How to actually marry an ARPG with a Soulslike - some thoughts

Here's what I put an another similar thread. Nobody seemed to care, but I still think this is solid (even though the main takeaway is just: don't!)
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Maldosam#3663 wrote:
For the combat to remain "slow and methodical", you need to absolutely constrain and control the player power and reduce variance. I think it totally defeats the purpose of an arpg (so the real answer is these things are not compatible), but here are a few ideas to reduce variance :

- Remove the passive tree: You need something more similar to what you have in Grim Dawn, or more so Last Epoch (but probably with smaller trees). Specific, limited, meticulously curated and balanced skill trees.

- Remove skill/passive gems: Or HEAVILY restrict their usage. But the Last Epoch solution, with skills attached to classes and having their own (again: limited) skill trees is probably a more adapted approach

- Gear: Reduce RNG to an absolute minimum. Each base has specific affixes (may be you can have a little variance in the values, but why bother), and will always come with those. Basically what I'm saying is there are only uniques. Also probably some restriction on what each class can use?

- Crafting: Really? ok, if you insist you can have a few modifiers you can add to your gear, and you can rub it with some shit you collect to make it marginally better.

- Mobs: Fewer, more dangerous

- Endgame: Why bother? OK have some way to increase the difficulty of whatever is already there

- Seasons/leagues/DLC: A new zone, new bosses, may be some new gear, some story?

- Trading: Why bother?

There. Basically in my opinion you need to completely gut the arpg aspect. Remove one of the points above and either it makes it more probable that the players will find a way to exploit and trivialise the game, or the game becomes unplayable.
Last edited by Maldosam#3663 on Dec 27, 2024, 5:56:06 PM
You can already scale loot with magic find. Scarabs were not implemented in the same magnitude.. atlas lacks details of scaling and to scale mechanics and some mechanics were not implemented.

Map size altering scarabs indeed were not in the game implemented also not in 1 which drastically reduce the mob density but alot other combinations existed with same map size.

Last edited by Storylyne#1859 on Dec 27, 2024, 6:02:56 PM
Here's the thing, imagine a graph with three axes representing how important the concept is important in a game. The axes are : mechanical skill (twitch reflexes, timing) (MS); building skill (BS); RNG (gear, maps mobs).

This how I see how these dimensions play in each genre
ARPG: MS:~20; BS:~80; RNG:~80
Souslike : MS:~80; BS:~20; RNG:~20

So, in my opinion, they are on completely opposite sides of this cube. You sure can try to mix both, but it would be neither an arpg, nor a soulslike, and frankly it would *probably* fail. There's a reason each genre evolved in a direction.
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You can already scale loot with magic find. Scarabs were not implemented in the same magnitude.. atlas lacks detailsbre scaling of mechanics and some mechanics were not implemented.

Map size altering scarabs indeed were not in the game which drastically reduce the mob density but alot other combinations existed with same map size.



Increased item rarity ("magic find") is mandatory if you want gear to be worth picking up, which means IIR gear is expensive as hell, which means you can only afford it if you're already rich.

This is a bad system. If you want IIR in the game it should be tied to systems, not random gear rolls.

For instance, you could have some locked chests in each map; one for each rare monster. Each rare you kill drops a key, and you get a boost to IIR from the chests based on the number of mobs you've killed.

That way you are incentivized to full clear the map before popping those chests, rather than just rush the rares and leave. It also means that extra pack mods are actually good.
On one acc with a friend.. but duo in normal hc without trading we played into late 80s without issue selffound.. discontinued there due to different play rythm

And in ssf hc .. it was also playable.. yet not as exciting as a poe1 season for me. Graphics is great though. Didnt need keys and prefered loot when it dropped.. overall i didnt use mf so far.. to be fair unless i noticed in later run that it was broken. In first week i was without knowing also in the maps progressed. Lacked a bit crafting..slightly tedious but didnt want to login at some point.
I would have favored more scarabs and game modes to earn currency.. and masteries to make the skill tree slightly more complex.

I understand grim dawn and dark doul posts. As for grim dawn i remember this statement..its not bad but on average: There's nothing to do in this game really, loot system sucks, leveling is too fast and there's no real endgame, just endless solo grind for the sake of grinding.
Last edited by Storylyne#1859 on Dec 27, 2024, 6:20:56 PM
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Maldosam#3663 wrote:
Here's the thing, imagine a graph with three axes representing how important the concept is important in a game. The axes are : mechanical skill (twitch reflexes, timing) (MS); building skill (BS); RNG (gear, maps mobs).

This how I see how these dimensions play in each genre
ARPG: MS:~20; BS:~80; RNG:~80
Souslike : MS:~80; BS:~20; RNG:~20

So, in my opinion, they are on completely opposite sides of this cube. You sure can try to mix both, but it would be neither an arpg, nor a soulslike, and frankly it would *probably* fail. There's a reason each genre evolved in a direction.


I pretty fundamentally disagree with this premise. Other games have managed to pull off various aspects of the Soulslike genre in a Diablo-esque type of game. I'll be back and while they may not have been runaway commercial successes, they have pulled off some impressive gameplay innovations.

This is a very tough industry with a lot of competition and if you're not Diablo or Path of Exile it's extremely difficult to get eyeballs on your game. Even Marvel Heroes, which launched right after the first Avengers movie, barely had 12,000 players when it rolled out.
Scarab like items could be the solution.. cheap to implement. To come along in more flavors with T17 maps, valdo maps, void - to offer challenges. I do understand that the game is too easy ( for you.. im kindof fine with it for moment)..but grim dawn had no endgame at all.. and dark souls over a long period just a campaign with ng+.

We had before like 140 daily use scarabs make it 141. Shrink map in favour of exponentially reducing mob density and scaling mob damage and defense for rarity but not quant which can be further scaled like before by game modes, map mods, scarabs, chisels.


Last edited by Storylyne#1859 on Dec 27, 2024, 6:31:09 PM
Point 5? You really really want a one run through an done game that is supposed to be live service and is going to be F2p as well? Wow, that is genius /s . A true isometric souls game that GGG would have to find some way to squeeze money out of in order to survive.
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Point 5? You really really want a one run through an done game that is supposed to be live service and is going to be F2p as well? Wow, that is genius /s . A true isometric souls game that GGG would have to find some way to squeeze money out of in order to survive.


Please explain the issue.
Not a real issue .. maybe. Its a different customer group.

I would lack eventually things like pvp.. only thing which kept me longer than 1 ng+ in dark souls.. invade mechanics. Other than that i was fairly quickly done with dark souls.

If i expect to see here another elden ring? Nah
... i just got a dlc.
Last edited by Storylyne#1859 on Dec 27, 2024, 7:03:16 PM

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