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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#13
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First let me just state that these are some very interesting, provocative ideas.
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If the player leaves the area, then upon return, new random effects are applied. Sounds pretty interesting... I guess the thing to think about here, is how can a player exploit this? Does the player use a save game at a specific point to then "scout" areas and see which stacks leap on them? Then they reload and exploit it a different way? You'd have to use a purely random seed rather than what was saved in the game to prevent this, but this is a slightly different paradigm than what the developers are using since they save the seed. Perhaps, really what you're thinking is to have random stacks appear out of nowhere, i.e. ambush! So then you have your "normal" stacks that you can see, but "hidden" stacks that you can't - they would have to use a purely random seed, although maybe the total number of ambushes would be fixed. Certainly something to contemplate... Quote:
Could this be exploited? Could I simply keep reloading and then always go for easier stacks? Now the purely random seed required in the previous feature (where it was possibly beneficial) is used where it is possibly a disadvantage. This is tricky... It does vary things more, I'm starting to see a theme here, I think. Quote:
Are you trying to encourage a certain playstyle? Once again, your common theme is to add variance, which sounds like a great idea. But also think about what ways would a player exploit this. Should I keep reloading until I get some good stuff? Once again the purely random seed is a double-edged sword and potentially open for exploitation... Possibly an option to allow this and previous features you mentioned in the game menu, with either a fixed or random seed? Is this worth it? I think your general theme is that you'd like more variance and less exploitation. The save game feature makes minimizing exploitation exceedingly difficult due to the random seed being saved in the save game file. There are potentially ways around this, i.e. don't use the saved seed for certain features you'd like to see, but now this becomes open to the statistics of the randomness. Another possible source of exploitation. I remember playing old D&D games like Eye of the Beholder and simply reloading the save game before a level up until I got the maximum hit points for the level up. Are your suggested changes opening up KB to this type of reload until I get the best style? I also remember in Baldur's Gate where you could export and import items for your starting characters - whoops! That design feature was easily exploited... You present some interesting and provocative ideas (as can be seen from the responses), but I guess the thing to think about is how can they be exploited and how can they be implemented to minimize exploitation? These aren't necessarily easy questions to answer, but they do get the mind thinking! ![]() /C\/C\ |
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