LOCKEZ'S PROFILE
The Unofficial Squaresoft MUD is a free online game based on the worlds and combat systems of your favorite Squaresoft games. UOSSMUD includes job trees from FFT and FF5, advanced classes from multiple other Square games, and worlds based extremely accurately upon Chrono Trigger, Secret of Mana, and Final Fantasies 5, 6, and 7. Travel through the original worlds and experience events that mirror those of the original games in an online, multiplayer format.
If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
Vindication
This is the story of one man, his quest for revenge, his desire to protect what he has left, and his ultimate failure.
This is the story of one man, his quest for revenge, his desire to protect what he has left, and his ultimate failure.
The Holy Church of Rmn
I was expecting the holy church of rmn to heavily revolve around the three tile rule and was not disappointed.
~Tension~
Well, it's a specific kind of balance. I didn't have a better word for it.
There are plenty of other types of balance, so just saying balance by itself didn't really get the point across. When you have different elements of attacks that are useful against different enemies in a Final Fantasy kind of way, making the elements do the same damage and be useful about as often as each-other is certainly a kind of balance, but it doesn't create any tension, because there's always a best element. The idea with what I'm talking about is to make situations where the player's action is a legitimate choice where both options feel like things you equally want to do, instead of one of the options being the thing you're supposed to do next and thus being your inevitable next action.
Example of tensionless balance:
- You have a single target attack skill, an area attack skill, and a stun skill. You get mastery points based on which skills you use, so it's important that they all be useful about equally.
- Battles are evenly split up between single enemies and groups of enemies, and about one third of all enemies use powerful attacks that they warn you about one round before using them, so you can stun them and stop the attack. This makes all three skills get used as often as each-other.
- However, there's always a clear best skill to use. If there's one enemy that's not charging up a powerful attack, you're going to use the single target attack every time.
Example of balance through tension:
- You have a self-buff that makes you do triple damage next round, a single-target attack, and a stun skill. You get mastery points based on which skills you use, so it's important that they all be useful about equally.
- About one third of all enemies use powerful attacks that they warn you about one round before using them, so you can stun them and stop the attack.
- But if they start charging up for a powerful attack right after you buffed yourself, your next move isn't so clear. If you decide to stun them, you'll waste your triple damage buff. If you go ahead and attack, you'll take a major hit. Your next action is a real decision, instead of an inevitability.
It can exist outside of battle too!
Example of tensionless balance:
- Your main character has four possible party members he can bring with him. Each one uses attacks of a different element: fire, ice, holy, and dark.
- In order to make the characters equally useful, you make a fire dungeon, an ice dungeon, a holy dungeon and a dark dungeon, so each character has a dungeon that they're best in.
- However, there's still no reason not to use the character who's best at the time. You'll inevitably use the ice character in the fire dungeon.
Example of balance through tension:
- Your main character has four possible party members he can bring with him. Each one has a special skill that gets you stuff: lockpicking, mining, blue magic, and monster taming.
- Every dungeon has opportunities to use all four of these things. Therefore, you'll miss out on different types of rewards based on who you leave behind.
- This PULLS AT YOUR HEART because there's no right choice. Every option is worth doing, which means every option involves sacrificing the other options. But you can't do them all.
As is probably obvious from the fact that I made this thread, I think the balance through tension is way more fun. It feels like I'm playing the game instead of just pressing the buttons that the screen prompts me to press. It's the difference between gameplay that could be done exactly as well by a very simple AI and gameplay that requires a player.
Also:
There are plenty of other types of balance, so just saying balance by itself didn't really get the point across. When you have different elements of attacks that are useful against different enemies in a Final Fantasy kind of way, making the elements do the same damage and be useful about as often as each-other is certainly a kind of balance, but it doesn't create any tension, because there's always a best element. The idea with what I'm talking about is to make situations where the player's action is a legitimate choice where both options feel like things you equally want to do, instead of one of the options being the thing you're supposed to do next and thus being your inevitable next action.
Example of tensionless balance:
- You have a single target attack skill, an area attack skill, and a stun skill. You get mastery points based on which skills you use, so it's important that they all be useful about equally.
- Battles are evenly split up between single enemies and groups of enemies, and about one third of all enemies use powerful attacks that they warn you about one round before using them, so you can stun them and stop the attack. This makes all three skills get used as often as each-other.
- However, there's always a clear best skill to use. If there's one enemy that's not charging up a powerful attack, you're going to use the single target attack every time.
Example of balance through tension:
- You have a self-buff that makes you do triple damage next round, a single-target attack, and a stun skill. You get mastery points based on which skills you use, so it's important that they all be useful about equally.
- About one third of all enemies use powerful attacks that they warn you about one round before using them, so you can stun them and stop the attack.
- But if they start charging up for a powerful attack right after you buffed yourself, your next move isn't so clear. If you decide to stun them, you'll waste your triple damage buff. If you go ahead and attack, you'll take a major hit. Your next action is a real decision, instead of an inevitability.
It can exist outside of battle too!
Example of tensionless balance:
- Your main character has four possible party members he can bring with him. Each one uses attacks of a different element: fire, ice, holy, and dark.
- In order to make the characters equally useful, you make a fire dungeon, an ice dungeon, a holy dungeon and a dark dungeon, so each character has a dungeon that they're best in.
- However, there's still no reason not to use the character who's best at the time. You'll inevitably use the ice character in the fire dungeon.
Example of balance through tension:
- Your main character has four possible party members he can bring with him. Each one has a special skill that gets you stuff: lockpicking, mining, blue magic, and monster taming.
- Every dungeon has opportunities to use all four of these things. Therefore, you'll miss out on different types of rewards based on who you leave behind.
- This PULLS AT YOUR HEART because there's no right choice. Every option is worth doing, which means every option involves sacrificing the other options. But you can't do them all.
As is probably obvious from the fact that I made this thread, I think the balance through tension is way more fun. It feels like I'm playing the game instead of just pressing the buttons that the screen prompts me to press. It's the difference between gameplay that could be done exactly as well by a very simple AI and gameplay that requires a player.
Also:
author=bulgingbriefsMan, the fact that you've never played a game that has any tension doesn't mean it doesn't exist. And it certainly doesn't mean it isn't a good idea. There are games out there that do this really well. The Dragon Age games on nightmare difficulty, the Etrian Odyssey games, and World of Warcraft all do pretty good jobs at this.
I spend literally less than a second deciding on an ability once I figure out an enemy weakness. Spam the strongest ability and use the weaker one after it runs out.
Can't make the event activate. Odd Problems. (rmxp)
Well, if that page isn't activating when Variable 0004 is at a value of 3 or higher, it's probably because the third page of the event is activating also. If the conditions are met for the third page, then it'll be the page that happens regardless of what's on the first two pages. Higher pages take priority.
Also, unrelated, but you should download the RMXP four text lines patch so that you can use all four lines of the dialogue boxes.
Also, unrelated, but you should download the RMXP four text lines patch so that you can use all four lines of the dialogue boxes.
Can't make the event activate. Odd Problems. (rmxp)
RMNverse Adventure Time!
Release Something Weekend
Jesus fuck this event was over two weeks ago stop filling my fucking notice box with spam every single day. Can someone lock this please? This is getting retarded.
RMNverse Adventure Time!
Sources of motivation
RMN Battledome 3! Voting!
Round 1 - TLP & Budz - They can probably absorb rocket fists, but you can't catch electricity and poison in a hole of any size, and they probably can't catch the fighters themselves either due to their speed.
Round 2 - EXO & mahashanaH - EXO is just immune to Iris; those quick strikes will do 0 damage before long. mahashanaH is evenly matched with anyone, so EXO's win is a win for the team.
Round 3 - Dimae & Bli Bli - Questa's stretching is useless against a shrinker, and her choke holds are useless against a torso with no limbs or neck. Vorgg is probably resistant to mines, but not good enough to beat both enemies.
Round 4 - Questa & Vorgg - Rollout and Vorgg probably can't touch each-other, but Questa can beat both Rollout and Lee no problem by just grabbing on and stopping them from moving like a human tether.
Round 5 - Lee & Rollout - Rollout just keeps on rolling and can beat Usano effortlessly. Rollout vs. Iris is close, but Iris has no way to stop Rollout from just avoiding battle until she's built up momentum, so Rollout quickly becomes the faster of the two. I can see Iris machine-gun-karate-blocking all of Rollout's attacks in quick succession, but she can't fight back because Rollout is invincible while moving forward, and Iris has no way to slow her down. Rollout eventually wins. Lee isn't even needed, which is good because he's useless against Iris, though he's probably an even match for Usano.
Round 6 - TLP & BudZ - TLP is useless againse Dimae because rocket punches just go into the pocket dimension. BudZ has the same advantage against Dimae as it did against Bety and Goatseman, though: you can't catch electricity and poison in a hole. Bli Bli would lose instantly against either of his foes, because shrinking doesn't help vs. poison/electricity since they pervade the whole zone, and shrinking won't help him dodge rocket punches because explosive projectiles are the kind of weapon where you can hit "close enough" and it still counts.
Round 7 - Lee & Rollout - OK yeah sorry Shades there's no way you're gonna catch Rollout with a harpoon gun. I know being reeled in is literally her weakness, but you need a better method. You can probably catch Lee and pull him in, but that will end in a double KO. Rollout can't skate when the entire floor is taken up by fangirls, but Lee can just jump over them all and land right on Rosey.
Round 8 - Bety & Goatseman - No contest. Fangirls are swallowed up into either of the two endless voids. Shades's devouring is simply inferior to that of his foes. Goatseman is into extreme penetration and probably just enjoys the harpoon gun anyway.
Round 2 - EXO & mahashanaH - EXO is just immune to Iris; those quick strikes will do 0 damage before long. mahashanaH is evenly matched with anyone, so EXO's win is a win for the team.
Round 3 - Dimae & Bli Bli - Questa's stretching is useless against a shrinker, and her choke holds are useless against a torso with no limbs or neck. Vorgg is probably resistant to mines, but not good enough to beat both enemies.
Round 4 - Questa & Vorgg - Rollout and Vorgg probably can't touch each-other, but Questa can beat both Rollout and Lee no problem by just grabbing on and stopping them from moving like a human tether.
Round 5 - Lee & Rollout - Rollout just keeps on rolling and can beat Usano effortlessly. Rollout vs. Iris is close, but Iris has no way to stop Rollout from just avoiding battle until she's built up momentum, so Rollout quickly becomes the faster of the two. I can see Iris machine-gun-karate-blocking all of Rollout's attacks in quick succession, but she can't fight back because Rollout is invincible while moving forward, and Iris has no way to slow her down. Rollout eventually wins. Lee isn't even needed, which is good because he's useless against Iris, though he's probably an even match for Usano.
Round 6 - TLP & BudZ - TLP is useless againse Dimae because rocket punches just go into the pocket dimension. BudZ has the same advantage against Dimae as it did against Bety and Goatseman, though: you can't catch electricity and poison in a hole. Bli Bli would lose instantly against either of his foes, because shrinking doesn't help vs. poison/electricity since they pervade the whole zone, and shrinking won't help him dodge rocket punches because explosive projectiles are the kind of weapon where you can hit "close enough" and it still counts.
Round 7 - Lee & Rollout - OK yeah sorry Shades there's no way you're gonna catch Rollout with a harpoon gun. I know being reeled in is literally her weakness, but you need a better method. You can probably catch Lee and pull him in, but that will end in a double KO. Rollout can't skate when the entire floor is taken up by fangirls, but Lee can just jump over them all and land right on Rosey.
Round 8 - Bety & Goatseman - No contest. Fangirls are swallowed up into either of the two endless voids. Shades's devouring is simply inferior to that of his foes. Goatseman is into extreme penetration and probably just enjoys the harpoon gun anyway.











