“Excuse”? That’s how it works if the game works.
If it becomes irrelevant afterwards, it’s a problem/characteristic of the game economy. Also the initial stages of the game are still important, early game must be well designed too.
My system solves more than one problem, If the durability were completely eliminated all the problems would be solved, it’s true, But I think the “Tiredness” Bar has a certain respect for the original idea, but also solves most of the problems.
You can play the game while it recovers you don’t have to stay still, you recover over time does not mean you recover while you are standing still, I don’t know if you’ve ever used beds in this game but I think your character lies down for a second to get the effect, you don’t have to wait.
I think it would be interesting from a psychological point of view to make the player, who died many times in a row, take a little break to go to the town to let the character rest on the bed.
And I also find it interesting how the system integrates the beds into the game.
Giving the opportunity to get the high tier bed buff at the right time to serve the player.
I think the system is healthy and interesting but that said if the benefits are less than the advantages then it is better not to have any punishment upon death.
My goal is to make a system that keeps the only interesting part of the durability system intact. But if that isn’t worth saving, then so be it.
It seems so to me, I think that punishing the player when he dies can be important for a psychological factor.
The fact that the fatigue bar is clearly visible unlike the durability bar (which is essentially hidden) is important, it gives the player the feeling that the game is not designed to make you win.
While inexorably defeating enemies that dont’ respawn gives the feeling that, no meter how incompetent you may be will sooner or later the game will let you proceed, because there are no consequences.
And it is important that the consequences are short term since the error is short term, but it is difficult to find a system that works well in this area, the one idea that came to mind is:
(extract from Comment 5)
I think we can learn from the Hollow Knight “corpse run” mechanic, without introducing the loss of resources:
When the Serim dies as in Hollow Knight he loses a part of his maximum focus, but not his resources, to recover his maximum focus he must defeat an entity that was born in the place where he died.
Obviously “the entity” must not be too strong otherwise it would be too frustrating and in the case of a boss fight it is born in front of the boss’s arena and not inside it, furthermore by defeating “the entity” it gives you back all the focus you had when you died and it heals the damage that the entity has inflicted on you.
What do you think, is this a good idea?
I see, sometimes the best game design solution is to let the player be free.
But I think it is also important to direct the player to do what is best for their experience:
Dying more than 15-20 times in a row without a break creates a situation that reduces learning.
Obviously, different players have different resilience, so it’s difficult to find the correct number, but it makes sense to suggest that the player take a short break. Obviously, this can’t be done with a pop-up; it would be terrible.
xD, sometimes I’m like that too. but I try to avoid suggesting to eliminate things from the game since by following that path the game will become unrecognizable.
it’s a bit too vague, but after these discussions I think I have a clearer idea of what a real system overhaul would look like:
I think I’ll make a new topic, something like “We need to make going back to Sacrament Fun & Fair”
And I think I will connect this system to the inventory as well, which is the other reason why we need to go back to Sacrament.
The summary is that I will propose that the inventory needs to be way bigger, like one more column.
but the reason why you have to go and empty it is that every time you die the “Tiredness” Bar fills up more based on how full the inventory is.
So you have to return to Sacrament only when the “Tiredness” Bar fills up not because the inventory is full (occasionally it happens that the inventory is full but it is rare and it is only due to the weapons and armor).
So with this system the player who explores well and collects all the resources is not punished for having obtained many items but is punished if he dies with many items.
With an empty inventory you can die about 25-40 times against a boss, the Ichor is used to increase the capacity of “Tiredness” Bar instead of the inventory capacity.
And I will actually use numbers to explain the balance of the mechanics instead of remaining vague.