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Thread: A Game Designers Perspective

  1. #1

    A Game Designers Perspective

    Hi everyone, My name is obmoc. I have my degree in game design and have tested games in the video game industry. The following is a list of game play suggestions/enhancements and bugs that I would love to see added and or fixed before full release. This by far isn't a complete list. I will update this thread and add items as I find them.

    ADDITIONAL GAME MODES:

    1. Last Man Standing - Teams battle and must work together to survive. Best of 3 rounds wins. No Respawns during a round. Team with the last player alive wins the round.

    2. Target Hunt - A player on each team is designated as the target. Teams must protect their target and kill the opponents target to win. Every target kill nets points. Respawns are allowed. When a target is killed a new one is randomly selected from the team. There is a round timer.

    3. Traditional Base Attack - The teams have to attack and destroy an enemy base/generator. The twist is only the npc creeps can do damage to the generator. The players must protect the creeps and lead them to the enemy base. Essentially, this mode becomes an escort mission.

    BASE ATTACK CHANGES:

    In a game that deviates so much from the traditional game type formula and focuses on fast pace arena style play I would think having a cool down timer on player base attacks is a hindrance. I propose the cool down timer on base attacks is removed so the players can have a one to one interaction with the environment. What I mean is player's should always be allowed to do something. A timer shouldn't be blocking them. Especially in active style game modes like Plunderball. If I chase down the opponent attempting to score and am stopped from finishing him off because of a count down timer that seems lame and frustrating. Imagine if that was the winning score, or if that score sent the game into sudden death. I was in position to make the play and win the game but the game wouldn't let me.

    TRAPS & ENVIRONMENT HAZARDS:

    I would love to see more interactive positions on the maps. Hiding spots for ambushes, more jump pads, more environment traps like trap doors with switches that can be activated, or bridges that crumble as you walk over them like a mario platformer, etc.. This would significantly help with gameplay variety.

    PASSIVE STREAK BONUSES:

    Ok this one will be controversial. I propose we implement a streak reward system for kills and deaths. They would activate at 3, 5, and 7 kills or deaths in a row. These bonuses would be passive and boost player stats breaking the game balance on purpose. They would reward streaking players and boost players that are having a difficult time. These passive bonuses would have short timers and provide excellent opportunities for epic arena style comeback opportunities for the esports scene.


    DAILY REWARD BONUSES:

    Games like Marvel Puzzle Quest, Warframe, etc.. provide a successive daily logon bonus. I think a system in which the player was awarded small amounts of boosts, coins, and even character skins etc.. would add to the addiction factor and keep players coming back for more.

    DAILY CHALLENGES:

    This is probably already in the game, but I'll say it anyway. We need more than one daily challenge listed at a time. preferably a mix of challenges between different characters.

    MAP VOTING:

    I would love to see a map voting system added to the UI flow when selecting a character in pre game. This way squads could vote on the maps they prefer. It would up the competition level and add another layer of strategy. I think this has a ton of potential, especially if we add more game types and map hazards. The combinations between game types, maps, hazards, etc.. would be amazing. Teams would develop interesting strategies.

    BUGS:

    1. The game hangs and appears unresponsive when logging in for the first time and entering the tutorial. Pressing "X Button" appears to do nothing.

    2. The player is unable to drop the Plunderball with "Circle Button" without instantly picking it back up.

    3. The game hangs when a player scores the final ball in a Plunderball match while getting attacked. This nearly prompted a hard reset but the game eventually recovered and enter the post game screen. It just took a couple min.
    Last edited by Obmoc; 08-06-2015 at 11:16 AM.

  2. #2
    Most of what you are suggesting sounds pretty good. Interesting tweaks and changes. I especially like the idea of more traps and switches BIG BUTT this isnt CoD, and doesnt need to be. killstreaks have no place in a game where players are already having issues understanding that debuffs are a crucial part of gameplay. Players that dont understand that get killed. ALOT.

    Killstreaks would take a game that can already be frustrating for new players, to a whole new level of BS.

    EDIT: spelling

  3. #3
    Quote Originally Posted by SirFizzyWo View Post
    Most of what you are suggesting sounds pretty good. Interesting tweaks and changes. I especially like the idea of more traps and switches BIG BUTT this isnt CoD, and doesnt need to be. killstreaks have no place in a game where players are already having issues understanding that debuffs are a crucial part of gameplay. Players that dont understand that get killed. ALOT.

    Killstreaks would take a game that can already be frustrating for new players, to a whole new level of BS.

    EDIT: spelling
    I agree, Sir. That's why I said that item will be hated. I just think the possibilities of come back victories are increased with a system like this added. The losing team could streak at the end of the game, get some additional bonuses and make the game winning Plunderball score, or recap the majority of the zones, or end on a 10 knockout streak to win the game.

    As for player's not knowing what's going on I agree. Games like this that are heavily stat driven are difficult to understand and master. That is why the 1 to 1 interaction with the base attack is a key redesign that needs to happen. Currently players come in thinking it's like Diablo and that attacking is 1 to 1 only to figure out after losing their first 5 matches that the base attack is on a cool down.

    Also, the tutorial needs a huge redesign and expansion telling the player how to view ability descriptions, how the games stat systems work, etc.. We need an area describing the differences between Hexes, Buffs, Debuffs, Different Elemental Damage types, etc.. I really hope they add this to the game UI instead of relying on a third party fan site, wiki, blog, or app! I hate leaving my game to go look something up. We need like an in-game encyclopedia detailing everything.
    Last edited by Obmoc; 08-06-2015 at 01:19 PM.

  4. #4
    Quote Originally Posted by Obmoc View Post
    I agree, Sir. That's why I said that item will be hated. I just think the possibilities of come back victories are increased with a system like this added. The losing team could streak at the end of the game, get some additional bonuses and make the game winning Plunderball score, or recap the majority of the zones, or end on a 10 knockout streak to win the game.
    i think come back victories should be avoided though. a skilled team should win every game, an unskilled team should lose. getting lucky that you killed a few weakened players and then killstreaking, followed by a come back victory seems like bad gameplay no matter how you stack it. but maybe we just agree to disagree lol?

    Quote Originally Posted by Obmoc View Post
    [...]attacking is 1 to 1 only to figure out after losing their first 5 matches that the base attack is on a cool down.
    honestly im not exactly sure what you mean by this. could be my own ignorance, but as it stands right now, thats just what i would call just your standard learning curve. im not sure what base cooldown you are referring to, unless you are talking about respawn timers in which case i have to insist that those stay in place for balance purposes. sorry if im just misunderstanding


    Quote Originally Posted by Obmoc View Post
    Also, the tutorial needs a huge redesign and expansion telling the player how to view ability descriptions, how the games stat systems work, etc.. We need an area describing the differences between Hexes, Buffs, Debuffs, Different Elemental Damage types, etc..
    COMPLETELY AGREE although i think that most of this could be fixed by simplying changing words to match up. hex's are Debuffs as far as i can tell. They should pick one word and use that exclusively. if we are voting, i choose Hex.

  5. #5
    [QUOTE=SirFizzyWo;106422]i think come back victories should be avoided though. a skilled team should win every game, an unskilled team should lose. getting lucky that you killed a few weakened players and then killstreaking, followed by a come back victory seems like bad gameplay no matter how you stack it. but maybe we just agree to disagree lol?


    I agree, I regress on streak bonuses for the same reason I want the 1 to 1 interaction on base attack. Player control should be key!! Currently, when we press R2 our champion does their base attack and then there is a 3 sec cool down timer until the player can swing again. This delay frustrates new players to the point where they leave the game never to return. What i'm proposing is a more action focused base attack where every button press gets a swing without a cool down wait. Player's can swing whenever they want.


    So now for the new system. This discussion got me thinking. What is really the problem? You nailed it above with the standard learning curve comment. That is exactly the problem. The learning curve for players attracted to the game from other games like Diablo is to steep. Many of these new players haven't played MOBA/DOTA before. They saw the game perspective and said hey I'll give that a try. Then they try the game and hate the controls. So what's the solution?

    The solution is already implemented in game. We use the weapon system and do both types of weapons. Base weapons on all characters should have no cool down. They would do less damage but provide that 1 to 1 response new players expect. This would also provide more interesting builds and weapon choices for veterans. higher level weapons for champions would have cool downs but do more damage with each swing. It's the perfect system!!!

  6. #6
    Quote Originally Posted by Obmoc View Post
    Currently, when we press R2 our champion does their base attack
    ok, now i understand what you are talking about. youre talking about Basic Attack speed.

    Quote Originally Posted by Obmoc View Post
    and then there is a 3 sec cool down timer until the player can swing again. This delay frustrates new players to the point where they leave the game never to return. What i'm proposing is a more action focused base attack where every button press gets a swing without a cool down wait. Player's can swing whenever they want.
    This is actually covered in the strength workouts, passives, and skills of most characters. some characters have higher base damage than others, and some characters attack slower than others. thats a balancing mechanic put in place by most MOBA's to keep from forcing pure basic attack builds. I honestly cant think of any benefit changing this will bring.

  7. #7
    Great suggestions! I'll link to this from our internal boards for reference so keep adding ideas and we'll see them. Thanks!

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