How do you feel about gear actually changing the way you move and fight?

stone_player

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The team and I curious about player perspectives on a core design element. In our game, gear does more than boost your stats. For example, a stealth-focused armor set will make your footsteps quieter and increase your movement speed when you're not in direct combat. A heavy tank set, on the other hand, will make you slower but massively reduce knockback and allow you to block powerful attacks that would send other players flying. Our goal is to make gear feel impactful in actual moment-to-moment gameplay, not just on a stat sheet. Do you prefer this kind of deep, gameplay-altering gear? Or do you lean towards simpler systems where gear is mainly a visual upgrade? I'm asking here because player feedback is a huge part of our development process. Warvox is still in active development, and we're getting ready for a small beta on April 15th.
 
So... Gear is a video game? Never heard of it.
 
I prefer gear which is a visual upgrade because I don't want to adjust to how far I need to plan ahead, and how fast or slow I need to press a button with my finger to perform an action like run, punch, and magic spells because of a new piece of gear my character is wearing.
 
I prefer gear which is a visual upgrade because I don't want to adjust to how far I need to plan ahead, and how fast or slow I need to press a button with my finger to perform an action like run, punch, and magic spells because of a new piece of gear my character is wearing.
Totally fair point. Some players just want to pick up a new piece of gear and keep playing the same way—no relearning timings or adjusting muscle memory. That's valid. Our approach with Warvox is definitely more about risk/reward and adapting your playstyle, so it might not be everyone's cup of tea.
 
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