@fatsnowman123@AstoriaVt@yano_gamedev Yeah, I work in the animation field. I do have 10 years experience in Unreal Engine as a hobbyist. I like to recreate mechanics from games and stuff but have never tried to balance or ship a game so I find these topic interesting.
It is because the concept of saving your items for the end, NEEDING to use them at the end and not using them, is such an irrational thought to me I engaged in the conversation under a more reasonable scenario that would result in the same outcome. If that is what we are talking about my advice would be that the player is simply making a mistake, a strategic error or a misplay, they need to learn proper risk assessment and know when to pull the trigger. If the player saved all the items for the final boss and just didn't need to use them, well that's a different story and I thought that would be more likely. ๐คทโโ๏ธ
No, I don't think I am. OPs experience is written in a way that we don't know the circumstance, just the result of not using any rare items on the playthrough. For example, Player is in a tough part of the game and thinks "I could use my rare item to get through, but id rather save it!" Then by the end of the game that situation never revealed itself, why? The late game could be easier, maybe the player over-leveled. Balance issue? These are issues a Dev could really tackle. If we are running only the situation of "I'm saving my rare item for the final boss" the player reaches the final boss, saved all the rare items, needs to use the items to win and still does not use them, well at that point its a very different issue and that issue is with the player.
@fatsnowman123@AstoriaVt@yano_gamedev That's more of a psychological problem at that point, I wouldn't suggest balancing your game or making design choices around a subset of people who are doing something completely illogical as you're describing, it's called hoarding and it's a sickness..
@PD_CGT "It's not for everyone", "Not as glamorous as you would think", "there are better ways to make a living but ya gotta do what you enjoy..right?"
I've been looking at this in the lens of turn based RPG, one time consumable boost or rare healing potion. The nature of the item itself..it's only usable when you are struggling otherwise you won't use it. These items are like buffers to help those type of players to be able to finish the game without getting frustrated. They are not for everyone, if we made them viable for the players who don't struggle then the game would become unplayable for the subset who already find the game hard.
@archer9234@AstoriaVt@yano_gamedev That's not true. There will always be players on the opposite end of the spectrum who find the game hard or difficult, those players would use these types of items even though the proficient player won't, removing it will just hurt someone else's playthrough
I have been working hard for the past year on the return of The Biggest Fan Animated Cartoon Series. I really hope people enjoy what I manage to finally release when the time comes.
@AstoriaVt@yano_gamedev I see but does my thought still apply? If they can overcome the emergency without the item wouldn't they be correct to think it was not big enough challenge or emergency? After all they did it without the item.
@Aexenss@TheSalajin It'd be like 3rd form friezas crazy finger beam but absolutely cracked out, massive frame rate dip when you do it regardless of what hardware you have ๐
@Aexenss@TheSalajin Yeah! I was so excited about that. I really want a game to put in the move where he grows all the extra arms, the four witches technique.