I mod a worryingly growing list of communities. Ask away if you have any questions or issues with any of the communities.

I also run the hobby and nerd interest website scratch-that.org.

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Joined 2 years ago
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Cake day: June 15th, 2023

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  • Respeccing. It shouldn’t be infinitely free, but I like games that allow you to pay (usually increasing amounts) to respec.

    Related to this, in older games without this it was common practice to save up your skillpoints and just sit on them until you’d gotten a little further into the game and hopefully had a better idea how to spend them. What was massively frustrating in older games were when leveling up forced you to immediately spend the points instead of sitting on them.


  • I thought about my answer, since many mechanics I don’t like can have good implementations, or at the very least are a sort of lesser of two evils kind of thing.

    What I can’t stand are tactical or RPG games with realtime or turn based combat option toggles. I play many games with one or the other and enjoy them, but when I play a game with both that can be toggled in options I always feel like neither setting feels perfectly right. The balance is always off no matter what. Understandable with game devs having to double the amount of work for creating combat and tuning items and it ends up feeling a little soggy every time.



  • Level scaling. It’s a mechanic designers put in because they think the game needs to stay challenging, which is true but I’ve never agreed with level scaling as the answer.

    The least bad implementations (but still not good) at least replace low level enemies with different kinds of enemies entirely. The worst, most lazy implementations just increase existing enemy HP and damage.

    I think it is much better to have different locations or zones where different ranges of enemies spawn, with more powerful enemies tuned to the expected level of a player character for the quests in the zone.