Some thoughts on stamina
Posted: Tue Jun 07, 2011 2:06 pm
Hey, sorry I haven't been around much lately, I've been a bit busy here and there.
I thought I'd share my observations about stamina so far.
Stamina drains far too quickly. I don't know if this is because of high action costs or low stamina reservoirs but it seems as though 9/10 of the time I'm resting is because my character is tired. Combat stances (granted I've only gotten to Kame) seem to be massive stamina drains, almost doubling my usage. Combat abilities like kick and punch, do laughable amounts of damage and seem to drain a lot of stamina also. In fact, when I'm grinding it seems as though I'm spending as much time resting my stamina as I am fighting mobs!
From a game design aspect, I'm curious why this is implemented this way. I could see a potential curve where higher level characters would have more stamina to play around with, which makes sense, but I think this cripples low level characters far too much. I know realistically it'd be very tiring (and impossible for me!) to run into battle triple kicking the hell out of anything that moves but, realistically speaking, I could probably kill a rabbit without getting very winded also, assuming I was sadistic like that. On that note though, I'd assume realism would be suspended considering this is a MUD based off a fantastic anime.
My suggestion is to simply make the MUD more forgiving in regards to stamina consumption. Stances, especially defensive ones, shouldn't drain nearly as much stamina, especially if you've practiced them a lot. Kick, punch, double kick...honestly, for the damage they do I don't see why they should use any stamina at all at this point lol.
Basically I'm several hours into the MUD now and I still feel as though my character really, really, sucks for his level. I feel it's safe to say it isn't because any poor decisions on my part, my char has just always come across as some kind of fragile unathletic wimp that still has to fight for his life against rabbits.
Anyhow, before I start getting derailed I want to discuss exhaustion while we're on the topic of stamina.
It's a unique feature that I haven't seen anywhere else. That being said though...I've got to respectfully say I don't like it. It comes across as just another way for my character to die if I happen to miss the prompt in a wall of text, or if I keep messing up trying to type 'exhaustion !qeokdo'. I'd like to defend my point by also saying that while it's possible to push yourself so hard that you pass out, your body has lots of fail-safes to keep yourself from reaching that point. In life or death situations, fight or flight comes to mind.
My suggestion is instead of the exhaustion prompt and passing out, simply end combat on the character's part. You'd get a message each combat round saying something like 'You're too tired to continue fighting!'. At that point you can choose to flee or ignore it and hope you get some stamina soon. Under this system you'd be more likely to run out of HP instead of getting stunned/killed from a lack of stamina. It makes it simpler and more approachable. (Ever play Star Ocean: Till the end of time? You'd die if you lost all your HP or Mana, OR Stamina...what a pain!).
Something else that'd be neat is to occasionally get surges of adrenaline during combat, possibly when the enemy gets a good hit in against your or your health reaches certain levels. Ideally it would give you a small damage bonus and refill some of your stamina but I'd be happy just to get a stamina refill occasionally.
I thought I'd share my observations about stamina so far.
Stamina drains far too quickly. I don't know if this is because of high action costs or low stamina reservoirs but it seems as though 9/10 of the time I'm resting is because my character is tired. Combat stances (granted I've only gotten to Kame) seem to be massive stamina drains, almost doubling my usage. Combat abilities like kick and punch, do laughable amounts of damage and seem to drain a lot of stamina also. In fact, when I'm grinding it seems as though I'm spending as much time resting my stamina as I am fighting mobs!
From a game design aspect, I'm curious why this is implemented this way. I could see a potential curve where higher level characters would have more stamina to play around with, which makes sense, but I think this cripples low level characters far too much. I know realistically it'd be very tiring (and impossible for me!) to run into battle triple kicking the hell out of anything that moves but, realistically speaking, I could probably kill a rabbit without getting very winded also, assuming I was sadistic like that. On that note though, I'd assume realism would be suspended considering this is a MUD based off a fantastic anime.
My suggestion is to simply make the MUD more forgiving in regards to stamina consumption. Stances, especially defensive ones, shouldn't drain nearly as much stamina, especially if you've practiced them a lot. Kick, punch, double kick...honestly, for the damage they do I don't see why they should use any stamina at all at this point lol.
Basically I'm several hours into the MUD now and I still feel as though my character really, really, sucks for his level. I feel it's safe to say it isn't because any poor decisions on my part, my char has just always come across as some kind of fragile unathletic wimp that still has to fight for his life against rabbits.
Anyhow, before I start getting derailed I want to discuss exhaustion while we're on the topic of stamina.
It's a unique feature that I haven't seen anywhere else. That being said though...I've got to respectfully say I don't like it. It comes across as just another way for my character to die if I happen to miss the prompt in a wall of text, or if I keep messing up trying to type 'exhaustion !qeokdo'. I'd like to defend my point by also saying that while it's possible to push yourself so hard that you pass out, your body has lots of fail-safes to keep yourself from reaching that point. In life or death situations, fight or flight comes to mind.
My suggestion is instead of the exhaustion prompt and passing out, simply end combat on the character's part. You'd get a message each combat round saying something like 'You're too tired to continue fighting!'. At that point you can choose to flee or ignore it and hope you get some stamina soon. Under this system you'd be more likely to run out of HP instead of getting stunned/killed from a lack of stamina. It makes it simpler and more approachable. (Ever play Star Ocean: Till the end of time? You'd die if you lost all your HP or Mana, OR Stamina...what a pain!).
Something else that'd be neat is to occasionally get surges of adrenaline during combat, possibly when the enemy gets a good hit in against your or your health reaches certain levels. Ideally it would give you a small damage bonus and refill some of your stamina but I'd be happy just to get a stamina refill occasionally.