Here are a few off the top of my head:
-Level drain monsters - every time one of these monsters hits one of your characters, that character permanently loses a level and can only get it back by grinding it over again
-Stackable poison - if a monster can poison your character on attack, it stacks with each successful attack so that your character can be poisoned many times with cumulative damage; to fully remove the poison you have to heal every poison in the stack
-Persistent poison - if a poisoned character dies, and you resurrect them (by returning to town and paying hefty fee of course), the poison does not disappear and continues damaging them as soon as they revive, meaning they can die easily die again almost immediately after
-Resurrection consequences - if a character dies and is resurrected they lose all the experience they've accumulated toward moving to their next level
-Improved thief monsters - enemies can steal any items in your inventory, including mandatory quest items, and then run away; if you can't catch them you might be able to find the items on a black market somewhere for an exorbitant price
-Critical miss on attack - if you roll a 1 on attack your character will have to make a saving throw or suffer a critical miss, in which they will accidentally kill themselves, e.g. by tripping and falling on their own sword; also applies to enemies but if an enemy dies from a critical miss you get no experience from it
-Poisoned consumables - consumables you acquire can be randomly poisoned and require a detect poison spell to be identified (must be cast on each individual item)
Games should make their own mechanics befitting to their theme and premise.
Games should be as difficult and aggravating as possible.
You're not as 1337 as you think you are, you never played Wizardry 7 or Nussy's hidden masterpiece. Stick to Skyrim for now.
The hardest Wizardry game is 4, not 7.
Wrong, never post again. I will not tolerate your moron babble any further.
>Nussy's hidden masterpiece
my homie
Ah frick, don't let these unwashed plebeians know of such game.
I most certainly will make them know
I'm strangely compelled to lick Pixie Stix dust off of a mall goth's flat tummy.
Looks cool but is it seriously only available on phones?
bluestacks, homie
Im not touching that spyware trash.
Well I found an online desktop version on the official page so Ill just try that
you're thinking of nox
I heard some time ago that all android emulators were compromised and dont they have to connect online no matter what? Shit is too risky. Id sooner just play it on my actual phone. Luckily I found a desktop version so whatever.
To be fair I haven't touched my Bluestacks since 2020, so it could be the case. But Nox was the big spyware that got a lot of people. But hey shit, if theres a desktop version I'll go get it myself as well
Nah, take your pretentious shit out of here. Games should be fun first and foremost, no matter the mechanics. Even hard as shit games can be fun too.
>Games should be fun first and foremost, no matter the mechanics
Yes, in what way is that a refutation? You use mechanics that are fun, and you also make sure that they fit the type of game you want to make. What is pretentious for being fitting?
Games should be fun.
Overcoming extreme adversity and frustration is fun.
It can be.
You will never be a millennial, zoomer. Keep dabbing on your tiktok and having nostalgia for the Xbox 360.
I was born in 89, anon.
>the names are Captain Sternn references
Huh. Weirdest deep cut I've seen in a while.
No one's going to give it away, anon.
real life permadeath
AI for vengeance related quests.
Shadow of War had some really cool stuff here but I'd like to see someone take this even farther.
>beat a low level monster and he gets away
>now not only does he come back as a hero with wounds and a plot line based on how you beat him but he raises his own henchmen and becomes a true nemesis from small gang to village to city to fortress to empire if you don't stamp him out
>other nemesis do heel turns and become the Turks or similar
>game develops it's own plot lines in similar fashion with jobbers, rescuees, antiheroes, et al
>impossible to look up spoilers on google anymore
We have the technology but not the will, talent, taste or vision at this point in time.
It's more important to spend that time and money on diversity, equity and inclusion, chud
No, the reason why no one is using that system is because it's patented by Warner Brothers.
https://patents.google.com/patent/US20160279522A1/en
Party Chat from DQ
Party Chat should be in every RPG with a party, its a wonderful characterziation tool, its context based and its organic
Forced Cutscenes that JRPGs do or, by allah even worse, that shit that WRPG where you wikipedia question integrate your party at a camp is dogshit
DOGSHIT
>Party Chat from DQ
this, but make it more like breath of fire 3 and 4
I'd like to see more games where you can learn techniques mid-combat. It shouldn't be a constant thing, but I like the idea of a character adapting mid-fight to the circumstances to overcome a difficult circumstance.
>Games should be excessively tedious so I can convince myself that I'm good at them for enduring it
Stop being a b***h, go play a traditional roguelike
>-Level drain monsters - every time one of these monsters hits one of your characters, that character permanently loses a level and can only get it back by grinding it over again
Monsters that do this should be very rare (a one time boss maybe), as this mechanic could be very frustrating to fight against.
>-Stackable poison - if a monster can poison your character on attack, it stacks with each successful attack so that your character can be poisoned many times with cumulative damage; to fully remove the poison you have to heal every poison in the stack
>-Persistent poison - if a poisoned character dies, and you resurrect them, the poison does not disappear and continues damaging them as soon as they revive, meaning they can die easily die again almost immediately after
Nah, those are both pretty lame an uninteresting ways to make poisons more interesting. I've always been a fan of different poisons can have different effects, instead of all poisons being damage over time effects. Also poison as an item the player can use on enemies.
>-Resurrection consequences - if a character dies and is resurrected they lose all the experience they've accumulated toward moving to their next level
This one is cool, makes dying a big deal.
>-Improved thief monsters - enemies can steal any items in your inventory, including mandatory quest items, and then run away; if you can't catch them you might be able to find the items on a black market somewhere for an exorbitant price
Nah, that's gay as shit.
>-Critical miss on attack - if you roll a 1 on attack your character will have to make a saving throw or suffer a critical miss, in which they will accidentally kill themselves...
This is bad game design and you should feel bad for even suggesting it.
>-Poisoned consumables - consumables you acquire can be randomly poisoned and require a detect poison spell to be identified
This is fine, as long as there is a way to detect poisons too.
>Level drain monsters
Permanent level drain in a single player game is not that much fun. I could see it working if the levels you lose are gained faster than normal and the more you lose the faster it is.
>Stackable poison
This is a cool concept but again limits need to be imposed or it'll be the optimal boss strat each time like in EO2.
>Persistent poison
This is either a non-issue or will make reviving a character an annoying luck based shit show, not worth it.
>Resurrection consequences
This one is great and not too punishing depending on the game. Though some games death is expected so it won't work there.
>Improved thief monsters
Cool idea, but not for quest items, it's too random and forces money grinding. Equipment and consumables being taken and resold back if you fail to re-encounter the enemy would be cool.
>Critical miss on attack
No, terrible idea. Randomness is the name of the game but too much wild shit makes a game chore and not worth playing. Recoil, glancing blows, misses, and turn delay on failed big swings is fine.
>Poisoned consumables
Fine for flavour for portions of a game but make it an enduring mechanic and people will just ignore them, sell them, and buy the consumables instead. Time+Effort+Money > Money
Star Renegades has combat similar to slay the spire (enemy preview) with interactive time chain mechanics. It's also deterministic, so it really stays above.