Opening post by Ekitrina Desilfind
07/10/2013 12:47
I'm still finding this game fun admitedly after a long absense, indeed far more fun than some more successful games which to me means at least there is a good point in keeping things going.
so, as grinding seems to be the problem here are some thoughts about how to hange the situation:
1: battle effects and special encounters.
The developer of the smugglers series, which can be [url=http://www.nielsbauergames.com/index.html]Found here'>[link] had a similar issue. Smugglers 4, a turn based space combat and adventure game had loads of great systems, the problem is people didn't get that much choice in combat, and the best method was just hitting and hoping, or finding one good ability to use and spamming it.
So, in smugglers 5 there are now combat specials. These change either the way the different properties interact, ---- eg, being close to a nebular disabling missiles, or having the enemy maneuver at a distance changing your hit properties, or are overall environmental effects like continual damage from asteroids, or risk of both opponents being stunned by local radiation.
Earthquakes, predatory plants, arena types that cause damage etc, it just gives an overall different effect to play with and stops players from becoming too complacent with the game, and there is already some evidence for this in things like the low gravity arener.
Environmental effects could play with energy, say fighting in the desert saps your monsters strength, with block, high winds pushing your monsters off balance, heck they could give advantages to the mob or you, (maybe some mobs surprise you and get some free attacks in).
2: more effect from party.
At the moment, even though you can explore with three monsters, only the one fighting has a practical difference. there doesn't even seem to be a way to swamp them out. It'd be great if monsters could have support and bench skills to activate, could earn some extra srp from the fight along with the main monster, but could also risk being damaged by mobs. combining this with environment, you could even have effects like fighting in a forest makes such support skills less useful.
3: more of the map.
At the moment the only things on the map are monsters and the occasional merchant, yet tthere could be extra challenges not involving combat. Perhaps you could find likely spots on the map where workers could dig for treasure, (providing they don't disturb the inhabitants), where evil monsters could thieve from honest travelers, or good monsters could heal, heck maybe cute monsters give you interactions with npcs. I'd love to see more made of item acquisition in this way, and maybe random quests too.
4: mixing up the mobs.
at the moment the mobs are all in given areas, well maybe there could be set challenges, such as dungeons where mobs are more randomized, this particularly for high level players, and providing a challenge outside quests especially if in dungeons there was more chance of better items.
I hope if the game is ever worked on again, some of these ideas might be considdered, since I still think Monbre would be a fantastic contender for a truly remarkable game, and one which (if vip status happened), people would be willing to pay for (heck I would), just with some expantion.
I also remember reading an old announcement about more automated combat, tthough to me this is a no no, since I've found games where you just equip your party and then click "fight" to be universally rather dull, combat already has plenty of options with energy, attacks etc, it just needs expantion so that players can get out of that grind heavy rut, or have a reason to go and fight in areas that test their monsters limits rather than playing it safe.
so, as grinding seems to be the problem here are some thoughts about how to hange the situation:
1: battle effects and special encounters.
The developer of the smugglers series, which can be [url=http://www.nielsbauergames.com/index.html]Found here'>[link] had a similar issue. Smugglers 4, a turn based space combat and adventure game had loads of great systems, the problem is people didn't get that much choice in combat, and the best method was just hitting and hoping, or finding one good ability to use and spamming it.
So, in smugglers 5 there are now combat specials. These change either the way the different properties interact, ---- eg, being close to a nebular disabling missiles, or having the enemy maneuver at a distance changing your hit properties, or are overall environmental effects like continual damage from asteroids, or risk of both opponents being stunned by local radiation.
Earthquakes, predatory plants, arena types that cause damage etc, it just gives an overall different effect to play with and stops players from becoming too complacent with the game, and there is already some evidence for this in things like the low gravity arener.
Environmental effects could play with energy, say fighting in the desert saps your monsters strength, with block, high winds pushing your monsters off balance, heck they could give advantages to the mob or you, (maybe some mobs surprise you and get some free attacks in).
2: more effect from party.
At the moment, even though you can explore with three monsters, only the one fighting has a practical difference. there doesn't even seem to be a way to swamp them out. It'd be great if monsters could have support and bench skills to activate, could earn some extra srp from the fight along with the main monster, but could also risk being damaged by mobs. combining this with environment, you could even have effects like fighting in a forest makes such support skills less useful.
3: more of the map.
At the moment the only things on the map are monsters and the occasional merchant, yet tthere could be extra challenges not involving combat. Perhaps you could find likely spots on the map where workers could dig for treasure, (providing they don't disturb the inhabitants), where evil monsters could thieve from honest travelers, or good monsters could heal, heck maybe cute monsters give you interactions with npcs. I'd love to see more made of item acquisition in this way, and maybe random quests too.
4: mixing up the mobs.
at the moment the mobs are all in given areas, well maybe there could be set challenges, such as dungeons where mobs are more randomized, this particularly for high level players, and providing a challenge outside quests especially if in dungeons there was more chance of better items.
I hope if the game is ever worked on again, some of these ideas might be considdered, since I still think Monbre would be a fantastic contender for a truly remarkable game, and one which (if vip status happened), people would be willing to pay for (heck I would), just with some expantion.
I also remember reading an old announcement about more automated combat, tthough to me this is a no no, since I've found games where you just equip your party and then click "fight" to be universally rather dull, combat already has plenty of options with energy, attacks etc, it just needs expantion so that players can get out of that grind heavy rut, or have a reason to go and fight in areas that test their monsters limits rather than playing it safe.
There are three ways to do things, the right way, the wrong way and my! way.
My way is like the wrong way, ----- but faster!