Trasd":2f0ut17b said:
Remember, your idea of fun isn't necessarily everyone else's! The more options David offers, the greater number of people will enjoy the game. One size does not fit all.
Very true, that's why I added difficulty levels. So let's put them to work here.
Trasd":2f0ut17b said:
David, no matter the solution, items (or item classes) should have their own cool-down period. Pots, scrolls, etc., at a minimum, should be on their own separate timers.
Not necessarily, and let me tell you why. Most classic RPGs work based in turns, which are basically an abstraction thats puts a finite limit on the amount of things you can do in X seconds. Usually, in most games, this equates to choosing one action per turn, or maybe two minor actions. Most of those games don't go into an additional layer of complexity about giving each spell a different casting time, or why it takes exactly the same time to drink a potion than swinging an axe; they just work that way. Because it is simpler to work with, and because it's easier to balance things that way.
Example, if all magical damage dealing items have the same 3-second delay, then I can have a clear idea of the DPS they deal, and see if they break an encounter or make a certain skill irrelevant. but if each item has a different cooldown (.5 seconds... .8 seconds... ) it grows extremely confusing, for encounter design, and for the players. Same with healing. By putting a 3 second limit, I know how much damage you can mitigate when you only have access to Cure Light Wounds potions, and therefore make sure a level 3 character that grinds for 8 hours can't kill a dragon, by drinking 7 potions per second.
Some people might think, "what do you care what some people do or if they grind 8 hours to kill a dragon?" Well, I do care. I see myself as a DM, it is my job to provide a balanced challenge to the game, and that sometimes means to put limits here or there. I will do it to the best of my ability. I will listen to each and every of my players' ideas and criticism. But ultimately I will have to make choices, because I sincerely believe a challenging environment is what makes this game different. Thinking strategies, kiting enemies, gaining time to use your items/ skills.
And grinding is fine, and shoudl bring rewards to those willing to spend the time on a grind, but there HAS to be a limit. And that limit is the balance of Risk vs Reward. When there is no risk, everything begins going south. And my data told me that, past level 5, people was stocking on potions and barely ever dying again, unlike in early levels. It's not what I was trying to achieve.
My first solution is the simplest. Make the cool-down period different for each difficulty level. For example: Normal - 1 second; Hard - 2 seconds; Iron Man - 3 seconds.
I will go for this one, because as I stated, I am thinking about item usage in terms of an action you take on a virtual "turn". I will start with the following. 2 seconds cooldown on normal, 3 on the others. And better potions (and soon alchemy) will be introduced, so spamming "lesser" potions will not be a viable technique in the mid-late levels, but you can time a few more powerful potions for a similar effect.
After that change, I'll look at the numbers from the player analytics, and I'll listen to new input. How does that sound?