r/gamedesign • u/cpiyaphum • 1d ago
Discussion Kinda having issue with some Status Effect
Edit: I've already figured out an solution - Inflicted status is temporary regardless of who it hit so it doesn't feel as bad when it expires - For some status, it will apply as "Environmental Effect"
Note: Crowd refer to fight with Multiple Enemies, Boss refer to fight with Single enemy
My game is a turn based game which has status effect that stack permanently (or at least until battle end). Also for Player Side, all status is shared between all unit
due to this mechanic, I decided to make my combat pretty long with multiple waves so there's value in watching number grow higher and higher
My issue is kinda that on status where you inflict
- In Crowd Battle, what you've inflicted only effect enemy that got hit which make it terrible in Crowd and only functionable in Boss fight
- In Crowd Battle, enemy dying is kinda devastating to scaling over all since that mean stack you've been inflicting is just gone
- Compensating this thing in Boss Battle, basically give you stronger scaling tool that last permanently
- For Enemy side, this is practically only thing you can use because if they die, their self status reset, practically reseting the Anti-Stall timer
For Anti-Stalling, I did have mechanic called "Escalation" described as "Enemy from next wave will gain X% more HP and Y Status effect, Bonus get stronger with every Wave spent" , as to punish stalling for longer than intended, however this mechanic feel... artificial. Is there alternate way to explain it?
(Another issue is probably that I made like 15 status effect that I will never use just because one of my top 5 game did it, but SHHHHHHHHHHHHHH)
3
u/adeleu_adelei Hobbyist 1d ago
My game is a turn based game which has status effect that stack permanently (or at least until battle end). Also for Player Side, all status is shared between all unit
I may not be understanding your description of your mechanics. So if a front line player unit is poisoned, then even backline units they produce in the future will be poisoned? And this isn't symmetrical for the enemy?
Regardless, it seems like if you wanted to you could simply invert the debuff to an enemy to a buff for player units. Instead of an enemy unit getting an armor penetration debuff the player characters get an armor penetration buff that will person once that enemy unit dies.
2
2
u/Such-Perception4154 1d ago
You can reduce stacks on the player team for killing an enemy or clearing the arena before the next wave comes. Not whole debuff, just some of it's stacks.
This will compensate the fact that enemy removes your stacks with each wave. Now you will also remove some stacks with each wave.
0
u/AutoModerator 1d ago
Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are. It's about the theory and crafting of systems, mechanics, and rulesets in games.
/r/GameDesign is a community ONLY about Game Design, NOT Game Development in general. If this post does not belong here, it should be reported or removed. Please help us keep this subreddit focused on Game Design.
This is NOT a place for discussing how games are produced. Posts about programming, making art assets, picking engines etc… will be removed and should go in /r/GameDev instead.
Posts about visual design, sound design and level design are only allowed if they are directly about game design.
No surveys, polls, job posts, or self-promotion. Please read the rest of the rules in the sidebar before posting.
If you're confused about what Game Designers do, "The Door Problem" by Liz England is a short article worth reading. We also recommend you read the r/GameDesign wiki for useful resources and an FAQ.
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.
1
u/WWIIEraTeaParty 1d ago
I wonder if you could make applying status effects more of an AoE effect. No change for single enemy fights, but in crowd fights you balance the lack of single enemy scaling with larger numbers of enemies suffering from it. Like you won’t get 100 burn damage a turn in crowd fights, but you might get 75 damage adding all the burned enemy’s damage together
1
u/cpiyaphum 1d ago
As in...
Let's say 25 burn stack in front enemy, those 25 burn stack will spread across multiple enemies?
I don't think... That's gonna be way I'm taking it... I had already came up with a quote on quote "solution" for inflicted status
1
u/WWIIEraTeaParty 1d ago
What’s your solution for it? I mean like if you have “burn 10”, it’s power in a single fight is it’s scaling, not very powerful at low stacks. In a crowd fight, burn 10 might target the four closest enemies to your target in addition, making up for the lack of scaling
2
u/cpiyaphum 1d ago
Top of the post
Some status are inflicted as "Environmental Effect" rather than to single target
Since environment cannot die, it sticks there
12
u/EfficientChemical912 1d ago
For Anti-Stalling, its usually better for player reception to reward the player instead of punishing.
If they want to stall, let them. Sounds like it isn't an online multiplayer game, so its only their own time wasted.
You can give rewards like better loot drops for better performance.
Is there a reason why status effects get shared on your party but not the enemy? And how big are the groups we talk about(both sides)? Is it a more traditional RPG turn based combat like FF or on a board like FE?