And UU, to reply to your naming items theory: "That Zergling looks like a normal Zergling to me. He doesn't look like a Mutant at all. It alienates me and is making me confused." thats what i got from your post...
That's a little extreme and that's not it at all.... A mutant is a mutant.. and when you see that the mutant is a zling hero that you can choose, you instantly know it's going to have some raw strength b/c it's called a mutant. In fact, the name is so simple, yet it foreshadow the hero's niche well.
Now, let me pick a random LoL Item:
"Last Whisper" - and has a picture of an arrow and bow
... soo .. i guess it's a silenced arrow and bow? but how would that make any sense?
... is it a better weapon than what I have right now?
... does it give critical damage i guess? cause last whisper = death?? wtf?
but nope it does this" +10 Attack Damage +40% Attack Speed UNIQUE Passive: +40% Armor Penetration"
To me, this does.. blah blah blah blah blah Armor penetration.
okay another one..
"Nashor's Tooth" - and has a picture of a sword
... i guess it's going to increase attack..
.. but by how much? who the f is nashor?
... I cannot tell any secondary effects?
.. is it better than the weapon I have right now?
so, tadah, it does this "+50% Attack Speed +55 Ability Power +10 Mana Regeneration per 5 UNIQUE Passive: Reduces ability cooldowns by 25%"
TO me this means.. WTF This isn't math class I don't wanna play this shit anymore.
The biggest problem is that the naming of the items are just thrown all over the place, and so are the stat boosts...
Why couldn't they just name it "Piercing Bow" and "Multitype Sword" or something like that?
Who the ass cares about all the numbers? as long as it sounds cool and gives you a hint instantly what it's going to be like, or whether it's going to be more powerful or not (which may also be done in the way you handle the UI).
To draw another example... Runescape.
there is always a pattern in the weapon and armor.
WEAKEST
bronze
iron
steel
mithril
adamant
rune
dragon
STRONGEST
Then you have a whole bunch of things that you can buy, but they ALWAYS follow that pattern
iron helm, armor, shield, scimitar, warhammer, etc. All follows that pattern.
Of course, then you have the REALLY high level items, like the "Crystal Bows" and the "Gods Robe" that don't follow the pattern but is fine simply because they're meant to be special and are set apart from the rest.
And that is why it is so much better, and that is why the market was so much stronger in Runescape than any other MMORPG (tho they fucked it up)
On another note.
@Items determining diff roles for the heroes
again, I can see how that works in theory, but I haven't seen any games pull it off well (other than Pokemon).
I think your system of books and boots is good, buuuut I still don't know.
The only way I can see it is if you called the things quite literal
like Winged boots = speed up
Spiked boots = attack up
Hardy boots = hp/defense up or something like that
but there'd still be a discrepancy between boots and books... you can't call a book a "Spiked book" cause that'd be lulsy
And I also fail to see why you'd need 7 items if there's only going to be boots and books ... i are confused.
I think we're starting to describe diff things tho
maybe I should tie it up
I'm more worried about the design of items and how it is detrimental to gameplay. I understand how items may add to it, but more often than not i see them sucking and just causing confusion and taking the gamer away from what he/she really needs to focus on or what the major gameplay mechanism is.
I still feel that items should be secondary to the hero's ability, and that the abilities and the hero's base stat should mostly determine its niche, while items can complement it and make it plausible for the hero to cover more niches or have situational niches.. niche niche niche
Post has been edited 2 time(s), last time on Nov 29 2010, 7:39 am by UnholyUrine.
None.