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Why Final Bosses?
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Moogle1
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PostPosted: Mon Feb 27, 2006 1:18 pm    Post subject: Reply with quote

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




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PostPosted: Tue Feb 28, 2006 6:22 am    Post subject: Reply with quote

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
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PostPosted: Tue Feb 28, 2006 7:49 am    Post subject: Reply with quote

Oh, right. Yeah, that'd be nice, too.
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Raekuul
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PostPosted: Tue Feb 28, 2006 8:36 am    Post subject: Reply with quote

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...)
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msw188




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PostPosted: Wed Mar 01, 2006 11:58 am    Post subject: Reply with quote

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
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PostPosted: Mon Mar 20, 2006 7:46 am    Post subject: Reply with quote

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.
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Mr B




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PostPosted: Mon Mar 20, 2006 12:59 pm    Post subject: Reply with quote

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




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PostPosted: Mon Mar 20, 2006 7:57 pm    Post subject: Reply with quote

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...
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chris98




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PostPosted: Mon Mar 20, 2006 9:48 pm    Post subject: Reply with quote

Love your new Avvy Leonhart! LOL. So true!
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Leonhart




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PostPosted: Mon Mar 20, 2006 11:26 pm    Post subject: Reply with quote

Thanks!

I'm a big fan of Barbie... Ha ha ha! [/list]
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Setu_Firestorm
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PostPosted: Tue Mar 21, 2006 9:33 am    Post subject: Reply with quote

Leonhart wrote:
Thanks!

I'm a big fan of Barbie... Ha ha ha! [/list]


....should we be worried?
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Leonhart




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PostPosted: Tue Mar 21, 2006 5:59 pm    Post subject: Reply with quote

Well, it was a joke..... so don't be. Big grin
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LeRoy_Leo
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PostPosted: Tue Mar 21, 2006 9:39 pm    Post subject: Reply with quote

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.
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Leonhart




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PostPosted: Wed Mar 22, 2006 6:28 am    Post subject: Reply with quote

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.
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chris98




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PostPosted: Wed Mar 22, 2006 8:37 am    Post subject: Reply with quote

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...
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