Post by WitchRolina on Dec 23, 2018 21:24:52 GMT
When it comes to experience in the game, the design team is on the same page in many issues.
What we can't come to a consensus on is whether characters should share level up targets, or have them varied. Synchronous level ups, such as what can be seen in games like Final Fantasy 1 and 3, allow all the character to progress at once. However, Asynchronous level ups, such as what can be seen in Golden Sun, tries to stagger level ups out between a few battles for each character, having them effectively growing at different rates. If done, care will be taken to avoid a Piers situation though, where he joined a level below the party and always lagged behind.
This isn't a thing that can be logic'd out, though. It's two competing game feel preferences. It's the perfect thing to put to a vote, since it doesn't have any big significant mechanical ramifications. The question thus becomes: What should we do?
- Instead of characters joining at set levels, the level they join at should be based on the amount of experience the player has gained.
- Considering one gains more experience from failure than success in real life, the experience loss suffered by a downed character doesn't make much sense to us. Because of that, a character being downed should be trouble enough given the loss of action economy and the resources needed to revive them - but they shouldn't lose out on experience just because they were downed.
- We don't want massive discrepancies between characters in level pacing, so design will always trend towards keeping them within simple thresholds with one another.
- It may be more mechanically ideal to keep track of total acquired experience on the party level rather than the individual level for this reason
What we can't come to a consensus on is whether characters should share level up targets, or have them varied. Synchronous level ups, such as what can be seen in games like Final Fantasy 1 and 3, allow all the character to progress at once. However, Asynchronous level ups, such as what can be seen in Golden Sun, tries to stagger level ups out between a few battles for each character, having them effectively growing at different rates. If done, care will be taken to avoid a Piers situation though, where he joined a level below the party and always lagged behind.
This isn't a thing that can be logic'd out, though. It's two competing game feel preferences. It's the perfect thing to put to a vote, since it doesn't have any big significant mechanical ramifications. The question thus becomes: What should we do?