- Apr 2, 2019
- 300
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Note I haven't played beyond stage 1 of this game so some of my input might be off.Definitely the main problem with the game is that most fights can easily be skipped or avoided. There are few reasons to actively chase for fights yourself.
In addition, fights that catches you from behind are the only challanging ones witch will progress your corruption stats (unless you have already been corrupted with bastes). However it is easy to avoid such suprise fights.
Since the enemies doesn't really become stronger statwise in further levels, there is no incentive to go for extra fights. You don't really need to, and the bountiful of chests and random drops covers your need for gear and consumables. Level ups are as you say, minor changes in your stats.
Further than editing the config file, I have no skills in modifying the game to the level you speak of. I do however have some ideas for making fights more meaningful.
Option 1 - when beating the boss of an area, it will inflict you with some Stat decreasing baste. To cure it, you would need some expensive item from the base, or dropped loot.
Would it maybe make sense if going for the loot option to make the loot drop in the next area? That way you have to take some fights with reduced stats.
Option 2 - make level ups more impactful, (more stat increase on level) lower the starting level and make enemies in each zone progressively more difficult. This way you would need to fight for XP instead of dodging fights. Would definitely need to adjust the XP drain baste, and maybe make progress a bit strange.
Option 1 - That kinda is like how the stages in the previous game and stage 1 are designed. A mechanic you have to solve/deactivate to make the boss fight easier (or beatable). But I can see how a boss might hit the MC with a special attack / baste when they realize they are about to lose. This baste could/would be crippling and require the MC to re-explore that stage to find the means to remove the baste or maybe the only method to remove it will cost the MC a ton of money and can only be cured back in the base.
Option 2 - Lowering the starting level is counter to the game lore of the MC being a super hero that can normally one shot ollicts, which is why they use lewd attacks to corrupt & win. But I do like making levels impactful. Maybe make xp loss permanent and add other ollicts that can drain xp or other traps/means for the MC to lose xp. Or create an event on stage 1 that causes the MC to lose most/all of her levels and is forced to relevel throughout the game.
Couple of issues with option 2. Firstly, level drain as a mechanic is hard to implement while keeping the game fun for the player. Most games have a hard time doing this well and usually turn into a tedious grind for little payout. Secondly, balancing is going to be a pain in the ass, not just exp adjustments, but tuning each fight for specific level ranges or you could make certain parts of the game impossible to beat without cheating. Finally, I am not sure how the developer is coding the events for xp drain and there is a chance for new bugs to be introduced.