On 5/25/2018 at 8:21 PM, Scouting Ninja said:
It doesn't matter if it succeeds a hundred times and only fails once; that one time is what players will remember.
I know exactly what youre talking about. It is exciting, when you have 5% chance of getting legendary, you are always thinking about it, but when you have 5% chance of armor breaking when you die, you always think about that 5% chance.
Maybe it could have been a good mechanic ro keep players from escaping a fight when there is a chance of dying, but better way would be to reward players when they defeat a strong enemy, so it is fair and satisfying.
My game is slower and kinda like Undertale. so should flee always end the fight, like if you succed to flee you dont lose anything, but if you dont succeed, you die and lose some stuff. In my game, the only way to level up, is it you have enough XP you need to beat a monster that is higher level than you, he loses a level and you gain a level so flee would be good agains annoying low-level mobs.
20 hours ago, SkyPenguin said:
frustration of random fails would be greatly reduced if you animate it in some way to reflect the rng rolls. Have character move half off screen or fully or whathaveyou. Thus they can see the difference between "Oh darn! I almost got away." and "Dang, didn't even make it a step" and thus base some of their strategy on that without knowing the nitty gritty of creature stats.
Oh yeah that is a good idea, maybe to have a little minigame when you decide to flee, If you are against small level, you flee instantly, but when you try to flee against high level, you will need to play a minigame, that is difficult, depending on enemy difficulty. How did I didnt thought of that before.
Thank you