almondblight
Arcane
- Joined
- Aug 10, 2004
- Messages
- 2,628
^ This is an extreme. It doesn't have to be this way, obviously. In a nutshell, it's about using the right tools for the right job, instead of having a single tool for all occasions.
It doesn't have to be, but that's what your example was. Swords suck against skeletons; use a hammer. It ends up being DPS, the only difference being that you have to figure out what the DPS is yourself. What weapon will give you the most damage per hit? There's no strategy involved, just looking at which numbers are larger. It'd be better if it gives you options that you can then plug into a larger strategy (IE the bashing weapons do less damage but pushes the opponent back, not bashing weapons are what you use against heavy armor).
I mean, nobody complains that most games have multiple stats and skills and gives up because he can't figure out how to build a character without a spreadsheet. In most cases, multiple skills add quite a lot without turning the game into a puzzle or options for the sake of options.
Well, I agree that the reason Sawyer gave for getting rid of that design element isn't great (that it was too hard for people to figure out what was optimal).
Same goes for weapon stats. Having a single stat sucks. Adding more stats like speed, for instance, greatly increases complexity without going overboard with it. Same goes for the damage type stats. Done in moderation they create interesting combinations that would make all weapons more useful to different characters.
They can, if they're different from what's been described. Otherwise they turn into a case of "Oh, a slime, time to use X weapon; oh, a skeleton time to use Y weapon." In which case damage types are like the picture I posted; they give you a square peg and ask you to put it into a hole - but you have 10 different holes to choose from!