Hook while your tips are very worthwhile, i was more posing a rhetorical question.
I dont 'powergame' or do things that ruin my game. I just like to take it slow, and delight in trying to keep up to the progressively better equipment of my enemies; i like to have a bit of time with each sword and ship.
However, i dont feel i should HAVE to restrict myself, and i also dont want to KNOW what surprises and equipment lay ahead before its available to me. I dont want to 'salivate' for the best sword in the game - i would prefer to look forward to the 'next sword up'
Unfortunately, i find that the 'money' obstacle is worse then the 'level' obstacle for weapnons for three reasons;
1 - money is much easier to acquire then levels. Thats because its hard to control how much a player can make.
2 - the best thing about a level based system is that its got an element of surprise and exploration;it makes you treasure almost EVERY sword during the game as your own. You have a stint with each one, grow to appreciate it, before enemies are beginning to overtake you again and you must upgrade. The new system doesnt.
3 - and most importantly - ENEMIES DO NOT GET THE BEST SWORD WHEN YOU ARE LEVEL 4. They progressively 'improve' their equipment, and that was designed to match YOUR progressive improvements. But now, you can SKIP RIGHT AHEAD to the best stuff, and NOT FIND A FIGHT DIFFICULT AGAIN untill your enemies have 'caught up'
It feels NATURAL and just plain RIGHT to have to keep upping the stakes, and its very rewarding to keep getting the surprise of a new weapon well into the higher levels.
If anything, i would INCREASE the minimum levels before something appears, so that you get to enjoy each weapon longer.
Thats a part of the adventure, the exploration, to not KNOW theres a better sword out there, and to value the one you have. The problem is, if you get the Altwood F100 that early - no enemy will every prove a serious challenge again! Then you really DO have to ask "Where to from here?"
The build, i find, is a very good step FORWARD in making it difficult to board serious warships with your rag tag little boat, but a step BACK in terms of challenging you with better swordsmen; largely because you can buy a good sword so early.
On an UNRELATED NOTE - That means
WARNING - TOTALLY IRRELEVANT STUFF AHEAD,
i have noticed that lately that in games like POTC and Oblivion the choice here is:
1 - Do you maintain a strictly realistic system where there are seemingly no unrealistic restrictions, but likewise, youll have to make sure that the swordfighting system and AI is realistically tough, and that the weapons dont range from 10 to 100 damage (totally stupid) or that you dont range from 10 to 1000 health.
2 - Do you maintain a strict scaling approach where the world constantly adapts to the players level, and everything is dynamic (and irritating as oblivion and POTC smuggling runs proved)
2 - Or do you maintain the middle of the road approach, that while the world MUST seem coherent and realistic, especially in say what you encounter, it must also be scaled and restricted somewhat to maintain the sense of adventure, surprise and progress, and yet not bog down the player in having to fight an uber swordsman for the umpteenth time, and not have to fight the same crappy tartane for the upmteenth time.
You see, neither the approaches of REALISM or SCALING will, by themselves, give you a satisfactory result. You cant see this from Oblivion and Morrowind compared. In the end, the two must be balanced with a view to what this is really about - challenge and hierarchy.
You see, the gameplay is a CHALLENGE to rise UP the HIERARCHY - even if you dont succeed. But you cant be strictly realistic - you always have to give a player the CHANCE, no matter if its somewhat remote, to beat a better opponent. That gives the feeling of adventure, of challenge, of fighting out of your league, of going through hell and succeeding. This is so the player always feels it was THEM who failed, not the game who SET THEM UP. People are ego centric after all, and no harm in indulging that in a game.
Now the hierarchy should not stay the same, or keep changing arbitrarily, outside of the players or key actors positions; You should not see everyone suddenly in Manowars if they werent in them before, and you shouldnt likewise see the player relegated to being 'worse than guards, better than rats, equal with goblins' as in oblivion; by a scaling system that always maintains the gap.
Instead, you should allow the player space to improve and rise up, continually introduce newer and more unique challenges, and have some key characters and actors (ranging from stars like danielle, villains like the governor, and whole countries like England) seeming to move up with the player, in a kind of 'rivalry', to maintain a clear focus and challenge for the player.
But you should not see the entire world change just because the player did - at least not in an obvious way.
This is for a simple reason and logic in our minds; the bigger and older something is, the less prone to sudden change it should seem. So an entire WORLD of people, AGELESS and HUGE, should not SUDDENLY be prone to have everyone becoming a fleet captain. The world should MAINTAIN an impression of something UNCHANGING, a BACKDROP, which is only FORCED TO CHANGE, SEEMINGLY AGAINST ITS WILL, by IRRESISTABLE forces, such as the will of a nation, and even then SLOWLY, or through DECISIVE CLASHES, or the players gigantic EGO, eer i mean willpower. Thats why most games get progressively more EPIC as they progress; the logic goes that - "The faster or more something changes, the more epic should be the cause".
Anyway, thats the logic that makes the game fun. Its not fun to have it crossed, and have the world suddenly change.
But its also true that players dont like facing paltry threats, no matter how realistic, if they are repeated over and over and boring. In real life, the life of a first rate captain must have been uninspired for the most part; but a player isnt playing a game to experience that.
The player also doesnt like to run into a point where its impossibly difficult to progress - people dont like to come to the same 'glass ceilings' as they so often do in real life (ever tried to be a sports star?) - they must be able to do something to even the odds, no matter how lengthy or tough, or how far they are behind. Thats a challenge. They must have a chance for victory, whether that means winning outright or fleeing to come back another day. Overwhelming odds and roadblocks are OK, as long as they are not of the 'instadeath' type (like having your sloop being spawned from an encounter you couldnt skip right next to a manowar) and impossible to bypass.
Do note - that does not mean a sloop destroying a manowar - 'WIN' is subjective and dependant on the situation - so a sloop 'getting away' from a squadron of warships can be considered an achievement.
So here comes the trick - As a game designer, you must present a coherent and realistic world (one that follows its own, seemingly set, laws of operation) but at the same time you cant expose the player to either extreme - extreme ease or extreme difficulty - but must COVERTLY KEEP STACKING THE ODDS in a way that generates a seemingly dynamic but in reality constant challenge - and its up to the player to beat that challenge. The key word here is 'covertly'.
That means you DONT mess with things in a very obvious and noticeable way, especially not the hierarchy - eg what ships or weapons everyone is using - but start introducing and removing these things slowly - have guns be introduced gently, but become more and more common - in a seamless way. Have tartane's removed slowly, but never completely dissapearing. Have manowars introduced slowly, but never seeming prevalent.
In a sense, YOUVE GOT TO KEEP WORKING IN THE 'CORNER' OF THE PLAYER'S VISION. Your changes might be noticeable, but must not come to the fore. This is to maintain the coherence of the world.
Also, you must make it seem that the player is not repeating the same challenge over and over, but in fact facing a 'DIFFERENT' challenge - for example, as a manowar captain, you dont have EVERYONE have manowars, but the player is now dispatched on challenges (aka missions) suitable for a manowar captain.
I hope this dissertation on scaling vs realism has gotten something across - its a basic thing ive wanted to point out from what ive observed of Oblivion. Its actually got little to do with POTC, but i thought it might be useful to someone anyway.
I dont 'powergame' or do things that ruin my game. I just like to take it slow, and delight in trying to keep up to the progressively better equipment of my enemies; i like to have a bit of time with each sword and ship.
However, i dont feel i should HAVE to restrict myself, and i also dont want to KNOW what surprises and equipment lay ahead before its available to me. I dont want to 'salivate' for the best sword in the game - i would prefer to look forward to the 'next sword up'
Unfortunately, i find that the 'money' obstacle is worse then the 'level' obstacle for weapnons for three reasons;
1 - money is much easier to acquire then levels. Thats because its hard to control how much a player can make.
2 - the best thing about a level based system is that its got an element of surprise and exploration;it makes you treasure almost EVERY sword during the game as your own. You have a stint with each one, grow to appreciate it, before enemies are beginning to overtake you again and you must upgrade. The new system doesnt.
3 - and most importantly - ENEMIES DO NOT GET THE BEST SWORD WHEN YOU ARE LEVEL 4. They progressively 'improve' their equipment, and that was designed to match YOUR progressive improvements. But now, you can SKIP RIGHT AHEAD to the best stuff, and NOT FIND A FIGHT DIFFICULT AGAIN untill your enemies have 'caught up'
It feels NATURAL and just plain RIGHT to have to keep upping the stakes, and its very rewarding to keep getting the surprise of a new weapon well into the higher levels.
If anything, i would INCREASE the minimum levels before something appears, so that you get to enjoy each weapon longer.
Thats a part of the adventure, the exploration, to not KNOW theres a better sword out there, and to value the one you have. The problem is, if you get the Altwood F100 that early - no enemy will every prove a serious challenge again! Then you really DO have to ask "Where to from here?"
The build, i find, is a very good step FORWARD in making it difficult to board serious warships with your rag tag little boat, but a step BACK in terms of challenging you with better swordsmen; largely because you can buy a good sword so early.
On an UNRELATED NOTE - That means
WARNING - TOTALLY IRRELEVANT STUFF AHEAD,
i have noticed that lately that in games like POTC and Oblivion the choice here is:
1 - Do you maintain a strictly realistic system where there are seemingly no unrealistic restrictions, but likewise, youll have to make sure that the swordfighting system and AI is realistically tough, and that the weapons dont range from 10 to 100 damage (totally stupid) or that you dont range from 10 to 1000 health.
2 - Do you maintain a strict scaling approach where the world constantly adapts to the players level, and everything is dynamic (and irritating as oblivion and POTC smuggling runs proved)
2 - Or do you maintain the middle of the road approach, that while the world MUST seem coherent and realistic, especially in say what you encounter, it must also be scaled and restricted somewhat to maintain the sense of adventure, surprise and progress, and yet not bog down the player in having to fight an uber swordsman for the umpteenth time, and not have to fight the same crappy tartane for the upmteenth time.
You see, neither the approaches of REALISM or SCALING will, by themselves, give you a satisfactory result. You cant see this from Oblivion and Morrowind compared. In the end, the two must be balanced with a view to what this is really about - challenge and hierarchy.
You see, the gameplay is a CHALLENGE to rise UP the HIERARCHY - even if you dont succeed. But you cant be strictly realistic - you always have to give a player the CHANCE, no matter if its somewhat remote, to beat a better opponent. That gives the feeling of adventure, of challenge, of fighting out of your league, of going through hell and succeeding. This is so the player always feels it was THEM who failed, not the game who SET THEM UP. People are ego centric after all, and no harm in indulging that in a game.
Now the hierarchy should not stay the same, or keep changing arbitrarily, outside of the players or key actors positions; You should not see everyone suddenly in Manowars if they werent in them before, and you shouldnt likewise see the player relegated to being 'worse than guards, better than rats, equal with goblins' as in oblivion; by a scaling system that always maintains the gap.
Instead, you should allow the player space to improve and rise up, continually introduce newer and more unique challenges, and have some key characters and actors (ranging from stars like danielle, villains like the governor, and whole countries like England) seeming to move up with the player, in a kind of 'rivalry', to maintain a clear focus and challenge for the player.
But you should not see the entire world change just because the player did - at least not in an obvious way.
This is for a simple reason and logic in our minds; the bigger and older something is, the less prone to sudden change it should seem. So an entire WORLD of people, AGELESS and HUGE, should not SUDDENLY be prone to have everyone becoming a fleet captain. The world should MAINTAIN an impression of something UNCHANGING, a BACKDROP, which is only FORCED TO CHANGE, SEEMINGLY AGAINST ITS WILL, by IRRESISTABLE forces, such as the will of a nation, and even then SLOWLY, or through DECISIVE CLASHES, or the players gigantic EGO, eer i mean willpower. Thats why most games get progressively more EPIC as they progress; the logic goes that - "The faster or more something changes, the more epic should be the cause".
Anyway, thats the logic that makes the game fun. Its not fun to have it crossed, and have the world suddenly change.
But its also true that players dont like facing paltry threats, no matter how realistic, if they are repeated over and over and boring. In real life, the life of a first rate captain must have been uninspired for the most part; but a player isnt playing a game to experience that.
The player also doesnt like to run into a point where its impossibly difficult to progress - people dont like to come to the same 'glass ceilings' as they so often do in real life (ever tried to be a sports star?) - they must be able to do something to even the odds, no matter how lengthy or tough, or how far they are behind. Thats a challenge. They must have a chance for victory, whether that means winning outright or fleeing to come back another day. Overwhelming odds and roadblocks are OK, as long as they are not of the 'instadeath' type (like having your sloop being spawned from an encounter you couldnt skip right next to a manowar) and impossible to bypass.
Do note - that does not mean a sloop destroying a manowar - 'WIN' is subjective and dependant on the situation - so a sloop 'getting away' from a squadron of warships can be considered an achievement.
So here comes the trick - As a game designer, you must present a coherent and realistic world (one that follows its own, seemingly set, laws of operation) but at the same time you cant expose the player to either extreme - extreme ease or extreme difficulty - but must COVERTLY KEEP STACKING THE ODDS in a way that generates a seemingly dynamic but in reality constant challenge - and its up to the player to beat that challenge. The key word here is 'covertly'.
That means you DONT mess with things in a very obvious and noticeable way, especially not the hierarchy - eg what ships or weapons everyone is using - but start introducing and removing these things slowly - have guns be introduced gently, but become more and more common - in a seamless way. Have tartane's removed slowly, but never completely dissapearing. Have manowars introduced slowly, but never seeming prevalent.
In a sense, YOUVE GOT TO KEEP WORKING IN THE 'CORNER' OF THE PLAYER'S VISION. Your changes might be noticeable, but must not come to the fore. This is to maintain the coherence of the world.
Also, you must make it seem that the player is not repeating the same challenge over and over, but in fact facing a 'DIFFERENT' challenge - for example, as a manowar captain, you dont have EVERYONE have manowars, but the player is now dispatched on challenges (aka missions) suitable for a manowar captain.
I hope this dissertation on scaling vs realism has gotten something across - its a basic thing ive wanted to point out from what ive observed of Oblivion. Its actually got little to do with POTC, but i thought it might be useful to someone anyway.