you don't have any... then you just have an opinion without substantiation (in other words, it's not actually your opinion, it's someone else's that you're parroting).

Taking something away, which is what negative values explicitly do in the eyes of a player, is meant as a deterrent. It is conditioning. That is the whole point of a penalty.
Prove it. Citation needed. Every time you've said this, it has sounded like this: "I don't like negative values on my weapons so don't put negative values on weapons because I think it's bad design". At which point I throw my hands in the air and go, "Obviously my game isn't designed for a player like you. You're not the demographic I'm shooting for.".

You need to cite some games that have done what I'm doing and failed as a result of it. You need to cite some actual studies on it. I mean, if you'd like to try to cite psychology and "people don't like negatives", I'll just cite the economy in any given game or any given version of reality. People are willing to give up something that is incredibly valuable for something they perceive of equal value. Trading money for goods. In fact, such spending actually makes people happy, so... Not sure what a psychology/sociology textbook says about that. I mean, I took a year of both in High School, but that's been a while.

My design operates on that principle. Of trading something you don't perceive as valuable for something you perceive as valuable. You are, in essence, spending one stat (or multiple stats) in order to obtain other stats that you want. Honestly, that's how the system works every time I've ever seen it implemented. You are trading something you don't care that much about for something you care a lot about.

Not a lot of players out there, in my experience, that would look at a weapon with a negative on it and go, "Nope, I don't want to equip that at all, it's got negative points on it, I need all my stats as high as possible". It just doesn't really happen. You can see this in action by just looking through "Trait" systems that many games have. The most notable examples are Fallout 1, Fallout 2, Fallout New Vegas, and Wasteland 2.

But from what I can tell of your design, you are not trying to deter someone from using a weapon. Unless you are trying to have the player change weapons to create strategy. But even then, that still doesn't justify negative values on weapons.
*sigh* You're going to make me bust out my entire combat system, aren't you? I'm going to eventually have to post all the interlocking pieces in a single place and how it all works together, aren't I? I really don't want to have to do that as it has nothing to do with the topic of "weapon design" and "how to balance weapons". I'll give you the basic rundown.
1. It's a low stat game. Characters start with anywhere from 10 to 20 HP. Most of their stats fall between 5 and 15 points.
2. Stats in my game are gained in two ways. The first is by completing a Quest and being given an item to use on any character to raise a stat by a set amount. The second is by equipping weapons/armors/accessories/relics.
3. I use three stats to "attack" with. Enemies use these three, so do all the player characters. "Attack" for physical type attacks. "Speed" for quick physical type attacks. "Magic" for magical type attacks. a.atk, a.agi, a.mat. I use three stats to defend against these. "Defense" against Attack, "Reflex" against Speed, and "Magic Defense" against Magic. Weapons raise and lower some of these where it makes sense. Armor raise and lower them some too, where it makes sense within the lore of my game.
4. On top of this, there are several "Elements" which can raise and lower damage as well. Strength, Speed, Magic. Slash, Bash, Pierce. Fire, Water, Earth, Wind, Ice, Lightning. Life, Death, Nature. Silver, Lead. These can affect how weapons perform, how skills perform, or how characters perform.
5. I'm using simplistic damage formulas to make balancing easy. Most are simple add/subtract affairs. A few use multiplication instead. No division is used. At least, not yet. I'm still creating monsters and their skills.
6. Not all stats are valuable to all characters. Without magic spells that use the "Magic" stat, it's pointless. Without skills that use the "Attack" or "Speed" stat, they're fairly pointless. Defensive stats can be useful across the board, but that's up to the player to decide what they care about and what they don't. Especially since stats can be buffed during combat.

With that in mind, my negative values on weapons are a means of doing several things. 1. Balancing combat. 2. Providing specializations to characters. 3. Making the player choose how they want to play or what stats are important to them. 4. Providing a level of "experienced" play to players who want it.

It isn't necessary for a player to swap different weapon types at all. In fact, I anticipate that they won't. I anticipate that players will see the options available, make a decision as to the kind of weapons they'd like to use (and the kind of build they want) and they will stick with it until the end of the game. The only thing I anticipate players "changing every so often" is armor sets. But, that's neither here nor there.

And if you were to adjust the numbers on your weapons to be positives, you can adjust the rest of the numbers in your game accordingly. So there's no point in bringing up that it makes it harder to balance, because it doesn't.
I like that you assume things based on your own personal opinion. "Oh yeah, it'll totally be easy to just change the balance by doing it my way. It's not like you spent months play-testing and designing things. It's not like it took you a lot of time to fine tune anything. You totally just picked your numbers arbitrarily! Now go fix them, because I demand you do so!"

That being said... I'll explain something important to you. My game is designed in such a way that every single stat point is valuable. It took a while to get that design to work out. Especially as stats reached higher points and I got to "end game". It isn't as simple as you think it is. It isn't, "Oh, having 7 is the same as having 8". In the early game, that one point can be the difference between killing an enemy in 4 turns or in killing them in 3. In the late game, that one point is mitigated more, but it begins to be put into multiplication formulas where it matters. Especially when variance comes into play.

There is a difference between "Oh, combat is meant to be players just mashing "Attack" all day long" and "players can do that, but it's only going to be successful against low stat creatures, or areas where you have no other option". I spent some time including "nuance" in my combat. If my players are "mashing attack", then I've done my job wrong and I go back and rebalance.

I also have to point out again that there is no reason to have a player consider a penalty when they don't have to. If the number was 0 or a positive, it wouldn't even be considered at all by the player, further cementing that negatives in weapons are an arbitrary and pointless design.
Will you please stop citing your personal opinion as fact? You see it as "arbitrary" because you don't like it. You see it as "pointless" because you don't like it. Both are a symptom of you thinking that only a specific set of rules are "correct" and anything that deviates from those rules is just wrong and can't ever work.

As such, I've also explained in detail the point of negatives and why they're important. Something I guess you glossed over or didn't read, since you didn't even offer a counter argument. So, I'll direct you back to my previous post on the subject.

If you don't want to read my posts, then don't. And don't reply to them. But, if you want to have a serious discussion, I suggest you actually read what I've written and respond where it seems appropriate. I also ask that you try to back up your points of view instead of arbitrarily determining that you've got the only correct way of thinking about things.

It just adds to the number of decisions they're making throughout play.
That's the point...

The player should be making quick decisions on mercurial things, like gear
I don't agree. I don't like players hitting "Optimize" and not thinking about things. Because unless there's a downside to something with higher stats, that is all they will do. They will hit "Optimize" and not care at all what weapon/armor is equipped.

I prefer games where the player makes a decision and that decision impacts their gameplay. I don't prefer games where players turn off their brains at all. I prefer engagement. If a player in my game is hitting "Optimize" at all, I've done my job wrong.

and longer decisions on impactful things, like narrative, optimal strategy, and stat placement.
Weapons and armor are "stat placement". Funny to me how you split the two as if they're different things. They aren't. They're part of the same "Progression System", yet you decided arbitrarily that they should be split up. Weapons/Armor add stats to your character, same as leveling up, same as distributing stats personally by hand. You'll have to explain to me how adding a bulk set of stats to a character is meant to be "super easy so you don't think about it" while adding a small amount of stats to a character is "a longer and more impactful decision". From my viewpoint, you're doing it backwards. Especially when most systems don't give you anything more than 10 stat points to distribute a level while most equipment in those games gives you upwards of 50+ points. I think a system like that is basically telling you that what you allocate your stat points into isn't anywhere near as important as what your character has equipped.

Also, you can only employ "optimal strategy" if you start outside of combat. With your stats/equipment. With your consumables as well. After all, you can't employ a strategy that uses the Infinity +1 Sword if you uh... don't have an Infinity +1 Sword in the entire game. You can't create a strategy where the Mage bashes someone in the face with a staff like a Freight Train... unless that Mage has the equipment and stats to back that up.

"Optimal Strategy" is something the player decides on, based on the resources they have available.

If your crossbow and sword do the same damage at the end of the day, deciding between them is arbitrary. If one does more damage, then why take the other? And if they're meant to offer counter-strategy, they need more substance than what you have.
Andddddddd, if you'd been reading my posts, you see that they do offer counter-strategy and do have substance. Your problem is that you've decided they don't and it doesn't matter what I say, nothing I offer as proof will convince you. In essence, at this point you really only care about making me change my game for your sake.

You're not even offering constructive feedback. Which, to be honest, I'd be pretty happy with getting. If you need an example of "constructive feedback" you could see my first post in the topic. It gives that to the OP based on their own weapon system.

Your feedback has been, "do it this other way instead, because of nebulous reasons of psychology and no proof". I mean, I have no idea what to do with that. You're essentially just ordering me to change my game to cater to you. Maybe my game just isn't the kind you want to play? I mean, I don't know what you want from me at this point.

You aren't even offering counter-examples that prove what you're saying. You've yet to even mention a single game that employs the same "negative stats" that I do and show how that game failed.

I mean... seriously. What do you want me to do with the ambiguous information with obvious faults in it? Do it your way anyway and try to resolve the different set of faults in it? Change the vision of my game to make it in line with yours?

What's the goal here? It's obviously not to offer a counter-point as you aren't offering any. It's not to point out flaws in the design, as you haven't done that either.

I am legitimately confused.

I'm certainly down for weapons being an impactful decision, such as in Fire Emblem. But I do not see that in your design.
No, you're not. You already stated, less than a sentence ago, that making a decision on a weapon should be quick and easy. An "impactful decision" isn't "quick and easy". It's anything but. Please don't contradict yourself. It makes you much harder to follow.

Honestly, I just don't see the purpose of designing your weapons with negative values.
Even after I explained it to you? Twice? Three times? How can I explain it to you in a way that you understand what I'm doing and why? Or... is it that you just don't want to understand?

I can understand if you just disagree with it and would never do it. That's one thing. But, to just not understand the principles behind it? I don't know what to tell you.

Tell me what information you need in order to understand my point of view and I'll provide it. I don't know what else to do to help you see my point of view.

Also, bursting at the seems with decisions is not a good design decision. For so many reasons. I could site a half-dozen experts that express clearly that offering too many choices for the player is bad.
Prove that it's not. Show me some games that had a lot of decisions and how those games failed. I'll name some that didn't. Pick any game in the Elder Scrolls Series. Pick a game in the Mass Effect original trilogy. Pick a game in the Fallout Franchise. The list of games where lots of choices worked is... well... pretty staggering. Pick an MMO with gear choices... Rune choices... Stat distributions... The list is pretty enormous.

And no, I'm not saying "all choice is bad." Just be tactical with your use of choice for the player.
...Here you are contradicting yourself again. "Too many decisions for the player to make is bad" and then right after that, "I'm not saying all choice is bad, just be tactical with your use of choice for the player".

Which is it? Can "too many choices" be good in your mind if they're tactical uses of choice created by the dev? To me, that seems to be what you're saying.

If that's the case, then just assume that all my choices for the player to make are "tactical uses of choice". Things will go faster that way.

There's many ways to structure and limit choice to most effectively express the design of a game. Experts could tell you in a far more clear fashion than I how to do it.
As a player. That is, a video game player. Someone with 26 years of gaming under his belt. I can tell you the one hard and fast rule about "player choice". The thing that is true everywhere in every game you play. If you are required to make a choice, that choice MUST matter. No "But thou must!" choices. No, "this choice doesn't really impact anything". No, "I'm giving you the illusion that your choice actually mattered". The rule on choices, to not irritate and annoy the player is, "When you ask me to make a decision, that decision is always impactful". If the decision has no impact or very little impact, it may as well not exist. If that choice doesn't change something for the player, it is a wasted choice.

I don't know what your "experts" tell you, but I doubt they've got 26 years of playing video games nearly every single day under their belt as experience.

See, the advantage to being an Indie dev, especially on this website... Is the vast majority of us here know what we like and dislike in video games. We've got game playing experience. We play games for fun, you see. It is only after we had decided to try to make our own games that we've gone back to all of our own favorite games and tried to understand why they worked. Why they provided us such fun. And, even further, what we didn't like about them and why we didn't like it.

The vast majority of the "experts" I've seen on game design are people who haven't really played games "for fun". They play games as a means to, "find a way to mass produce them to sell to the widest audience possible and make the largest amount of money possible". "Fun" is the last thing on their minds.

In fact, some of these "experts" are likely the reason why so many games have "casualized". Namely, turned into Call of Duty clones. Yeah, even our RPGs are turning into Call of Duty clones. It's insane. I've even seen a lot of the "so called experts" give really terrible games some pretty good reviews. Mass Effect Andromeda is great! It's got fantastic gameplay! Yeah, that right there immediately disqualifies them as an "expert" since they've just proven they have no idea what they're talking about and don't have enough experience playing games to realize that everything that game does... well... other games have done it better... and they did it 10 years ago.

You're welcome to trust your "experts", but I just don't. Not with the state of the current video game industry. Maybe 10 years ago, I'd have trusted them. Today? I'd like to see their credentials. I'd like to see a list of every video game they've ever played. I'd like to see a list of every game they've worked on and created.

So, if you don't mind, I'd rather here your take on providing a decision to a player. Because, frankly, if you don't know how to do it and are referring other people to "experts"... Then, all you're doing is parroting information that you, yourself, don't understand.

It would be like you trying to tell an icecream vendor how to make his icecream taste better because you heard one time that some expert in freezing icecream thinks it should be kept at -38 instead of at -30. It becomes second hand information with no context. I mean, if you can't prove it's better, is that information really valuable at all? If you can't explain how and why, is it really all that useful?

Honestly the more choice you give for combat, the more of a nightmare it becomes to balance too. You'll waste resources designing things that no one uses because it ends up having little impact to the optimal strategy. So keep that in mind.
This assumes I've designed only a single method of "optimal strategy". I have not. The "optimal strategy" is up for the player to decide. This is why I allow them to choose their weapons, choose their armors, choose how their skills level up, choose their stat distributions, choose their accessories, choose their relics, etcetera. It is meticulously designed. Combat does not simply revolve around stats. I've created very few "suboptimal" builds and for places in the game where a player might use those, they are given warnings. They are given a tutorial. "The wolves around here are really fast, if you don't have good enough reflexes, they're going to surround you and kill you easily". A hint to ditch heavy armor that lowers "Reflex" and to don armor that gives them more in that particular stat to avoid taking a lot of damage.

You also assume that every weapon can be used by every character. Even though I've pointed out only the instances where a character/class gets a weapon "exclusively", I haven't pointed out the "limited" amount of overall weapons they might get. Frankly, because I don't think there was a point to giving that information out. But, here, I'll outline that for you.

Soldier gets 4 weapons on that list.
Witch gets 5 weapons on that list.
Magic Knight gets 4 weapons on that list.
Paladin gets 5 weapons on that list.
Thief gets 3 weapons on that list.
Pirate gets 3 weapons on that list.
Cleric gets 4 weapons on that list.
Ranger gets 5 weapons on that list.
Necromancer gets 4 weapons on that list.

Not everyone can use everything. This is to maintain balance in the combat system, to maintain Lore within the game itself, and to provide a reasonable amount of choices and builds for a player to make.

That being said, I expect the players to find every "optimal strategy" I've designed in the game... and show me a few more that I hadn't considered.

It isn't, "this is the only way to kill an enemy in one hit". It is, "here's the toolbox for killing enemies in one hit, figure out the method that works for you".

I don't believe in handing out the Infinity +1 Sword to my players. I believe in handing out a toolbox to my players that allows them to build their own Infinity +1 Sword.

As for designing things nobody uses... That happens in every single game. Name a game you played where you used absolutely everything it equally to everything else. I can't. You can't. Nobody can. Players will use things different. I never saw a point to the "Secret Bases" in Pokmon Ruby/Sapphire/Emerald/OR/AS. But, they exist anyway. I never used them. Not once. Never used "Super Training!" either.

The point is that there's a difference between design telling every single player that something is worthless so nobody uses it... and design telling some players that something might be pretty valuable if used correctly.

After replying to this post, is has become pretty apparent to me that this really isn't about "Game Design" at all. Your arguments are more for just trying to get me to change my game to the way you want it to play. Your arguments are just for trying to convince me you're right and that I'm wrong, undeniably. Much of it reads like you want my game to play in a way that you would have fun with it, with no regards to any other kind of play for any other player.

As such, we'd likely accomplish more if we just "agree to disagree" here and get back on topic about Weapon Balance.
 
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trouble time

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A quick note, if you EVER justify a decision by saying "the player" you're wrong unless it has to do with input. That's cause there the player isn't a static block, its hundreds of thousands on individuals with unique likes and dislikes. Its much more helpful to visualize mechanics based on who might like them so they gel with the rest of your design.

EDIT:Fixed my "posting on phone" spelling errors.
 
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Titanhex

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Honestly I don't want your game to play out in any particular way. That's up to you. Your audience is markedly your own. I assume you've done enough research or have the instinctual knowledge to be able to cater your games to their playstyle while still retaining concepts of good design. I'd expect that of any Game Designer. Their level of success will vary based on their expertise, of course.

That said, you seem adamant to use archaic design principles that have largely been phased out or design principles used by large companies with the resources to implement them, or both, or even just bad design from novice developers.
Yes, classic and exemplary games have used design that today we know is bad. They did well often in SPITE of these flaws. Usually because the standards for gaming were different.
And yes, large companies like Nintendo and Square Enix create optional systems and burgeoning choices to entice a wider audience and keep the player engaged with the experience. But they also have a large design team to implement and balance the game. Even then, balance is still nightmare inducing.

Again, I will always study the words, philosophies, and open-knowledge from experts and veterans in the field. Many of them point out how choice works, and when it's good and when it's bad. 100% of experts agree about limitations on choices for players. The philosophy there is unanimous, and in that regard worth studying and adhering to. Subtractive design exists for a reason.

I've dissected and explained design philosophy in tutorials I've written on this site. Forgive me if I'm tired of repeating myself for the 30th time.
This example here, taken from here illustrates a fine example of designing a level, and in many ways, designing a choice.



Just looking at this, then looking at your setup for weapons per class, I can tell that 4 is too many. It'd make sense to have 2 weapons per class, with variance found within each weapon that allows choice when it is optimal to choose.

So, I make a rogue with crossbow and dagger weapons.
I plan out daggers to appear at key points in the game that are directly linked to new skills they will unlock at key levels. I know which level the player will be close to or at by planning experience gains accordingly. Say the player gains level 14 at about the same time they enter the "Forest of Wrens" and they unlock "Blade Gash" which scales on agility. Daggers give an agility boost. Steal and Mug values also scale on agility, along with other parts of the Rogue Kit.
However, Crossbows scale on pure damage. As well, certain Rogue skills can only be used with Crossbows, like a bash skill that inflicts stun.
I make it so several enemies are weak to stun in the Wren Forest, which makes killing them much easier. The player must make a choice on optimal strategy in the forest now. Their last weapon they got which was an improvement was a Crossbow, which was fitting because they also unlocked a Crossbow skill last. However, since they just unlocked a new dagger-centered skill, they'll be eager to equip a dagger and use it. A dagger can be found near the beginning of the Wren Forest too. Now, they have to make a strategic choice.

This gives depth of strategy. I can plan out similar things with other characters, ultimately increasing the level of depth in the party composition. It also keeps the game simple and manageable. I can plan out weapon placement and availability in my game accordingly, and space them out enough to keep them meaningful.
Imagine if I tried to do this with 4 to 5 weapons, per character.

The choice itself has context and meaning as well. It's not just an arbitrary or flavor choice. I've arranged my level designs, monsters, weapons and skills according to a design, and the player will make decisions on how to proceed.

The purpose of choice in games isn't to give a wide berth of choice, but rather to give depth to each choice as the game goes on. Not creating 15 shallow things, but rather 3 meaningful things.
No matter how you try to slice it, the more choices you add, the less depth each choice gives.

As for my "Experts" well, they actually have you beat. 26 Years? Try 40. Try 30 of those years creating videos game in the game industry. Try people who have worked on Walt Disney attractions, Triple A titles and small software companies in their basement.

As for me? I even have you beat in terms of experience. I'm sorry, but I'm 5 years older than you. I've been playing games since I was 3. I've been playing with software since I was 14 and I've been teaching game development for the last 3 years. But even I still respect the knowledge of experts.
In the words of Han Solo, "Don't get cocky, kid."

Some of the experts are Critics. Some are professionals in the development scene. GDC conferences and all.

Also, I'm kind of getting tired of you acting like my statements are absolutes when they're not. Any game designer knows there are exceptions to rules, and there is room for subversion. It's also ridiculous and just forces unnecessary clarifications. Like asking me to provide context to my 0/0/0 number example when no context was needed. It was meant to be a bare bones illustration kept simple. But I can tell you like to unnecessarily over-complicate your work.

Anyways, I am not interested in reading your whole manifesto. If you want to debate, you need to get past the point where you just dissect an argument and leave it on the floor. Learn to summarize an argument and then provide a simple retort. I'm out.
 

Requiem

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In single player RPGs, I find it's probably not as important as you think. Yes, it's important in the sense that you don't want party member X to be useless, but it's perfectly acceptable to have the equivalent to a BFG in single player RPGs.

One of the thing I really disliked about Beth RPGs is that their weapons (post-Morrowind) felt absolutly the same.

In Morrowind, you had BFGs and to get them I considered an achievement.

In Oblivion, there are no BFGs.

IIRC, In Fallout 3, the minigun is unfortunately not the badass thing it was in Fallout 2. It does like what only 1/3rd more DPS then the standard NCR rifle (going by memory, it's been a while I've played that game)?
By the heavens man, it's a freaking minigun. The real thing on helicopters spits out 6000 rounds a minute.
 
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Tai_MT

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Honestly I don't want your game to play out in any particular way. That's up to you. Your audience is markedly your own. I assume you've done enough research or have the instinctual knowledge to be able to cater your games to their playstyle while still retaining concepts of good design. I'd expect that of any Game Designer. Their level of success will vary based on their expertise, of course.
Then stop telling me how to design my game. In fact, one sentence later you try to shame me into thinking my game design is bad and terrible and archaic and wrong.

You can't tell someone, "I don't want your game to play any particular way" and then in the next sentence, insult their game design as "archaic" and "bad design from novice developers".

You don't get to have your cake and eat it too. You just don't.

If you're here to point out flaws in the design, point them out. If you're here to criticize my particular game design, that's best served via PM.

That said, you seem adamant to use archaic design principles that have largely been phased out or design principles used by large companies with the resources to implement them, or both, or even just bad design from novice developers.
Yay, insults. Always fun to see those. Though, usually you see those when one is beginning to lose an argument or has nothing left to add intellectually to a debate...

Yes, classic and exemplary games have used design that today we know is bad. They did well often in SPITE of these flaws. Usually because the standards for gaming were different.
And standards for games in 10 years or 20 years will be different than they are now. In fact, the current backlash against many RPGs is "it's too casual", which means the trend of the last 10 years to make RPGs accessible to the most brain-dead of our society are causing RPGs and games with RPG Mechanics to be bought less often... or to be bought purely for the story since there's nothing else of substance in an RPG that has been "casualized".

I prefer to watch the trends and see if I can find ways to get them out of free-fall or to design them in such a way as to not land in the "current criticisms" of game design.

As such, I've yet to see anyone complain about "negative stats on equipment". Okay, I'll admit I've never seen that in 26 years of gaming.

And yes, large companies like Nintendo and Square Enix create optional systems and burgeoning choices to entice a wider audience and keep the player engaged with the experience. But they also have a large design team to implement and balance the game. Even then, balance is still nightmare inducing.
Thanks for missing the point of "every game has stuff in it that players don't use or engage with". Quite nice of you to deflect there.

As for "balancing", it's as easy or as difficult as you want to make it. The less moving parts you've got, the easier it is to balance. The lower the numbers, the easier it is to balance. The more moving parts, the more difficult. The more variables, the more difficult. The higher the numbers, the harder it is to balance.

Then, you've also got to put in there what your version of "balance" even is. Warframe's balance is basically, "You should be one-shotting large groups of enemies in a single hit". But, that's the experience they want to provide. I have no problem with that either. It's a fun experience and makes it clear to the player what is expected of them within the first four missions. Meanwhile, "Balance" in a game like Dark Souls is just providing mechanics enough that a player can learn to block, dodge, parry, strike, and utilize movement to win. It is a game in which you can beat it without ever upgrading your starting weapon, provided you don't care how long it takes you to kill enemies with it. It's "balance" is entirely different and is dependent on player movement and decisions and not on any stats at all. In fact, some of the more clever "speedrunners" have figured out you rarely have to engage in combat at all.

"Balance" is whatever the dev wants it to be. So long as everything they do falls in line with the experience they want to create, it works.

Again, I will always study the words, philosophies, and open-knowledge from experts and veterans in the field. Many of them point out how choice works, and when it's good and when it's bad. 100% of experts agree about limitations on choices for players. The philosophy there is unanimous, and in that regard worth studying and adhering to. Subtractive design exists for a reason.
Again, which experts? Which veterans? What are their qualifications? What games have they played? Which have they designed? You're welcome to believe anything you read, but I like to know the background of the person who claims to know something I want to learn, in case well... they're full of crap. Or... they're not actually qualified to be speaking about what they're talking about.

But, that's just me and that's just you.

Also, please explain to me how having a negative stat on weapons requires you "engage in subtractive design". First, you need to prove that my design isn't necessary at all... Which you haven't done. In fact, the one time you tried to do so, I blew the argument up immediately and you never commented on it again. In fact, that argument has been mysteriously missing since then (which means, you realized it was a bad argument and dropped it in order to pretend it didn't exist).

At this point, I'm not even sure you're using "subtractive design" in the correct context. Especially since it's only definition is basically "removal of unnecessary things". Or, I guess sometimes, "removal of imperfections".

So... with your use of it, you should've been trying to prove how they're "imperfect" and how it was necessary to remove the negative stats. Which... you haven't tried to do since I blew up the argument in your first reply.

I've dissected and explained design philosophy in tutorials I've written on this site. Forgive me if I'm tired of repeating myself for the 30th time.
It's not "repeating yourself" when you're talking to someone who has never heard you speak or read your work. If you're tired of telling different people the same thing, then that's on you. But, that kind of makes you a bad teacher. Good teachers never get tired of teaching new people the same things they've always taught.

Though, it does beg the question of why have the conversation to begin with and then later complain that you're having to have the conversation again when you're pressed for "details".

This example here, taken from here illustrates a fine example of designing a level, and in many ways, designing a choice.



Just looking at this, then looking at your setup for weapons per class, I can tell that 4 is too many. It'd make sense to have 2 weapons per class, with variance found within each weapon that allows choice when it is optimal to choose.
So, with this, you're trying to tell me that Player Exploration is the exact same thing as "Player Strategy"? I'm not sure I follow. I honestly don't see the connection in map design to players deciding what weapon to use in combat. Seems like a great leap in logic to me. Like you're extrapolating information from one system and trying to superimpose it on another as if they were the exact same thing and engaged the same desires, drives, and parts of the brain as each other.

Maybe it's because you think map design is the same as combat design that you hold the opinion you do? I'd argue that the two are different and have no overlap. I'd also argue that "choices in which direction you explore in" are different from "choices you make in a story" and are different from "choices you make in combat" and "choices you make for character optimization". They are all choices, yes, but they're different choices with different goals and different methods for achieving those goals. Sure, it's all Icecream, but this one is Vanilla, that one is Strawberry, the one is Mint Chocolate Chip... Etcetera. I hope you get the point.

Eh, you'd design your game with two weapons. I went with more. That's your personal opinion. Not even like I'm doing anything different than other games do. Farcry 3 and 4... Lots of weapons to choose from... Final Fantasy 13, lots of weapons to choose from... Mass Effect Andromeda (as much as it's a terrible game...) has lots of weapons to choose from.

It's not even an archaic design philosophy. I mean... clearly these Professional Game Designers disagree with your point of view on "only one weapon or two weapons per class". So... I guess it's not so "unanimous" about your particular "game design philosophy". Heck... pick any MMO... lots of weapons to choose from. And yes, I'm talking about "types of weapons".

Please, again, stop presenting your personal opinions as facts.

So, I make a rogue with crossbow and dagger weapons.
I plan out daggers to appear at key points in the game that are directly linked to new skills they will unlock at key levels. I know which level the player will be close to or at by planning experience gains accordingly. Say the player gains level 14 at about the same time they enter the "Forest of Wrens" and they unlock "Blade Gash" which scales on agility. Daggers give an agility boost. Steal and Mug values also scale on agility, along with other parts of the Rogue Kit.
However, Crossbows scale on pure damage. As well, certain Rogue skills can only be used with Crossbows, like a bash skill that inflicts stun.
I make it so several enemies are weak to stun in the Wren Forest, which makes killing them much easier. The player must make a choice on optimal strategy in the forest now. Their last weapon they got which was an improvement was a Crossbow, which was fitting because they also unlocked a Crossbow skill last. However, since they just unlocked a new dagger-centered skill, they'll be eager to equip a dagger and use it. A dagger can be found near the beginning of the Wren Forest too. Now, they have to make a strategic choice.
Makes sense. That's not how my game is designed at all, however. So... your example doesn't really apply to me. I mean, I guess if I were making a standard RPG, that's what I'd do... But... That's not what I'm doing.

So, I guess it's wasted advice?

1. My game is designed with "hubs" in mind, so it has an "open world feel". Much of the game isn't "strictly linear". That creates its own problems, but that's neither here nor there, and I've solved the vast majority of those already.
2. All my characters start with every skill they'll ever learn. There are two exceptions. The first is for Story reasons. The second is for an Easter Egg Reason that only shows up if you bothered to get one character to Level 99 (which I don't anticipate anyone actually doing).
3. Experience in my game merely unlocks certain quests or map features. I don't have to plan out "XP Gains" that much.
4. I don't really engage in the traditional "all enemies here are of similar types and weaknesses, so it's easy for a player to just exploit something and not think about it" RPG design that most traditional JRPGs do. What I do is know that there are specific points where a player will encounter a specific combat mechanic (whether that's a state, a combination of skills, combination of enemy types, new stats, new elements, whatever) and they are given a "tutorial" on it in the form of usually an NPC giving you a hint, and if you missed that, trying out stuff in combat. From that point on, the mechanic could show up absolutely anywhere. Once I teach you about "Stun", I expect you'll try it out frequently, and it'll work roughly 60% of the time. I also expect you to be prepared for enemies to use it on you and for it to work far more often than 60%, unless you've prepared accordingly.

Now, I guess I'll provide you the example of what I'm doing. I'll use my thief too:

My thief gets to choose between Daggers, Katars, and Short Swords. He's got Dual Wield.
His stat spread is 10 HP, 10 MP, 15 ATK, 10 DEF, 5 MAT, 5 MDF, 15 AGI, 15 LUK.
Daggers provide a percentage chance of inflicting one of maybe two dozen states or so. They've got the lowest ATK in the game, but you inflict powerful states that can kill in 5 hits in the end game. Or, you can even inflict "incurable" states as well that result in "easy wins" (Paralyze can only be cured via consumable for the players and via skill for enemies. It lasts forever. Even outside of combat. It stops the victim from acting at all). On top of that, they've got a nice chunk of stats to add to AGI, which the Thief uses for several of their skills.
Katars provide a percentage chance of counter-attacking every single time the character is hit as well as a high percentage chance to land a Critical Hit. They add nice chunks to all basic thieving stats. Though, they provide less Agility than the Daggers. So, they're more useful for reactive combat or certain skills.
Short Swords just provide a straight buff to mashing "Attack". Though, none of their skills run on any of the stats these weapons provide. This is also their only real option for inflicting Elemental Damage on the battlefield.

One third of the skills in my thief's repertoire rely on the AGI stat. Another third rely on LUK. The last third are buff skills that don't require any stat to pull off. One sixth of their skills requires a Dagger. Another one sixth requires the use of a Katar. The other 4 don't require the use of any particular weapon to do. Six total skills. However, if you want to pull off the single "TP Cost" move the Thief has, it uses LUK to calculate damage.

So, then the choices are, "Do I just want to hit Optimize?" in which case you'll use your Short Swords and all your Skills, except two, will suffer for it. "Do I want to inflict states on everyone and use my Agility based skills to inflict even more states at higher percentages?" in which case you'll equip your Daggers and cause some havoc, though your "Attack" command won't be useful at all. "Do I want to inflict a lot of damage by playing the odds with Counter Attacks?" at which point, you put Katars on and get access to a skill which is useful for "enemy lockdown", which is Stun (Stun works like Paralyze up above does, except it wears out only when someone takes damage while it's applied). The player can also think, "what if I want to combine two different kinds of weapons to get access to all the benefits and all my skills?" and they get that option too. Sort of a "jack of all trades" type option. We're not even getting into the damage types of the weapons either. Or, the things you can do with the other two skills.

The moment my player gets this character, they can open up their inventory and look at the weapon types and what they'll do and make a decision appropriately based on what they want to do.

I don't make them wait for specific sections of the game to make a choice like that. I don't try to entice them all through the game to keep making that same choice again and again and again. I assume, "the player will make this choice once, and never worry about it again, they'll only ever upgrade to better versions of these weapons they've chosen".

This gives depth of strategy. I can plan out similar things with other characters, ultimately increasing the level of depth in the party composition. It also keeps the game simple and manageable. I can plan out weapon placement and availability in my game accordingly, and space them out enough to keep them meaningful.
Yep, it does, for that particular style of game/RPG. But, that's because you've designed the entire game around the mechanic instead of trying to shoe-horn a mechanic in that doesn't work with that style of game.

Is there a reason we're treating all RPGs as if they all have the same things in them? Treating them as if they're all designed exactly the same? As if they come off an assembly line? I'm just curious.

I mean, I get your point. But, for the same token... It only applies to a very narrow scope/design of a particular genre of game. It's a very narrow way of thinking in my opinion.

Imagine if I tried to do this with 4 to 5 weapons, per character.
It can still be done, but it requires you do more planning as the dev in order to get it to work in the exact way you've decided to design your game. Basically, it means more work for you. Work you don't want to do. And, hey, that's fine.

Unfortunately, your proposed system doesn't work for my game. In fact, it produces several dozen problems if I were to try to put it in there.

The choice itself has context and meaning as well. It's not just an arbitrary or flavor choice. I've arranged my level designs, monsters, weapons and skills according to a design, and the player will make decisions on how to proceed.
Yep, covered that above. Your design works for the game you're wanting to design. It falls short when applied to other methods of designing a game, however. Outlined above, using my own game as the example.

The purpose of choice in games isn't to give a wide berth of choice, but rather to give depth to each choice as the game goes on. Not creating 15 shallow things, but rather 3 meaningful things.
No matter how you try to slice it, the more choices you add, the less depth each choice gives.
Actually, this has more to do with how the choice is designed and not on how many choices you have. Most game devs are just too lazy to apply the same amount of effort and care across their entire game as well as to fix things that just aren't working. It's a Quality Control Issue in my opinion.

I think people should work on a game until it's done. Not until it's "good enough" and then use things as excuses for why parts of their game suffer. "Oh, we ran out of time", "Oh, there's too many decisions to make so some of them don't have much impact", Etcetera.

You'll notice no game developer ever says, "Yeah, I just made a crappy game. I screwed up, lost focus, got lazy, and didn't know what I was doing". They do love to trot out the other excuses though. "We didn't have enough time to make the game". Even if they had 5 years to work on it. "We didn't have enough money to make the game", even if they've had 100 million to do it with. "We were using a new program and figuring it out", even if they hired people to train them in using it.

But, that's my opinion.

As for my "Experts" well, they actually have you beat. 26 Years? Try 40. Try 30 of those years creating videos game in the game industry. Try people who have worked on Walt Disney attractions, Triple A titles and small software companies in their basement.
Welcome to the internet! Anyone can claim anything here! Still waiting on names. Still waiting for what amounts to their resume. What games? What experts? What were their jobs? Etcetera.

You need to accept that I'm not just going to take your word for it. Or their word for it.

Anyone can trot out the word "experts" on anything they want. It's usually called, "An Argument From Authority". Basically, trying to win an argument by declaring it doesn't need to be debated because Authority Figures say so. Even if you have no proof of that. Even if you don't use names so that they can be checked.

A proper argument using "experts" is typically saying, "This person says this stuff, here are their credentials, here's their job, here's when they said it". Essentially, you need to cite it like a Bibliography. Not sure if you ever wrote those in school, but you might want to learn how to if you're going to keep claiming "Experts".

As for me? I even have you beat in terms of experience. I'm sorry, but I'm 5 years older than you. I've been playing games since I was 3. I've been playing with software since I was 14 and I've been teaching game development for the last 3 years. But even I still respect the knowledge of experts.
In the words of Han Solo, "Don't get cocky, kid."
I'm not cocky. I'm asking you, a teacher, to do your job. Cite your sources. Cite your proof. Make valid arguments. Stop flinging around your personal opinion as fact.

Also, if you were 3, you wouldn't remember if you played games. Long term memories typically form in a child from age 5-6. Most people can't remember anything from before they were five. Some can remember as far back as four, but that's pretty rare. You can even ask a 6 year old something about when they were 4 and they typically won't remember it. It's a pretty fascinating subject. Worth researching. But, that's neither here nor there either.

Some of the experts are Critics. Some are professionals in the development scene. GDC conferences and all.
Yep, more of the fabled "Experts" here again. No names, no job titles, no games they specifically worked on.

See, if I want to cite Stephen Hawking as an expert, I can easily snag his credentials online, including his entire body of work. I can cite it and present it. You'll find that's true of most any "expert" in a field. Why is it easy to obtain? Because people generally leave a work history and are generally proud of their accomplishments, so they include them.

Also, I'm kind of getting tired of you acting like my statements are absolutes when they're not.
It is you who are presenting them as such. Repeatedly. If you make me go through every single one of your posts and grab your quotes to show it to you, I'm going to be irritated with having to waste my time reminding you of what you posted, when you should remember it, or reread your own posts if you don't.

Any game designer knows there are exceptions to rules, and there is room for subversion.
You don't. You keep trying to say to never have negative numbers in weaponry and to do otherwise is "bad game design". You've stated that in every single post you've made. But, here are you, claiming that's not what you were doing and of course you know there are exceptions and room for subversion.

Please don't try to backpedal. Or, if you're going to, just admit you're wrong. It's faster.

It's also ridiculous and just forces unnecessary clarifications. Like asking me to provide context to my 0/0/0 number example when no context was needed. It was meant to be a bare bones illustration kept simple. But I can tell you like to unnecessarily over-complicate your work.
I ask you to provide context because it is necessary. What sort of teacher must you make to not realize that context is necessary? "Oh, it's bare bones to keep it simple". Well, okay, I used a "bare bones" example that built on yours to prove your argument invalid (see: wrong). It's quite convenient you ceased arguing about it once I did so. Not even a single attempt to prove my example wrong. Just a "You ruined my bare bones illustration!" and an accusation (or rather, ad hominem) about me "liking to unnecessarily over complicate my work".

If you like, I could make a similar statement about you? You like your games unnecessarily simple so that anyone with two brain cells to rub together could play and complete it. If you find that insulting, then just recall what you said to me and consider being a little more civil.

Anyways, I am not interested in reading your whole manifesto.
That word doesn't mean what you think it means. Please look it up.

If you want to debate, you need to get past the point where you just dissect an argument and leave it on the floor. Learn to summarize an argument and then provide a simple retort. I'm out.
You don't know what a debate is or how that works either? Uh... I'm not sure how to help you. In a debate, you dissect arguments to prove them wrong or offer an alternative point of view. Do you just want me to stop doing that? Because, if all I do is "summarize", then all we're left with is vague concepts, no resolutions, and ideas don't get to compete.

I guess if you really want me to summarize I could. Would it be more beneficial to just type to you, "I don't agree with your opinions, I think you're saying a lot of things that are factually incorrect, I think you're making things up, and we should just agree to disagree"?

Yeah, basically, I just made my first post in reply to you much shorter.

In fact, I've been beating you over the head with these same things since we started. But, since you wanted to have a debate, that's what I've been doing. Debating you. I'm interjecting in the same places I would were we having a conversation face to face using our mouths instead of our keyboards.

We're now basically so far off topic that it wouldn't surprise me if we get nailed with blue text.

Honestly, I'd rather get back on the subject of talking about weapon balance. I find that more interesting than this argument about whether or not I know how to design a game and whether or not I should change it to cater to your opinion.
 

KoldBlood

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@HumanNinjaToo
ANYWAY, in all of this arguing over the right and wrong way to type a 5 point drop in attack into an indie game engine's database I've noticed that I have neglected to answer the actual topic in my previous post. Judging from your posts It's sounds like my game is way more linear than yours so I'm not sure how helpful I'll be to you but...

I have 4 classes and 6 weapon types with some overlap between them to provide some customization as well as some coherence with the world of my game. I'll spare you the complete run down of my game mechanics and just cut to the chase.

My classes (foregoing the lore appropriate names for some more recognizable names for the sake of this post) are basically a Fighter, a Support (I guess? It's kind of a hybrid of a couple classes), a Mage, and a Half Beast type character. The half beast character doesn't use weapons technically speaking her claws are her weapons but I've substituted "switching weapons" with switching "claw styles".

Basically, each weapon type follows a set of rules and typically each upgrade within a type is then a linear upgrade, with some exceptions here and there. I tried to make the effects of a weapon type make some sense so once the player has learned what a weapon type does they can intuitively remember it in the future. This is all still W.I.P. by the way so I don't have exact numbers for you, just a general outline sorry.

Long Swords:
Fighter Only
Long swords give a large increase to physical attack at the cost of some agility.

Short Swords:
Fighter/Support Only
Short swords give a smaller physical attack boost but without the agility penalty.

Magic Swords:
Support/Mage Only
Magic swords give a medium boost of magic attack and a small boost of physical attack.

Lances:
Support Only
Lances are the Support's equivalent to the Fighter's long sword. +Attack at the cost of some agility.

Staves:
Mage Only
Staves give a large increase to magic attack with little to no attack boost.

Claw Styles:
Half Beast Only
Claw styles have high agility while the amount of attack power depends on the style and the extra effects since they typically come with a state effect (poison, bleed, stun, etc) attached.


Those are the ones I currently have semi-set in stone, my armors are done in a similar manner as well with trade-offs and overlaps. I'll add more weapon types if I can come up with some decent additional characters but otherwise I don't see the point in adding extra party members for the sake of adding them.

Obviously, my approach is nothing special just basically the same as most RPGs; gain something in trade for something else but I feel it works to achieve the goal of providing customization fairly well.
 

Kes

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@Tai_MT and @Titanhex I think this conversation needs to move into pm. It is now very tightly focused on a particular game, and as such does not belong in 'Game Mechanics Design' which is meant to be more general. I get that an individual game can be a useful example to illustrate a point in more general discussion, but this has gone way beyond that, and as such risks hijacking this thread.
 

Titanhex

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@Kes I left this conversation after my last post and have no intention of following this thread up or continuing the conversation.

Perhaps you meant to reference @KoldBlood ?
 
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Tai_MT

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@Titanhex

Nope, he meant you.
And he meant me.

Our conversation was derailing the topic and had been for a while. Like, the last two days. Koldblood isn't derailing the topic by mentioning his personal weapon balance philosophy.

We were derailing the topic by talking about my game specifically instead of about the weapon balance itself. The topic is about Weapon Balance in general, how we've balanced our own weapons, and to offer feedback on other people's particular weapon balance. At least, if we're going by the original post.
 

HumanNinjaToo

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@KoldBlood Thanks for your input. So I noticed that you too went with some negative stats on your weapon examples. I know there has been quite a debate in this thread about that very specific mechanic. I think it makes sense to involve negatives in how a weapon works. Like your example of the longsword. It makes sense to me that if a player is using a large weapon then they would suffer some kind of penalty to speed or agility. It's a trade-off, either the player uses a small weapon with 10 ATK and they have normal speed/agility; or they use a greatsword with 20 ATK and they suffer a penalty to speed/agility. This concept makes total sense to me. And I agree with you, this type of mechanic adds to the customization process. I don't think a player is going to see this type of "trade-off" mechanic and throw their hands up at the game in confusion. :stickytongue:

And actually, for the game I'm working on, I decided to keep things much simpler than I originally planned. I've found that when I go full tilt at designing the mechanics of a project, I get burned out faster. So realizing that, I'm just going to focus on mapping and the storytelling for right now and save all the in-game weapon balancing for later.

However, that doesn't mean I'm not up for a thought-provoking discussion!

I'm a firm believer that adding negative traits to weapons is totally acceptable. My opinion is that there are really two major types of weapon systems. One is that each character has a specific type of weapon they use and that weapon type will progressively get stronger throughout the game, sometimes there may be some "trade-off" weapons thrown into the mix for utility purposes. For example: Character A uses bows, so each time you find a new bow, it's going to essentially raise Char A's weapon damage as the game progresses. The second major type is typically where characters can use multiple weapon types, where each type has it's inherent strengths and weaknesses. For this example, I refer to the example of difference between longsword and greatsword toward the top of this post.

I prefer to have lots of options when choosing weapons for my characters, as long as they all make sense and have purpose. Give me 20+ weapons that all have different uses in battle, I'm cool with that. I don't mind sacrificing speed for attack power, or attack power for chance to crit. I think that adds depth to the weapon mechanics if done properly. If it is not done properly, however, then I think the mechanic is wasted and then becomes arbitrary.
 

Tai_MT

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I'm a firm believer in "trade offs" as well. I think they make combat mechanics more interesting.

I've been toying with doing more "side-grades" with some of my weapons. I put in a "Short Sword" that I was calling a "Mage Blade" which dropped Attack Power by -5 and in turn gave a buff of 10 MP and 15 Magic Attack.

I'm not quite sure how that'll mesh with my current system, but I want to stray away a little every now and again from my "defaults" in order to provide unique equipment and weapons that are more "specialized" within what characters can already use.

Though, how you'd balance "sub categories" of weapons I'm not entirely sure of, ha ha. "5 people can use Short Swords, but this Short Sword is really only useful to 2 of those people... Uh..."

Still, it might be interesting to explore breaking down weapon types that more than one character can use and splitting them off into weapons that are obviously good for specific classes.

Like, maybe, I could turn my "Elementalist" into a kind of "Magic Knight Lite" with a sword like that. Just something to consider. I like having more options.
 

trouble time

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Here's something about trade-offs though, weapons with trade-offs actually tend toward being the best equipment in the games they appear in, at least, math wise. In most games party members can afford to be specialized so they can dump any stat that doesn't allow them to achieve their primary purpose, nuking, tanking, healing, being really really cute (who needs stats if you can change your appearance), so this is something to consider. You should also consider that losing defense tends to be circumvented by raising attack because being in combat fewer turns will generally save more health. This is definitely something you want to consider if you want meaningful trade offs. Then again the best way to solve this issue IMO is in the enemy design not weapon design, which is beyond the scope of this thread.
 

Countyoungblood

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Id like to offer a simple perspective that might help you achieve your own balancing goals.

first, lets clarify that we would be balancing each weapon class separately as in to say all the monks weapons together or all the warriors weapons. there is no need to counterbalance weapons that dont interact. (as in if you cant choose to equip sword on a mage)
we can repeat this process to generate and distribute different weapon types one type at a time.

If we compare two weapons and one is stronger than the other its in our own interest to equip the stronger weapon.
this is something you see in a lot of rpgs and is totally fine. starting weapons are weak and endgame weapons are much stronger.

to determine where to make any degree of weapon power available to a player is part of a different balancing scale between the players party and the enemies they are currently facing. that is to say that if all weapons were just upgrades we would just sprinkle them along the timeline of the game in ascending order so that no weapon is given too early to make the player overpowered or too late to make the weapon useless.

we could imagine this like an number line. 1...2....3....4.. with each weapon becoming progressively powerful as the game progresses

If we want to give the players more than just upgrades the problem becomes slightly more complicated but is ultimately the same.

If a weapon is an upgrade we will choose to equip the better weapon.
if we want to give the player a choice between two weapons at any given point in the game without giving them an upgrade we must offer two or more approximately equivalent weapons.

After you've established the relative power of each weapon upgrade along your game timeline you can then start approaching different points on the line and making alterations to any given point.

we could look at these alternate weapons as parallel lines that progress along with our first line that measured the relative power of our initial weapons we dont need an alternate at every point, we just need to understand the relative position of any given weapon by gauging its overall power rating.

But how do we make these weapons different yet the same? well we try to make the math on both weapons match up as close as we can.

two weapons can have the same average damage per turn but deal that damage in different ways that affect the way the character influences battle. lets look at some different cases.

regular stick deals 10 damage each turn for 10 turns totaling 100 damage

big stick deals 20 damage every other turn for 10 turns totaling 100 damage

Crit stick deals 8 damage 70% of the time and 15 damage 30% of the time for 10 turns totaling 101 damage

Grenadeona stick deals 100 damage at 10% accuracy for 10 turns dealing 100 damage

some arent so practical but they highlight the ability to create relatively equal weapons just by changing how the damage is delt.
the idea is to create weapons that would better assist the player in situations that might happen from the battles you expect them to have.

the multiple combinations possible from multiple characters having multiple weapon choices (not to mention multiple armor choices) create a lot of possibilities that become hard to predict without carefully breaking down each component and determining where that component lies in the overall balance of the game.
 

HumanNinjaToo

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@trouble time Thanks for your input. I have to agree, I also think trade offs work great for weapons when it is accurately factored into a character builds and such.

@Countyoungblood Yeah, I smell what you're stepping in. I realize that a lot of games do have that "linear" type of weapon progression for each major weapon type (i.e. sword, axe, etc.). I think that works very well most of the time. However, I personally just find it a little boring. Ever since Dark Souls franchise started, I've been a fan of how every weapon in the game can be picked up, upgraded, and be viable for most content within the game. I'm sure they weren't the first ones to do this, and they haven't done it perfectly in each game either. But that is the weapon system that I am leaning to for my own project.

To me, it seems a bit more realistic. And I can see the argument that realism doesn't really matter in a game in which fireballs are flying around and what-not. But it does matter to me a bit. I envision all the characters being able to use any weapon they want. That is why I was trying to balance so that all weapons are unique, then allow the player to upgrade the weapons they prefer to use, and even enchant them with elemental properties/status affliction/etc.

And so you are absolutely correct @Countyoungblood about it being very hard to predict in this type of weapon system. That is why, for the most part, I've decided to simplify the weapon system in my current project. I've never been able to complete a game in the many years tinkering with RM, so I'd like to keep it simple this time around. Release something with a bit of what I want to do, then expand on it after getting feedback from those who choose to try it out. Thanks for your input.
 

Countyoungblood

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Actually not every weapon in dark souls is viable. Some stronger than others sure but some are literally not useful in mid or endgame regardless of how they are upgraded.

The Black knight haliberd for example is extremely over powered especially in conjunction with other items.

I challenge you to try a run with only caestus as your weapon upgraded in any tree. This is the other side.

Dark souls weapons arent balanced.

You asked how to achieve balance.

All lines are very "linear" but most of us just call them linear.

I dont appreciate you refering to my advice as poop. I wont offer any further.
 

HumanNinjaToo

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@Countyoungblood I’m not sure why you think I called your advice poop, sorry if I offended you. I do think they are balanced tho. The heavy weapons are slow and strong, light weapons quick, etc. Maybe I didn’t articulate my meaning well enough, that’s my bad.

And as for your challenge, I’m fairly certain I’ve beat all three DS games hundreds of times over with almost every weapon in the game, so in my experience they are all viable. Sure, some are much weaker than others, but can still be used to beat any boss in the game. I’m sure anyone who’s played the series knows it possible to do Lv 1 runs with even a caestus and still win fairly easily once you learn how the bosses move
 
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I should realize that error was produced by a outdated version of MZ so that's why it pop up like that
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i can't wait to drink some ice after struggling with my illness in 9 days. 9 days is really bad for me,i can't focus with my shop and even can't do something with my project
How many hours have you got in mz so far?

A bit of a "sparkle" update to the lower portion of the world map. :LZSexcite:

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