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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon Feb 27, 2006 1:18 pm Post subject: |
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What I'm looking for is a different defense stat for each status effect. It's not the same as percentage-based elemental modifiers, though that would be nice, too (and it's not completely unrelated, since you could use all of your elements for different status effects).
I'm not sure what you mean by percentage as a base stat. Can you explain this? _________________
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Tue Feb 28, 2006 6:22 am Post subject: |
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Imagine a system where you could choose percentages as the base stat for calculating damage. Right now, if you choose to have attacks inflict a percentage, the base attack and base defense stats are ignored. Wouldn't it be better if the percentage you chose merely took the place of the attack stat, and then you could go about choosing a defense stat to counter-act this attack?
Okay, maybe an example will explain better. Say there is an enemy with 1000 HP and 80 Ctr (the unused stat). I have an attack set to cut the targets HP to a quarter (HP=25% of current), but what this really would mean is that it is set to hurt 75% of the target's current HP. Then this would only be used as a starting point for the attack, it's base attack stat. I then set its damage calculation to 'normal: ATK-DEF*.5'. Then I set the base DEF stat to Ctr. This enemy would take 750-40=710 damage from the attack.
This would allow certain enemies to have a 'good' defense against certain kinds of effect spells, I think. |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Tue Feb 28, 2006 7:49 am Post subject: |
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Oh, right. Yeah, that'd be nice, too. _________________
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Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Tue Feb 28, 2006 8:36 am Post subject: |
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msw188 wrote: | This would allow certain enemies to have a 'good' defense against certain kinds of effect spells, I think. | I think that a "good" defense is make the spell fail on resistance, give it an element, and make an enemy counter with a high- or mid- power attack when hit by that element (which is what the epitomezzos would do if Countering wasn't broken...) _________________ A broken clock is still right twice a day. |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Wed Mar 01, 2006 11:58 am Post subject: |
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You can fake counter attacks for enemies using spawning (if you leave enough empty enemy slots). But by 'good' defense all I really meant was that the enemy would be less affected by the attack than other enemies, not that the defense would be a particularly 'good' thing. |
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Setu_Firestorm Music Composer

Joined: 26 Mar 2003 Posts: 2566 Location: Holiday. FL
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Posted: Mon Mar 20, 2006 7:46 am Post subject: |
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If there is no last boss, then what exact reason are you building your characters up for? Unless you're playing Dungeons and Dragons where you're meeting on a continual basis to continue your character's life, then there really is no reason to build a character if there isn't a nasty boss that you have to fight at the conclusion of your quest. _________________
Facebook: http://www.facebook.com/georgerpowell
Newgrounds: http://setu-firestorm.newgrounds.com |
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Mr B
Joined: 20 Mar 2003 Posts: 382
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Posted: Mon Mar 20, 2006 12:59 pm Post subject: |
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Ah, but do we need a final boss, or do we need a final challenge?
I completely agree that an RPG needs a final challege of some sort or another -- it's almost the whole point of the game, on the tactical level. My main beef is that the final challege is generally translated into one final battle against one single character -- this limits a lot of design strategy.
But yes; there definitely needs to be an ultimate challege of some sort or another. |
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Leonhart

Joined: 25 Feb 2004 Posts: 383 Location: Philippines
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Posted: Mon Mar 20, 2006 7:57 pm Post subject: |
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How about a final challenge that involves having the player use ALL of the skills he learned throughout the whole game? It could take place in just one room... _________________ The man who smiles when things go wrong has thought of someone to blame it on.
- Robert Bloch |
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chris98

Joined: 23 Feb 2005 Posts: 114 Location: On Jupiter, My rubber Boobie, s45 h79
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Posted: Mon Mar 20, 2006 9:48 pm Post subject: |
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Love your new Avvy Leonhart! LOL. So true! _________________ ANIME FREAK!!!!!! LOLOLOLOLOLOLOL DIS RO><ORS!!!
Come to http://firaga.conforums3.com for discussions about RPGs, old and new alike. We need members. |
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Leonhart

Joined: 25 Feb 2004 Posts: 383 Location: Philippines
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Posted: Mon Mar 20, 2006 11:26 pm Post subject: |
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Thanks!
I'm a big fan of Barbie... [/list] _________________ The man who smiles when things go wrong has thought of someone to blame it on.
- Robert Bloch |
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Setu_Firestorm Music Composer

Joined: 26 Mar 2003 Posts: 2566 Location: Holiday. FL
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Leonhart

Joined: 25 Feb 2004 Posts: 383 Location: Philippines
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Posted: Tue Mar 21, 2006 5:59 pm Post subject: |
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Well, it was a joke..... so don't be.  _________________ The man who smiles when things go wrong has thought of someone to blame it on.
- Robert Bloch |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Tue Mar 21, 2006 9:39 pm Post subject: |
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Leonhart wrote: | How about a final challenge that involves having the player use ALL of the skills he learned throughout the whole game? It could take place in just one room... |
Now theres an idea. I've played many games where every skill the player used in the various stages of the game were tested, but I don't remember them all being used in one place at one time. Myself, I was going to have the player use every character in the game that they met to beat the final challenge, as well as every ability they learned from each character in a special order. This way, it would be recommended that they quest and adventure as much as possible, because 8 out of 10 times, they'll meet a new character and add them to their memories and be able to recruit them later. That sort of challenge's downside might be mnemonic difficulties. It might become a little much for some players to think about while diving, dipping, ducking, and dodging the final boss's attacks. _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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Leonhart

Joined: 25 Feb 2004 Posts: 383 Location: Philippines
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Posted: Wed Mar 22, 2006 6:28 am Post subject: |
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I'm picturing the first Legacy of Kain, where Raziel learned how to wall-climb, throw projectiles, push boxes, and swim. The final challenge can be the room itself, in where Raziel has to use all of his skills to get to the exit of that final room. _________________ The man who smiles when things go wrong has thought of someone to blame it on.
- Robert Bloch |
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chris98

Joined: 23 Feb 2005 Posts: 114 Location: On Jupiter, My rubber Boobie, s45 h79
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Posted: Wed Mar 22, 2006 8:37 am Post subject: |
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Actually, the first Legacy of Kain was Blood Omes for the PS1. I've got it. It's pretty fun! It details how Kain became a Vampire and Fucked up the land of Nosgoth, driving Ariel insane. Incredibly hard though... _________________ ANIME FREAK!!!!!! LOLOLOLOLOLOLOL DIS RO><ORS!!!
Come to http://firaga.conforums3.com for discussions about RPGs, old and new alike. We need members. |
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