amok: Or that "Average Joe" just want to muck areound in an expensive game world, and have fun playing a game the way they want to.
And, importantly, not be penalized for doing so, which is how the Morrowind/Oblivion leveling system feels.
Lenah-Witch: If you take your time to understand the system, than you will see that it works fine and as intended.
No.
If you take your time to understand the system, then you will see all of the issues that are inherently present in the system.
From a game design perspective, the original Morrowind/Oblivion system is terrible, and I'd even argue it's one of the worst I've seen, in *any* game with a growth system I've played.
Lenah-Witch: Your glass canon wizard don't need to max his health out. You have so much tools/spells to protect you from damage.
The issue, and this comes to the secondary issue of Endurance not being retroactive, is this:
* Suppose I've been playing this glass cannon wizard, and have decided that I'm dying too much. At this point, it would be helpful to gain some extra health. So, I go ahead and raise my Endurance a bit, only to not get as many hit points as a character who has gained that Endurance earlier.
Eanthol: Fair point, it's really about finding that sweet spot where the game feels fun and challenging for your own style.
And the game should make it easy to do that.
Eanthol: Fair point, it's really about finding that sweet spot where the game feels fun and challenging for your own style.
MysterD: And I do think more games should aim for customizing difficulty in games w/ sliders, percentages, enabled/disable, etc for:
1. Doing damage to enemies.
2. Damage done to the player.
3. Is Friendly Fire going to do damage (or not)?
4. How much Friendly Fire damage can be done.
5. How smart (or dumb) is enemy AI?
6. One-shot stealth takedowns - enabled? disabled?
7. Anything else you can think of here that can be done here.
You know, stuff of that sort. We all play differently and are good/bad/okay at certain things.
Namely, think games like OwlCast's Pathfinder: KingMaker and Thief 2014 had these kind of ideas for Custom Difficulty stuff.
There definitely should be the usual Story Mode, Easy, Normal, Hard - and those presets...but also Custom should be an option, too.
Also, if applicable to the game:
* Option to make you immune to instant death, or at least mitigate the effect.
* If the game has permadeath or corpse runs, an option to disable those mechanics. (Disabling permadeath should be like restarting the level or from a save, not like the "explore mode" of sine traditional roguelikes that just cancels the death.)
One more thing to say:
I'm of the opinion that Final Fantasy 2's growth system, with all its issues, is better than the original Morrowind/Oblivion leveling system.