Premise: simple to learn but difficult to master games are the best kind. It ensures longevity and years of enjoyment. See D2
Can a mobile ARPG achieve that aspirational heights where few scaled before? Why don't we give it a shot. Aim high so even when you fail, you land higher than where you started.
With the above in mind, let me discuss something about game resources with Eternium.
In many RPG games, there are game resources that must be managed, think hp, mana, memorized spells/day etc. We have some of that in this game but a critical part of the game, the utility spells don't really obey this resource constraint. Essentially the cost to any skill is simply its cooldown. This is simple but at the same time limiting. The reason is given the limited skill slots (3 currently), one only needs to consider its dpc (damage per cast) potential vs how much I can spam it, in other words, dps. Since the cooldown is set for each skill, the decision tend to be black and white. Therefore you have what's considered the cookie cutter skill load out and everyone do the same thing. familiarity breeds contempt. If all we do is the same over and over again, eventually the freshness and the excitement of the game will be gone as the experience becomes just a little less visceral the 20000's time you are seeing it.
So what can we do to combat this, given that Eternium is at its core a mobile game that comes with its own set of interface limitations?
Choices, players must have lots of choices. Give a player a blank canvas to paint, the developers will be surprised to learn what masterpieces that can come out of it.
In my earlier post I addressed the physical skill part of the game where certain things can be done to close some of the gap between mobile and pc users (see normal attack switch fix). In this post I'm attempting to address the mental skill aspect of the game. In short a player should be reward to find that weird combination of skills, effects, stats and gear that the cookie cutter players missed. Any proposed change should also preserve the current game setup in that the potential complexity must be optional, only useful to those that want to take a walk on the path less traveled.
Suggestion:
Skill Rune System.
This is actually an expansion on my earlier skill rune idea. I will only use a few skills to illustrate. I play mainly warriors so I will use its skills as examples. Frankly I see a lot of potential in BH and mage skills as well but I will let those players chime in.
Any skill will have its basic effects and comes with its standard CD. Runes are available to add/enhance effects/dmg but has a cost in increased CD
Shockwave: mainstay of any warrior build
Current SW effects: 800% weapon damage, pull enemies in front of warrior, also deal 800% of total DoT damage on target over next second instantly 15sec CD
Basic effect: 800% weapon damage and pull all enemies in front of warrior within range
Base CD: 10 secs
DoT Finisher Rune: (I'm not going to dream up fancy thematically correct rune names at this juncture) Deal 800% total DoT damage on target over next second instantly, add 5sec CD
Amp Damage Rune: Targets receive 50% more damage over next 5 seconds stackable to 100%, add 10sec CD
Weakening Rune: You receive 20% less damage from targets over next 5 seconds, add 2sec CD
Battle Rage: another top choice
Current effects: Move towards target at blazing speed, 20% damage boost, 1000 haste, 5 sec duration, 30 sec CD
Basic effect: Move towards target at blazing speed, 500 haste, 5sec duration, 20 sec CD
Titan Strength Rune: 20% damage boost, +5 sec CD
Blade Dancer Rune: +500 additional haste, +5sec CD
All Day Rune: +2sec duration, +8sec CD
Deadly Throw:
Currently effect: 7 attacks for 1600% damage, if shield user, 33% shield armor added to damage, if DW, 1000% bleed damage, 15 sec CD
Basic effect: 7 attacks for 1600% damage, 12 sec CD
Eat my shield Rune: Add 33% of shield armor to damage calculation, +3 sec CD
"Rytrik" Rune: 1000% bleed damage stackable 2 twice, +3sec CD
Twice is better Rune: 25% chance DT triggered again, +5 sec CD (for those that want to draw less often but have somewhat similar dps)
Basically now developers have two levers to fine tune a skill. If an effect turns out to be too good, just up the cost in CD. When players can tailor the skill effects to the specific build they have, the choices quickly become endless. The added benefit is that everyone can have their own little secret combo as the skill loadout will not tell the whole story anymore (what runes are those top players using?) Because quite frankly half the fun is speculation how something is done.
Thoughts? comments? Red (Developer) Adrian (Developer)
Can a mobile ARPG achieve that aspirational heights where few scaled before? Why don't we give it a shot. Aim high so even when you fail, you land higher than where you started.
With the above in mind, let me discuss something about game resources with Eternium.
In many RPG games, there are game resources that must be managed, think hp, mana, memorized spells/day etc. We have some of that in this game but a critical part of the game, the utility spells don't really obey this resource constraint. Essentially the cost to any skill is simply its cooldown. This is simple but at the same time limiting. The reason is given the limited skill slots (3 currently), one only needs to consider its dpc (damage per cast) potential vs how much I can spam it, in other words, dps. Since the cooldown is set for each skill, the decision tend to be black and white. Therefore you have what's considered the cookie cutter skill load out and everyone do the same thing. familiarity breeds contempt. If all we do is the same over and over again, eventually the freshness and the excitement of the game will be gone as the experience becomes just a little less visceral the 20000's time you are seeing it.
So what can we do to combat this, given that Eternium is at its core a mobile game that comes with its own set of interface limitations?
Choices, players must have lots of choices. Give a player a blank canvas to paint, the developers will be surprised to learn what masterpieces that can come out of it.
In my earlier post I addressed the physical skill part of the game where certain things can be done to close some of the gap between mobile and pc users (see normal attack switch fix). In this post I'm attempting to address the mental skill aspect of the game. In short a player should be reward to find that weird combination of skills, effects, stats and gear that the cookie cutter players missed. Any proposed change should also preserve the current game setup in that the potential complexity must be optional, only useful to those that want to take a walk on the path less traveled.
Suggestion:
Skill Rune System.
This is actually an expansion on my earlier skill rune idea. I will only use a few skills to illustrate. I play mainly warriors so I will use its skills as examples. Frankly I see a lot of potential in BH and mage skills as well but I will let those players chime in.
Any skill will have its basic effects and comes with its standard CD. Runes are available to add/enhance effects/dmg but has a cost in increased CD
Shockwave: mainstay of any warrior build
Current SW effects: 800% weapon damage, pull enemies in front of warrior, also deal 800% of total DoT damage on target over next second instantly 15sec CD
Basic effect: 800% weapon damage and pull all enemies in front of warrior within range
Base CD: 10 secs
DoT Finisher Rune: (I'm not going to dream up fancy thematically correct rune names at this juncture) Deal 800% total DoT damage on target over next second instantly, add 5sec CD
Amp Damage Rune: Targets receive 50% more damage over next 5 seconds stackable to 100%, add 10sec CD
Weakening Rune: You receive 20% less damage from targets over next 5 seconds, add 2sec CD
Battle Rage: another top choice
Current effects: Move towards target at blazing speed, 20% damage boost, 1000 haste, 5 sec duration, 30 sec CD
Basic effect: Move towards target at blazing speed, 500 haste, 5sec duration, 20 sec CD
Titan Strength Rune: 20% damage boost, +5 sec CD
Blade Dancer Rune: +500 additional haste, +5sec CD
All Day Rune: +2sec duration, +8sec CD
Deadly Throw:
Currently effect: 7 attacks for 1600% damage, if shield user, 33% shield armor added to damage, if DW, 1000% bleed damage, 15 sec CD
Basic effect: 7 attacks for 1600% damage, 12 sec CD
Eat my shield Rune: Add 33% of shield armor to damage calculation, +3 sec CD
"Rytrik" Rune: 1000% bleed damage stackable 2 twice, +3sec CD
Twice is better Rune: 25% chance DT triggered again, +5 sec CD (for those that want to draw less often but have somewhat similar dps)
Basically now developers have two levers to fine tune a skill. If an effect turns out to be too good, just up the cost in CD. When players can tailor the skill effects to the specific build they have, the choices quickly become endless. The added benefit is that everyone can have their own little secret combo as the skill loadout will not tell the whole story anymore (what runes are those top players using?) Because quite frankly half the fun is speculation how something is done.
Thoughts? comments? Red (Developer) Adrian (Developer)
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