J'Kla wrote:Stucuk: Do you realise I am writing these inputs as an age writer.
Being an age writer doesn't mean you are above other people or that other peoples views are meaningless. I do have experience with predicting what different things people would do.
J'Kla wrote:And you still have not grasped the speed of the actual jump is not what I am refering to it is the state of the avatar/player health when they come to take the jump
Well what other thing does it reference. Nothing else effects jumps. Note that Health is a completely wrong word as Health means how much life a player has before they die.
J'Kla wrote:I know I would play the game BOTH ways.
And? Just because you would does not mean the majority would. When you predict what people will do you can't take your own views as the views of others, you have to work out what the majority of people are likely to do based on experience with what the majority has done in the past with other things.
J'Kla wrote:on those occasions a choice between waiting just before a jump to alow a strength bar to build may mean the difference between a sucessful jump and a panic relto. I am seeing ages with these sort of options
If you mean that if people do jumps too often in a short period of time that they are forced back to Relto then that is a very bad idea. That doesn't make the game more fun it just makes it more annoying. People are not going to risk wasting there time by being forced back to there Relto, so people are going to be forced to wait until there stamina is back up before they continue.
People will learn how low the stamina bar can go before they get forced back to Relto. People will adapt to that and pause when there stamina is too low. If you do it without a stamina bar then people would just be annoyed when they are randomly relto'd back for no good reason.
It also makes absolutely no sense, why would an explorer Relto back instead of just waiting to catch there breath?
J'Kla wrote:I am writing ages and you don't know how I may or may not implement puzzles your criticism seems to be based on current game play not potential future game play there are over 100 fan ages out there with a lot of posibilities the way I am developing ages and puzzels is based on the environment I have available and if the developers were able to give me more options I could write better/more puzzling ages.
What has forcing people to go back to there Relto if they try and do jumps too quickly got to do with puzzles.... (The answer is Nothing). Puzzles are not improved by adding in ways for people to fail them.
How you implement jumps does not matter. A jump is the same basic mechanic each time. There is a gap, you jump it. It doesn't matter how many jumps there are or how large the gaps are. The gameplay is the same.
J'Kla wrote:Where do you get this forcing players "to wait between jumps" your so called "Normal" player would just adapt their skill set but some players are not and I am trying to allow those players to participate.
I get it from Common Sense and Logic. People in general will take the route which is the least annoying if they have an option. If you penalise one route then people are far less likely to take it. I doubt there would be many people who would enjoy having the increased opertunity of going back to Relto.
J'Kla wrote:Deus Ex may have the beautiful look and feel you desire but where does "Stealth and Aggression" come into Uru.
What i said was obvious. I never commented on Deus Ex's look or feel so i don't see why you mention that. What i said was that Deus Ex was designed to be as limitless as possible and it was successful because of that fact.
Stucuk wrote:Deus Ex shows that a game with the illusion of being limitless appeals far more than a game with obvious limits in place. With Deus Ex you could complete the levels in multiple ways, and in multiple play styles(Stealth, Aggression, etc) and you were not penalised for playing the game in your own style rather than whatever style the developers like.