jeremyshannon / Exile

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Rebalancing Tech for Multiple Strategies #138

Open DokimiCU opened 2 years ago

DokimiCU commented 2 years ago

Okay... this is a big one!

Most of this has been implemented in a branch https://github.com/DokimiCU/Exile/tree/rebalance-tech. I'm going to do a bit more testing, then this will be a pull request.

Design Principle & Issue:

Allow multiple strategies.

Currently respawning is grindy and repetitive. It requires going through the same actions regardless of circumstances because the early tech railroads the player into a single optimal pathway. This pathway also confuses new players because it makes pottery critical at a very early stage.

Tech should be about appropriate technology choices, rather than grinding up a single optimal tech tree pathway. The best choice should depend on the circumstances and idiosyncrasies of the player and their character.

Aim: Make (early) tech more focused on choices than linear progression.

How:

Backstory: I done some stress testing of the game a while ago, playing through various extreme play styles e.g. never leave the water, never go in caves, never make tools, use only tools that don't need sticks/stone/clay etc. These are a good test, and show up just how restricted some of the choices are. I've been wanting to loosen things up a bit ever since.

The Grand Plan: New style craft stations:

Remove unnecessary crafting dependencies:

Add some alternatives

Observations so far:

Work: Most of this has been implemented in branch. It's a big shift in balance, so it'll likely need follow up even after I've done more testing. However, so far this seems like a step in the right direction.

There's also some features/minor bugs that I haven't figured out, so I'll leave those aside for now.

jeremyshannon commented 2 years ago

The iron barrier keeps griefing to a minimum, so I'd kinda like to keep it difficult to get to iron. Players can currently build homes out of materials that can't be broken without a pickaxe, which takes a lot of time and dedication to acquire. All that makes griefing high effort for pretty low returns.

A better health effects system is likely the next big thing I'll work on.

DokimiCU commented 2 years ago

I haven't touched iron. At worst some people will find it easier to speed run for iron.

Everything here is about loosening up unnecessary restrictions in the early crafting. It's a large, but subtle re-balance. Having tested things it is much more free. More choices. More strategic thinking. A bigger difference between being mobile or settled.

It does make the game easier in easy biomes/lucky locations, but also makes hard biomes more interesting. The game is still plenty hard. It makes sense to take pressure off crafting itself, and put the difficulty into deciding which crafts to use and when. So far this re-balance is having that effect (at least for me).

Any system is going to have some quirks and short comings. This one certainly has some, but it seems an overall improvement.

jeremyshannon commented 2 years ago

Yeah overall I am very strongly in favor.

DokimiCU commented 2 years ago

Pull request is there!

Remaining issues:

Tool Based crafting spots. I got stumped by fiddly coding. It might go something like this:

Tool based spots would be nice. The new features work fine without it though.

jeremyshannon commented 2 years ago

location limited spots can't detect if conditions have changed since they were placed (e.g. if the soil got wet), thus violating the limit.

This could be handled by checking their conditions when clicked on and breaking the spot if so. Alternately a formspec could pop up to tell you what's wrong so you can break it yourself.

I plan on a new release in the morning; I'll try to start in on reviewing this afterward so I can get it in and get it to testing.