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November 16th, 2014

November 16th, 2014 published on

Implementation of the sample co-op classes was wrapped up this week. It was a bit slower than expected because I actually managed to produce quite a few old battle system bugs thanks to the more intricate class abilities, so I had to stop and fix them. I’m starting to notice that any time I have to rebuild content is basically the biggest time sink in the project at this point. The big content hogs at this point are now building the new monsters and the new co-op quest. There’s a few tweaks I want to do before the next test as well, but they’re easy enough to do in between.

My big worry at this point is basically players exploiting battle scaling in co-op (in PVP it’s not as big of a deal). It’s like this basically: If the 3rd monster in a certain random battle formation is the one that gives the players trouble, then it might be in their best interest to split up into 2 parties of 2 players in order to avoid having that particular monster spawn. I don’t think this is too big of an issue since co-op classes are designed to work best in larger groups, and there’s still a battle speed advantage in that big parties get more battle turns before causing a new round to happen. But it’s certainly something I have to be careful with because I really don’t want to provide incentive for obtuse player behavior .