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RE: Help Me Construct a Lie (Game Design)

in #gaming9 years ago

Just thought about something. Coop would get dicey basing item stats off health percent, because higher percentage units would always get better gear, but using a character lvl times (character level + map level)/2 would scale assuming item stats are strictly level based.

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Drops are instanced per client and are based on the stats and the level of the enemy unit dispatched. The only way to share items between players is for a player to drop a looted item on the ground.

Maybe class bind items that shouldn't be available for certain classes or use a primary stat modifier based on class role. So like gloves of the wolf give +stam + strength for a warrior/soldier role and agil and stam for a ranger type class. Just have to code each classes primary stat into a set position on stat sheet and make the items + whatever formula to primary stat. That way all classes could benefit from all items. Might simplify loot randomization.

Right now loot is universal but its not super crazy to have class specific equipment. Thats a pretty cool idea actually. Class specific gear and weapons hmm :)

The main reason I think you should consider it or the "primary stat" approach is easy factor" you can basically negate a lot of the hard balancing issues by only having to modify 1 interger per class, unless its a specific item that is unbalanced. Assuming this is a solo project and most likely not for profit, so you would want to reduce necessary test hours.