I won’t deny that your post has annoyed me a bit, but the reason isn’t that we disagree, but that your interpretation/understanding of my opinion doesn’t match what I wrote.
You misinterpreted, many things, maybe it’s partly the fault of my English which obviously isn’t the best. And it’s also the fault of the fact that I’m very verbose so obviously it’s difficult to keep attention.
But It seems that you have missed some important details of what I wrote, so please read more slowly/carefully what I wrote without prejudice, you will realize that we do not disagree so much.
I would like to point out that I didn’t ask to remove things that I don’t like, but only to adjust the balanced things, and I accepted that there are things in this game that I don’t like, such as collecting resources (chopping trees, mining, etc.) because even if I don’t like it, it’s a well-implemented system.
Yes, the system has been implemented well, and as I said before I accepted its existence even if I don’t like it because it’s good for the game.
I agree, but in fact it is difficult to do well, not impossible, I would specify that RNG without good design is just as problematic in an RPG as Determinism without good design.
In fact That’s why I make the distinction Between “Perfect” builds and “Complete” builds.
I know the game is playable, a very low bar to reach xD. The bad thing is that customization is not encouraged, quite the opposite.
Do you know that RPG stands for Role Play Game? I think it’s not irrational to ask to be able to play with the build I want, and the character I want to interpret, I’m not saying it has to be easy but the process has to be fun.
All good games have friction, but in the right places at the right time.
And my system has some friction points I advise you to read it carefully, for example have you noticed that to move the gems you still have to pay money and sometimes embers?
Did you notice that gems are still quite rare and you have to find them? (And the same goes for embers)
When I say that players should have most of the gems in the post-game (after the end of the main story) and therefore be free to experiment, have you forgotten that these gems must be found along the way, collecting them from hard-to-reach chests, or in any case by spending time exploring the map? Obviously, if a player goes straight through the story without exploring, he won’t even get even half of the gems needed to be free to experiment.
Did you realize that large gems are even rarer and therefore it will realistically take even more than 100 hours to collect them all (after the end of the game), and that sublimation is an expensive and difficult process that requires time and skill to obtain the necessary resources? (I think this is enough to give you the adrenaline rush you’re talking about later)
Sorry if I’m passive aggressive here, but to say that my system has no friction seems more like rage bait than real criticism, I know that wasn’t your intention but still.
You expressed concern about the gameplay loop, but since collecting large gems and embers, and the materials for sublimation require playing the game, the game loop is not negatively affected by my system (and of course you still have to have the weapons and armor and materials to level them up).
You like to say “in RPGs it’s like this” first of all I’d like to point out that just because something is like this in another good game doesn’t mean it’s a good idea in NRFTW, in fact it needs to be proven that it was a good idea in those games too, just because a game is successful doesn’t mean that all its systems are good (and if they are good in that game it doesn’t mean they make sense in NRFTW), but if you really need an example of an RPG that allows you to customize the build to your liking that works I’d point out that in Elden Ring, Once you finish the game it allows you to experiment freely with all the builds. Souls is a subgenre of RPGs, but I don’t think anyone can say that Elden Ring isn’t a good RPG.
Having a custom build doesn’t mean having a strong build, If the game is balanced correctly all the blinds have more or less the same strength, so it’s the Sublimation (which increases the power of the effects) that gives you a stronger build.
I didn’t say to eliminate the RNG but to manage it correctly. Reading the messages I exchanged with Steven Hunt would have made it clear to you, while that’s also what I said in the main topic, so I don’t understand why you think I want to remove it.
Maybe it’s true for most, but not for all, in fact the Souls which as already I told you are RPG, have very little RNG.
There is a need to find a balance (It’s different for every game) and at the moment the RNG is too high and unmanageable and this is clearly bad for the game.
I never said I’m not buying a house because I’m not interested. Where did you get this information? I’m not interested in the feature, In the sense that I don’t decorate the house, and if there wasn’t a house in the game and in its place I had a bottomless chest, it wouldn’t make any difference to me, but I understand that other people might like it, and they don’t bother me and I use them without any problems, that’s why I’m indifferent, I didn’t say that I hate them.
First of all the overall experience is NOT JUST THE DOPAMINE, And when we have to think about the experience of using a system, the system I proposed is more intuitive and more natural an fun to use at every stage of the game.
I think the most important thing is to make the player think and adapt , make choices, (also called actually playing the game) and reward him when this process happens, While allowing the player to achieve his goals "allowing” It doesn’t mean giving them away for free, but it doesn’t mean doing everything possible to make the experience of reaching your goals a living hell either.
Having a custom build is always secondary to completing the game (obviously) so if the game makes the experience of personalizing a character hell most players will simply stop traying and they will abandon creativity for efficiency, because being creative is actively punished by the game, which instead favors being opportunistic not like in an RPG but like in a RogueLike (Except that in a RogueLike the run, the character and the build last about an hour while in NRFTW the characters are permanent and changing builds is problematic).
The system is opaque and inscrutable and confusing for players, for example, even after hours of play, few players will be able to understand that the spells are divided into groups, and even if they do, it is almost impossible to understand what all the effects are and how they are categorized without a wiki (my system would also solve this problem).
Good for you, the example I gave you in the previous post is a realistic example that happens if you want to role play, with a slightly unlucky RNG, it doesn’t happen if you don’t want to role play, in fact I specified it.
It’s to help understand that trying to make a specific build instead of adapting to the RNG can be really problematic, and this shouldn’t happen in an ARPG.
I hope that everything is clear to you now, so we can actually discuss the things we disagree on, in an effective manner.