Disclaim: Due to my poor English, feel free to point out anything I do not explain clearly without scolding me (IMG:[
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style_emoticons/default/smile.gif)
After reading a bunch of suggestions, I have some suggestions based on their suggestions
Random Encounter:
Two ideas for this problem
1, Allow RE to be
stackable. Players can stack RE up to x times. So, they don't need to come back too often.
For example, a player triggers the dawn of day and then leaves the game for 3 hours.
Then, he can play RE up to x times. If the stack reaches the cap, the RE time will stop.
This will be friendly to people having work or go to school.
2,
Hath perk, but with low cost.
The effect can be like 1
IW potencies:
The mechanism reminds me of many Gacha games. Especially Chinese and Japanese.
Many of those games are toxic in the Gacha system (personal view, no offense)
As we know, a low chance of the Gacha system will significantly hurt a player's will to keep playing.
For some "God-Cursed" players, which is 1% in my programmed simulation,
they need to level up more than 100 IW level to get 5P4S in staff.
Not to mention how many possible potencies can a armor have.
A goal with visible sight but unmeasurable afford is crazy.
The general solutions for this mechanism are a guarantee mechanism, a high Gacha rate, or a low Gacha cost.
So, here comes my solutions:
1,
Partially Guarantee Mechanism with higher Gacha rate:
For every 10 IW levels a gear gains (including past IW that erased with shard),
the player can choose to fix a potency.
For example, I want 5P4S. So, after 20 failed IW levels. I can fix P and S.
Then, the chance of getting what I aim for will be a lot higher.
I may end up having 4P5S or PSx(x is another potency), but it's much better
Amnesia shard cannot erase fixed potencies unless the play specifically chooses to,
and only calculates the number of unfixed potencies.
Pro: Better IW experience
Con: Need two systems for amnesia shard
2,
Totally Guarantee Mechanism with Potency SlotsFor every IW level, the gear gains 1 potency.
The IW level is limited to the number of possible potencies, P, times the maximum level, M, of potency can have, which is 5, equal to MP.
For example, staff can have a potency level of 25.
Then, the player can select up to x potencies to be activated.
For example, for staff with a potency level of 25, I can select 5P4S to be activated.
Pro: This maintains the balance of the game while significantly improving the player's experience
Con: Amnesia shard will be useless
3,
Partially Guarantee Mechanism with Potency SlotsGenerally, it's the same with 2, but the IW level is capped at floor(MP/k) (k is up to the designer's choice, and I prefer ceil over floor)
So, the amnesia shard still has a place to use
The Tower:
The tower consumes too much stamina (not me, I see many complain about it)
Someone suggested that it should use no stamina.
Here is a possible problem.
Should it give exp, too?
If yes, why not play the tower twice with fleeing at the end of the last round and clear it the third time?
No exp? Then, the tower is a tower of tortured souls
Here is my little fix.
No stamina cost and equipment cost in the tower.
Also, no exp, unless with a successful clear.
This guarantees that there is only a one-time EXP per floor.
But, it still allows players to try multiple times for drops.
However, I think it's ok. What if a player fails in the tower?
Taking away their drop will ruin their day.
Misc:
Just want to mention something again that people already mentioned, you can skip it.
More soul fragment source.
Transformation of useless source in the end game.
Like chaos token, soul fragment
PS:
I really like the idea of forging two gears into one or the binding craft.
As long as it doesn't add any unique method to get certain gear.
This needs to add a "regret" button since the consequence of misclicking is enormous.
Issue:
All my Bold titles are not working. This decreases the readability of this postIt's working now
This post has been edited by l13763824039: Apr 8 2024, 00:19