As I see it, there are massive issues that a piece of classic advice can sum up:
”Given the opportunity, a player will optimize the fun out of a game”.
In this post I want to look at gear: the crafting of it, and some other aspects that I noticed
First, the raw equipment.
With the introduction of facets, getting the desired piece of gear+facet has become a numerical nightmare.
- Weapon, players will want to stick to their weapon and its moveset. meaning they’ll need an absurd amount of luck with a random drop, or craft it.
Relying on random weapon+facet drop means you have a 1/100*1/18 = 1/1800 chance of getting your weapon+facet on each weapon drop (only if there are 100 weapons and all facets (incl. no facet) have an equal chance of spawning). On 1000 weapon drops, there is a (1-1/1800)^1000=0,573 → 57,3% chance of not getting your weapon+facet and a 42,7% chance of getting 1 or more of your weapon+facet. Which is ridiculous to rely on even in these fortunate–equal spawn chance–circumstances. (And there might be more than 100 weapons)
Relying on Crafting means you have better odds, but you now need to grind resources. Let’s hope all the facets, including no-facet, have an equal spawn chance. So (1-1/18)^10 = 0,565 → 56,5 %chance of getting 0 of what I want and 43,5% of getting 1 or more of my weapon+facet in 10 crafts. Crafting 10 weapons would require 30 bear hearts, 60 silver, and 80 birch planks if you make the mayhem greatsword.
Once again, this is just a silly amount of effort for just the weapon+facet. - Armor, armor is way more lenient in drop chance or craftability as there are 4 categories that behave the same: Cloth, Leather, Mesh, and Plate.
This makes the RNG doable… as long as you don’t care about fashion, because if you do care about a matching outfit, may god help you, for the same math as above now applies to you. I, for one, care about looking cool, as I believe many do. - Suggestions:
Introduce an Ember that can tranfer/remove a facet.
Let Facets behave like weapon runes that need the smithy to take/place one on equipment.
Introduce a system for crafting that 4X~5X the resource cost, but you can select the facet you want on that crafted equipment.
Just anything but the current RNG/grind-heavy system.
Second, Enchanting.
The orb system is a brilliant solution to fix the endless rerolling of enchantments. It really streamlines crafting and returns the player to the heat of combat faster, but I do have some feedback.
- Fallen Ember, only one real use: rerolling downsides on corrupted gear. I’d suggest making it so Essence Embers can transfer downsides, and you no longer need this Ember diluting the Ember pool.
- Awakening Ember, fine ember, does what it needs to do.
- Corrupting Ember, Idem
- Void Ember, Hearsay: I’ve heard that this can take away the facet. If true, remove that, and the Ember will be fine. Edit: this is false info, Ember does no such thing
- Essence Ember, the perfect Ember, it makes all the loot you get interesting while simultaneously transforming the enchanting system from RNG hell into something targeted and effective. It streamlines the crafting system while also making it more fun to gather equipment drops. Well done.
The only issue: there are too few of these embers, I’d up the spawn chance on these - Radiant Ember, another good Ember. I’d want this ember to also lower the effect of corrupted downsides to make them less annoying.
Furthermore, I’d also increase the spawn chance of these Embers. - Exalting Ember, I hate that it randomly picks an enchantment. For the love of god, do not introduce equipment-bricking RNG as the last upgrade step of said equipment. Obviously, this also applies to normal exalting.
Third, Durability.
This system is a massive trap for Moon Studio.
- Nothing interesting happens when gear breaks; it is just time-wasting tedium.
Worse, even if it happens during a boss fight, you lose, respawn, and see broken gear. Nothing is more demotivating than losing and being forced to do something tedious. That is I-think-i’m-done-for-today amounts of annoying. - The enchantment systems that make use of the durability are obscure and don’t seem to work too well. For example:
I have an armor with ‘Damage resistance increase by 9% of current durability’, ‘durability increase by 75’, and the gem: ‘enchantment power increase with 50% at full hp’. These are 3 synergistic effects that can cause an exponential effect and, as such, are very hard to balance.
Furthermore, as a player they’re hard to understand, so I make assumptions on how they work and get annoyed when what I imagined isn’t happening. - So I’d advise not implementing these exponential systems, granting the balancing team better sleep at night. Though as a designer, I also understand that you want to implement something explosive. For this game I feel simple is better.
- Getting rid of durability should be joined by reducing the tool slots to max 4.
EDIT: sounds like we’ll get 6 tools, ohh boy more resources to stuff in our small resource pouch
fourth, verisimilitude.
If players feel like they need to create 5~10 extra realms just to purchase the necessary amount of crafting/enchanting gear there is something wrong, because this breaks immersion, and nothing is as silent and deadly a killer as the breaking of immersion. It immediately lets the player know “this is a game, why are you trying so hard to get that build going? I could be doing something more fun.”
And this is where we return to the opening quote, don’t let your players optimise the fun out of the game. because once they see that the optimal path forward is one of grinding and arbitrary actions, they’ll drop the game.
In conclusion: Cut out as much tedium and grinding from the systems so that when a new player rolls credits after 40~60 hours they think: “wow, I had a really effective shortbow build, but the magic also looked cool, or maybe I’ll make a thorns tank. I’ll start tommorow” instead of: “man, My bow build was very good, magic looks fun too, but no way I’m spending 20 more hours grinding or realm hopping just to get the weapon I want”.
I’d aim for Elden Ring’s 20-hour runs with effective builds than Diablo’s 20-hour grind for 1% dps increase.
Thx for listening to this TED talk ![]()
Edits: proof reading is for cowards, I fix my typo’s in production server