I’m not hurt or anything if that’s what you mean. I’m saying you come into topics or servers with a need to tell everyone why their interests are wrong. Sometimes you get started w/o even knowing about their intended goal.
Potentially, if someone enjoys something let them enjoy it?
I’m not hurt or anything if that’s what you mean. I’m saying you come into topics or servers with a need to tell everyone why their interests are wrong. Sometimes you get started w/o even knowing about their intended goal.
Potentially, if someone enjoys something let them enjoy it?
there are trends that lead to bad servers. If nobody brings up these pitfalls then literally evryone will continue to just make stuffty servers and waste their time only to be dissapointed. The op isn't that elaborate so it's anyone's guess as to what type of rpg it is but given the title and the lack of any defining features it's safe to say that this is literally another rpg game. It could blow my mind and be awesome and that's more reason to break the rules and shine above the rest by proving me wrong
This exact scenario played out before a couple months ago when that one guy was designing a city rpg server and I explained how and why it would suck and everyone gave me loving flak. In the end the server did end up sucking for all of the reasons I explained and the host was thoroughly surprised on how his server failed.
It's understandable for people to combat criticism by saying 'my project will be different' and then say how it will be different', but just saying "no... It doesn't suck!!! Let us enjoy it" and trying to justify clearly lazy and unimaginative mechanics is stupid. Grinding sucks, period. Fighting the same enemy just to gain experience to fight a slight variation of the same enemy sucks. It's also grinding. Collecting magical swords that have slight damage changes from each other is grinding. Literally nobody can defend repetition without depth because you're literally doing the exact same thing over and over with no loving difference whatsoever. You don't learn anything new therefore the entire experience is a goddamn waste of time
Whose to say this rpg will have grinding? That's a good question with a simple answer: what else can it have? How else do you create filler for your story oriented game without consecutive battles? It's a slippery slope because once you admit your rpg game needs filler battles you admit that your story will be interrupted consistently by arbitrary battles, and your goal henceforth is to make these arbitrary battles as unique and deep as possible. At that point the scope of the rpg is too large for one dev to handle. In the end any sort of unique and entertaining rpg experience is impossible to attain