Neurath wrote: » Nothing is lost if you have two resource banks - one for sprint/block and another for general use. However, the gameplay will be stunted and very restrictive if we only have one resource. Half the time you promote restrictive ideas and I'm not sure why?
NiKr wrote: » Neurath wrote: » Nothing is lost if you have two resource banks - one for sprint/block and another for general use. However, the gameplay will be stunted and very restrictive if we only have one resource. Half the time you promote restrictive ideas and I'm not sure why? Most of the time I promote restrictive gameplay that is directly linked to already existing designs, so that the design becomes deeper instead of broader and shallower. I also don't want Intrepid to keep balancing several resource pools, one of which might even be completely separated from anything else in the game. Like I keep saying, I want people to influence each other. Keeping systems restricted allows for better balancing for those influences. And it allows to not have 50 abilities that account for any potential interactions with resources. I know that most people don't want other players to influence their gameplay. I just disagree with that. Simple as that.
Azherae wrote: » But Stamina + Mana as two different things is not restrictive in a way that I perceive helps gameplay. All classes can active block, sprint, etc. All should probably have a reason, at some point, to do so. Therefore having both will only create depth, and in fact, not having it has a chance to reduce it. That's just my experience, and therefore my feedback.
Azherae wrote: » There are other approaches, obviously, I just don't personally like them. Having at least two levers for balance of such things is optimal for me, trying to balance things with just one leads to homogenization and issues that can be hard to foresee due to competing goals. Separating the resources should be done to avoid competing goals, and no more, which is why I don't think we need even more (Conviction and Courage have a 'different purpose' for example, they represent the 'time-gated ability', i.e. they're a TP gauge).
NiKr wrote: » Azherae wrote: » There are other approaches, obviously, I just don't personally like them. Having at least two levers for balance of such things is optimal for me, trying to balance things with just one leads to homogenization and issues that can be hard to foresee due to competing goals. Separating the resources should be done to avoid competing goals, and no more, which is why I don't think we need even more (Conviction and Courage have a 'different purpose' for example, they represent the 'time-gated ability', i.e. they're a TP gauge). Would %-based usage of mana for movement/blocking lead to that homogenization or would it be the same as stamina, except with the ability of others to limit your movement/blocking? We know that Ashes will at least somewhat rely on basic attacks, so it's not like any class will suddenly become absolutely useless w/o mana. And with a proper passives design you could have different balancing for different classes. From "physical classes have lowered rate of mana use below a certain threshold" to "magic classes getting mana regen boosts from movement when below a certain threshold" and anything in-between and outside of those designs. Is that something that other games have tried and you disliked it or maybe they failed due to it? Cause you mentioned the basic uses of stamina but didn't note any interactions outside of that. Is it just another case of me preferring some dumb mechanic that's just not feasible in game design or is it smth that hasn't been tried before?
Azherae wrote: » Games with Mana but no Stamina tend to need to limit mana builds or create certain tradeoffs AGAINST mana which are not only unrealistic but often unfun, and people just minmax the hell out of them anyway. It's literally 'the mage class also has the most mobility/defenses'. These games are uncommon for most people to know about because they are almost laughably bad and people ignore them.