MAKING THE DBS INTERESTING

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*Just posted this on gamingworld too, but wanted opinions from as many people as possible*

I know a lot of people hate the DBS for whatever reasons, and making a CBS would be pretty cool I guess, however, I am going to stick with the DBS since I don't know any coding.

This isn't just a help me thread, I guess everyone can put in their input, but how can we make the DBS more interesting, and simply fun to play?

Something I am going to test out, is to simplify HP, MP, etc...If you have ever played the Paper Mario series, you know that you have very low health and MP, but so do the monsters. At the time of leveling up, you can choose what you want to increase. Does something similar to this sound interesting? Make certain spells say, 5MP, out of like 20, and then some spells like 3MP. This way, every spell you cast matters more to the fight. Then I was thinking of having an "MP BREAK" command, which basicly drains all the little MP you have, and makes for one mega spell, it could also involve the whole team of fighers. Then you could have another command, something like "Rest", which you do nothing for a turn, but MP is restored...

This is all I can come up with now, because I know very little coding. But yeah, any thoughts, ideas, comments, verbal abusing is much abreciated.
Craze
why would i heal when i could equip a morningstar
15170
Use the algorithms (kentona has a link to WhoopA's site somewhere, I think) and the help file to figure out how to use skills to the best of your ability, then BALANCE THE GAME. Learn how to use the ATB bar effectively!

It's really all trial and error. BIG TIP: in rm2k3, give enemies about 1/3 to 1/5 of your fastest party member's AGI at the desired level.
harmonic
It's like toothpicks against a tank
4142
author=Craze link=topic=1093.msg15959#msg15959 date=1210527575
Use the algorithms (kentona has a link to WhoopA's site somewhere, I think) and the help file to figure out how to use skills to the best of your ability, then BALANCE THE GAME. Learn how to use the ATB bar effectively!

It's really all trial and error. BIG TIP: in rm2k3, give enemies about 1/3 to 1/5 of your fastest party member's AGI at the desired level.

That makes the ATB bar go faster, but it sure makes battles trivial. Enemies should at least have a chance to DO SOMETHING
Also, for balancing and algorithms, check out the spread sheets I made for that purpose:
http://www.rpgmaker.net/forums/index.php?topic=935.0

These formulas were actually borrowed from Whoopa!

And as for battles, interesting skill learning systems can make battles much more interesting. Also, so can forcing the player to economize a bit. It's also a good idea to work with smaller numbers when you can!
That's freaking awesome Chartley, thank you so much. Will help a ton, and save me time.

Only thing I am concerned with right now is making the ATB charge up faster, and implenting a command in the main command window (beside Attack, Skill, etc...) I want to add the command "Charge", which will restore that specific character's MP. I could easily put this under the tab Skills, but that looks bad, and doesn't flow well. (I'm not sure exactly how to do this).

What I have decided to do, is give each character specific spells (think your characteristic RPG spells, Fire, Cure, etc...), and in addition give each character five "Burst Techs". These burst techs consume all the character's MP, but have a great impact on the battle. For example, one Burst Tech you unlock for one character, allows this character to transform into a monster. Another Burst Tech casts Protect, Regan, and Reflect on the whole party. So their very specific for different situations, and by limiting the characters MP to a lvl 1 amount of say, 20, makes the battles more strategic (I hope.) But as you level up, so do your Burst Techs, so they have greater damage, lasting spells, etc...

So another thing I need to figure out, is how to make the burst techs consume all the mp. I know I can click 100% mp consumption, but say you use your tech. Your at 0 MP now. You "Charge" for a turn, and restore half your mp. I don't want the player to be able to do their tech again, I want it so that they HAVE to use literally all the MP they can have...(i.e. 50/50MP ONLY.)

I don't know how to do this using the DBS...

This will hopefully make the DBS a lot more fun, and make the player WANT to battle just to level up their techs, and such...

Feedback is much appreciated lol =]
author=harmonic link=topic=1093.msg15960#msg15960 date=1210527940
author=Craze link=topic=1093.msg15959#msg15959 date=1210527575
Use the algorithms (kentona has a link to WhoopA's site somewhere, I think) and the help file to figure out how to use skills to the best of your ability, then BALANCE THE GAME. Learn how to use the ATB bar effectively!

It's really all trial and error. BIG TIP: in rm2k3, give enemies about 1/3 to 1/5 of your fastest party member's AGI at the desired level.

That makes the ATB bar go faster, but it sure makes battles trivial. Enemies should at least have a chance to DO SOMETHING

It's almost impossible to find a balance. The battles will go faster but enemies get basically no attacks. I find it almost impossible to find the balance for random battles. They are either too easy and people complain, too hard and people complain, too strategic and people complain, too something...
harmonic
It's like toothpicks against a tank
4142
I usually make the enemies AGI about 80% of the average party member. And I balance my battles to basically all be mini-boss level, and all boss battles to be BIG boss battles.

That way, stuff like status effects, resistance changing, buffs, and unique abilities become important, since battles last longer. Also, players get a full round of turns before the enemy gets to do anything, but you may actually take damage or something! Which makes endurance and healing a factor too.

Most people are ok at making a lot of stuff. Using it is the hard part. If you have 8 magic elements and 3 physical elements like I do in LoD2, you have to make sure all of those elements are used by the enemy in some capacity.
Craze
why would i heal when i could equip a morningstar
15170
For that "capacity" what I do is make a bunch of basic attack skills/spells, one for each element, then make one or two spin-offs with more damage/status effect/absorb/something. Then I just throw them onto various enemies-- that said, I use only skills for enemy attacks in 2k3, so every attack has an element. It packs more punch that way.

I make up for the low AGI by adding high pincer and back attack percentages (every tile, not just world map tiles, are "terrains") and by making certain enemy groups really evil when they get the inititave with "x monsters present" skills that are like HEY COMBO.
They are either too easy and people complain, too hard and people complain, too strategic and people complain, too something...

Everyone fucking complains. Sometimes I feel like it's like trying to please children.

As far as making the DBS interesting, I just aim for solid simplicity. I'd rather having an underlying depth to battles than a whole bunch of custom systems thrown in my face.
harmonic
It's like toothpicks against a tank
4142
author=Feldschlacht IV link=topic=1093.msg17738#msg17738 date=1211766198
They are either too easy and people complain, too hard and people complain, too strategic and people complain, too something...

Everyone fucking complains. Sometimes I feel like it's like trying to please children.

As far as making the DBS interesting, I just aim for solid simplicity. I'd rather having an underlying depth to battles than a whole bunch of custom systems thrown in my face.

Yeah. The average human mind can only really be fully attentive to a handful of inputs at a time. Overload of options leads to gridlock and is no fun.
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