MAKE THE PLAYER USE OFFENSE
Posts
Automatic Stances: Have all usable abilities be offensive, but with a defensive/reactive/etc element that kicks in when it's the other side's turn. For example, swinging a sword could put the swordsman in question in a parrying stance which can lead to a counterattack if attacked (other conditions may vary).
@Master of Mayhem: If people have fun playing a game in a unique way, more power to them. But since we're designing the games, we're the ones in control when it comes to the rules of the game, and the trick to game design is figuring out how to get the player to experience something they'll enjoy.
Games are about interactivity; players prefer to be active rather than passive in a game. Being on the offense usually feels more active than playing defensively.
Games are about interactivity; players prefer to be active rather than passive in a game. Being on the offense usually feels more active than playing defensively.
While I do think that it's a valid point that most people don't just defend+heal their way through games, it's also quite valid that if a game designer provides a player with the ability to play a certain way, that way should not be 'boring' for the player. I think the initial path we took of finding ways to 'discourage' defensive play may not have necessarily been the right one (why include the possibility at all if you're just going to actively discourage it after all) and instead it may be better to think up ways of making defense more fun and less likely to bog down the 'flow' of a fight.
Of course, factors such as if the game itself is turn-based or ATB-based (or something else entirely) and what the party size is (the chance of an enemy attacking a party member who is using Defend is much higher in a party of two than in a party of five for instance) and other such matters can all make quite a big differences in the effectiveness of certain methods.
Here is an example I thought up of how to make defense more engaging and less likely to slow down the flow of combat. First, only give one character the Defend skill and make enemies direct their attacks to this character when it is used; giving it to multiple party members just raises the chance of 'wasted turns' defending against enemies which decided to attack a different party member. Second, this is a 'complete defense' skill which not only mitigates all damage, but reflects it back at the attacker(s). Third, the skill comes at a high risk; using Defend to block a large amount of damage over the course of a fight (or perhaps a certain number of hits) will 'break' the character's shield until the fight ends, which will not only remove the Defend skill, but which will also significantly reduce the character's maximum HP (at least 50%) until the fight is over. This way, Defend is actually a great offensive tool which doesn't break the flow of combat while coming at a high price if it is overused.
Of course, factors such as if the game itself is turn-based or ATB-based (or something else entirely) and what the party size is (the chance of an enemy attacking a party member who is using Defend is much higher in a party of two than in a party of five for instance) and other such matters can all make quite a big differences in the effectiveness of certain methods.
Here is an example I thought up of how to make defense more engaging and less likely to slow down the flow of combat. First, only give one character the Defend skill and make enemies direct their attacks to this character when it is used; giving it to multiple party members just raises the chance of 'wasted turns' defending against enemies which decided to attack a different party member. Second, this is a 'complete defense' skill which not only mitigates all damage, but reflects it back at the attacker(s). Third, the skill comes at a high risk; using Defend to block a large amount of damage over the course of a fight (or perhaps a certain number of hits) will 'break' the character's shield until the fight ends, which will not only remove the Defend skill, but which will also significantly reduce the character's maximum HP (at least 50%) until the fight is over. This way, Defend is actually a great offensive tool which doesn't break the flow of combat while coming at a high price if it is overused.
6) Just do something which is somewhat the opposite of Breath of Death VII. Make player attacks get stronger with each successive offensive ability and reset this damage boost when the player defends, heals, or buffs; this could work as a cumulative buff across the party or for individual party members.DQIX did a simple thing along these lines - a damage multiplier for successive hits from multiple party members. If Char A attacks, then Char B attacks, char's B's damage is multiplied by 1.2. If Char C attacks right after that, they get a 1.5x boost. And, if Char D attacks, he gets a 2.0x boost. It was a nice little thing.
you get special stat upgrades and rare items from beating bosses in the fewest possible number of turns.I like this idea, just because it is tackling it in a different way. It incentivizes killing them fast by giving better loot.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Most people do just defend+heal their way through anything difficult, though. No one does it for an entire game because it's ridiculously rare to find an entire game that's difficult - all but maybe five or six battles in most RPGs can be won by autobattle plus the occasional healing. When an entire game is actually challenging, it's usually designed better than this. (Though not necessarily. Kiting and winning by attrition is the default strategy for almost all battles in the hardest difficulty of Diablo 3.)
So, my thing isn't "I want to keep people from using the defend command so much in FF4" because seriously, I do know that never happens. My thing is "I want to make battles that are legitimately hard without forcing people to spend 90% of their actions on defensive buffs and healing." If you can't remember ever doing that, you've successfully either avoided fighting hard bosses or avoided playing shitty games.
I'll point out that, for example, every boss in FF4 except CPU, MomBomb, Odin and Asura would be fought this way if you were low enough level for them to actually be threatening, as would every boss in Chrono Trigger except Dragon Tank and Magus, and I'm pretty sure also literally every single boss in FF7 (I could be forgetting one). But it's so rare for these kinds of "mass appeal" games to ever put the player in a situation that's actually dangerous enough that if you don't cast protect and shell, you'll die. Because they don't honestly expect the player to even know how protect and shell work by the time they get to the final boss. Let alone the idea of having to use the rest of your defensive skills too.
But my game has defensive buffs and healing spells and so forth, and my general plan is to make them actually worth using by making the enemies actually deal a threatening amount of damage, and so this is a problem I'm running into.
So, my thing isn't "I want to keep people from using the defend command so much in FF4" because seriously, I do know that never happens. My thing is "I want to make battles that are legitimately hard without forcing people to spend 90% of their actions on defensive buffs and healing." If you can't remember ever doing that, you've successfully either avoided fighting hard bosses or avoided playing shitty games.
I'll point out that, for example, every boss in FF4 except CPU, MomBomb, Odin and Asura would be fought this way if you were low enough level for them to actually be threatening, as would every boss in Chrono Trigger except Dragon Tank and Magus, and I'm pretty sure also literally every single boss in FF7 (I could be forgetting one). But it's so rare for these kinds of "mass appeal" games to ever put the player in a situation that's actually dangerous enough that if you don't cast protect and shell, you'll die. Because they don't honestly expect the player to even know how protect and shell work by the time they get to the final boss. Let alone the idea of having to use the rest of your defensive skills too.
But my game has defensive buffs and healing spells and so forth, and my general plan is to make them actually worth using by making the enemies actually deal a threatening amount of damage, and so this is a problem I'm running into.
Well I can defiantly see where you’re coming from. Another example would be Dark/Demons Souls. The most common strategy there is to just keep your shield up at all times and pump everything into Endurance and Vitality and you’ll eventually win. Or Dragon Quest VIII where most of the late game bosses are “heal everyone, raise tension, repeat”. And I can see why you would want to avoid that, because it makes your games boring to play and people will lose interest in it. And honestly who wants to make a boring game.
But I’m still not convinced that I need to avoid Defensive play. I don’t like it and I agree it’s boring, but I’m not going to punish someone for doing it. Besides how is “spam healing” any better that “spam attack” anyway?
I guess it comes from different design philosophers. I’m more of a designer who believes in giving players choice on how they want to approach a battle. Sure you can get through most fights by healing and defending, but they could also win by exploiting an elemental weakness or have one character cast berserk on your main attacker while another character lowers the enemies defence while it’s asleep. Basically there not any one way to beat a particular enemy or boss, that there are a lot of different strategies or tactics could work. And as a designer I like hearing that someone could beat a boss with a strategy I never conceded. But again different design philosophies.
But I’m still not convinced that I need to avoid Defensive play. I don’t like it and I agree it’s boring, but I’m not going to punish someone for doing it. Besides how is “spam healing” any better that “spam attack” anyway?
I guess it comes from different design philosophers. I’m more of a designer who believes in giving players choice on how they want to approach a battle. Sure you can get through most fights by healing and defending, but they could also win by exploiting an elemental weakness or have one character cast berserk on your main attacker while another character lowers the enemies defence while it’s asleep. Basically there not any one way to beat a particular enemy or boss, that there are a lot of different strategies or tactics could work. And as a designer I like hearing that someone could beat a boss with a strategy I never conceded. But again different design philosophies.
Well, if we're talking more about a specific game which will definitely have defensive buffs and healing spells, that probably changes things around a bit.
Healing spells are, in my opinion, almost always boring and by their purely non-offensive nature will make the fight last longer. This is especially true for several of the games you mentioned like Final Fantasy VII as they generally give some sort of extremely strong party heal which quickly turns into a matter of 'heal more damage per turn than the enemy can deal and you win'. Healing tends to only really become interesting when it is attached as a form of life-drain to offensive skills, when it is a more passive thing (ex: the Regen spell or games which heal you while defending), or when it is more of a life-transfer thing which damages the caster.
As for defensive buffs, I don't really think buffs/debuffs are much of an issue unless you go the Final Fantasy route with the horribly simplistic Shell/Protect system. Adding in an outright defense boost is almost always boring, it makes more sense to just have an effective offense debuff to use on enemies, perhaps with a bit of damage attached to it or a status ailment. Buffs like Haste or ones which boost offense are generally fine since they speed up the flow of combat while giving players the decision to choose between dealing damage (or healing) now or effectively skipping a turn for more long-term benefits. If you want to make them more interesting, you can just have them wear off quickly or limit the amount of buffs a character can have at any given time or even give them direct offensive capabilities (ex: the Prince class in Etrian Odyssey III can temporarily enchant the weapons of party members, but can also use another spell to remove this enchantment early in order to deal a large amount of burst damage).
Something to keep in mind is most RPG's (and nearly any game in general without one-hit kills) are extended battles of attrition by nature; unless you go the Final Fantasy XIII route and make each fight in its own little vacuum (which has drawbacks of its own), the entire point of non-boss fights is generally just to weaken players little by little. As for the outright Defend ability, I really think it's utterly worthless unless a gimmick is attached to it as, aside from fights where a boss has a 'use defend or this charged attack will kill you' ability, I usually go through entire games without ever touching it.
Lastly, if your worry is for 'What if the player isn't properly leveled?' there are ways around that. For example, you can just stagger the experience curve so that players will generally hit Level X by the end of a specific dungeon, but Level Y requires significantly more experience and wouldn't be easy to reach until the next dungeon where enemies will also give larger amounts of experience. Another option is to just take the Dragon Destiny approach and only level up the party at set intervals in the story so, aside from gear and item supply, the player will always have the appropriate capabilities for an area. Of course, it's also possible to just outright throw away leveling entirely and think up a different form of stat/skill progression.
Healing spells are, in my opinion, almost always boring and by their purely non-offensive nature will make the fight last longer. This is especially true for several of the games you mentioned like Final Fantasy VII as they generally give some sort of extremely strong party heal which quickly turns into a matter of 'heal more damage per turn than the enemy can deal and you win'. Healing tends to only really become interesting when it is attached as a form of life-drain to offensive skills, when it is a more passive thing (ex: the Regen spell or games which heal you while defending), or when it is more of a life-transfer thing which damages the caster.
As for defensive buffs, I don't really think buffs/debuffs are much of an issue unless you go the Final Fantasy route with the horribly simplistic Shell/Protect system. Adding in an outright defense boost is almost always boring, it makes more sense to just have an effective offense debuff to use on enemies, perhaps with a bit of damage attached to it or a status ailment. Buffs like Haste or ones which boost offense are generally fine since they speed up the flow of combat while giving players the decision to choose between dealing damage (or healing) now or effectively skipping a turn for more long-term benefits. If you want to make them more interesting, you can just have them wear off quickly or limit the amount of buffs a character can have at any given time or even give them direct offensive capabilities (ex: the Prince class in Etrian Odyssey III can temporarily enchant the weapons of party members, but can also use another spell to remove this enchantment early in order to deal a large amount of burst damage).
Something to keep in mind is most RPG's (and nearly any game in general without one-hit kills) are extended battles of attrition by nature; unless you go the Final Fantasy XIII route and make each fight in its own little vacuum (which has drawbacks of its own), the entire point of non-boss fights is generally just to weaken players little by little. As for the outright Defend ability, I really think it's utterly worthless unless a gimmick is attached to it as, aside from fights where a boss has a 'use defend or this charged attack will kill you' ability, I usually go through entire games without ever touching it.
Lastly, if your worry is for 'What if the player isn't properly leveled?' there are ways around that. For example, you can just stagger the experience curve so that players will generally hit Level X by the end of a specific dungeon, but Level Y requires significantly more experience and wouldn't be easy to reach until the next dungeon where enemies will also give larger amounts of experience. Another option is to just take the Dragon Destiny approach and only level up the party at set intervals in the story so, aside from gear and item supply, the player will always have the appropriate capabilities for an area. Of course, it's also possible to just outright throw away leveling entirely and think up a different form of stat/skill progression.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=masterofmayhem
Besides how is "spam healing" any better than "spam attack" anyway?
It's not automatically better or worse, that's true. What I do think is better - or at least more interesting and more engaging - is to make both offense and defense be important to winning the fight. Especially if, like in a lot of games, you can customize your characters' roles and choose to focus on one or the other. Neither one should automatically be the right choice almost every time.
author=SeericThe thing about healing and defensive skills being boring is definitely true. A lot of games have gotten better about making attacks more interesting, but healing and buffs and debuffs, not so much. World of Warcraft is a nice exception, especially for healing. It goes out of its way to make healing spells have as much variety, situational usefulness, ability to combo into more powerful effects, and general gameplay balls as attack spells - it kind of has to, since one player does nothing but heal for the entire dungeon, but it's a lesson that single-player games could learn too. There are a lot of ways to solve the "Cast Cure3 every time you take damage" method of fighting bosses. Forcing them to go on the offensive sometimes is one way; making the healing more complex than that is another.
Healing spells are, in my opinion, almost always boring and by their purely non-offensive nature will make the fight last longer.
The Dragon Age games are, I think, a great example of handling this well. Every character has the ability to focus on offense or defense - not only in his choice of battle commands, but also in his choice of which skills to learn and which stats to raise. And these games are holy shit hard - it takes less than five seconds to die against pretty much any enemy in the game if you don't use your brains. Healing is rare and expensive - you can only cast a healing spell every thirty seconds, and potions have similar cooldowns and are also hella expensive. But ways to raise defense or paralyze/stun enemies are relatively common, and so you'd think that doing those things nonstop would be the best solution almost every time. But - and this is especially true in Dragon Age 2 - enemy reinforcements will continue to show up as the battle continues. In practically every single battle in the game in DA2, and in a lot of battles in DA1, you'll get several waves of enemy reinforcements after the battle starts. The end result is extremely satisfying - you have to find the perfect balance between killing enemies and delaying their damage, not only on one or two bosses but in practically every single battle in the game.
DA2 gets crowd control down so well that it's basically game dev porn. It's a shame that the internet decided to hate DA2; it's one of my most favorite RPGs (although fuck the repeated dungeons). DA:O was good, I thought, but then I played DA2 with its menus and skillsets that faaaaar outclass Origins. Warrior/Rogue is just so boring in DA:O. :<
also i would just like to say that i beat da:o with warrior!human!noble/alistair/morrigan/zevran and only poultices since i refused to teach morrigan how to heal thank you very much (i played on hard too, bitch)
too bad that'd be pretty much impossible in da2 unless you had two defense-oriented warriors consistently (bye-bye fenris)
also i would just like to say that i beat da:o with warrior!human!noble/alistair/morrigan/zevran and only poultices since i refused to teach morrigan how to heal thank you very much (i played on hard too, bitch)
too bad that'd be pretty much impossible in da2 unless you had two defense-oriented warriors consistently (bye-bye fenris)
Another idea is to have extra enemies turn up after a certain amount of turns. This way after your first time fighting an enemy type, you know you need to take them down fast or you'll be over-run by enemies. Coupled with the secondary enemies not giving a prize for defeat can help dissuade EXP farming.
Another idea is to ramp up the enemy Defences every turn - Metapod/Kakuna style - so you have to take them out as fast as you can or they'll take forever to kill... and no one likes to be in one battle forever.
It also helps if the 'world they left' had something interesting in it that they really want to check out. I know there's nothing as annoying as seeing a treasure chest or interesting new thing on the map, then getting into a battle. I rush through that shit to get to whatever it is I saw, especially if the game creator is generous with treasure - for example, if all I've ever gotten from chests are potions, I won't feel as inclined to rush the battle as if I'd gotten unique items that might help out in battle, or equipment or cool stuff.
Also, maybe your characters get slower as the battle progresses, due to tiredness. Maybe they have a time limit (Breath of Fire II water tower you only had 2:30 minutes to get from one air pocket to the next so you fought fast or ran away), maybe your stats deteriorate during battle - the longer you take the less powerful you get.
Or a combination of these things.
Oh, and for the record, I'll always choose a damage/speed option for my own playing, rather than defence. I leave defence up to my armour and equipment and only ever use the defend skill if it gives me something like free healing or magic restoration or guarding for the countdown attacks. I'll admit that when it does give me free HP/MP restore, I abuse that shit out of it and a battle that used to take me a half-minute will take me at least double that as I try to restore myself completely.
So yeah, giving bonuses for defending isn't the way to go.
Another idea is to ramp up the enemy Defences every turn - Metapod/Kakuna style - so you have to take them out as fast as you can or they'll take forever to kill... and no one likes to be in one battle forever.
It also helps if the 'world they left' had something interesting in it that they really want to check out. I know there's nothing as annoying as seeing a treasure chest or interesting new thing on the map, then getting into a battle. I rush through that shit to get to whatever it is I saw, especially if the game creator is generous with treasure - for example, if all I've ever gotten from chests are potions, I won't feel as inclined to rush the battle as if I'd gotten unique items that might help out in battle, or equipment or cool stuff.
Also, maybe your characters get slower as the battle progresses, due to tiredness. Maybe they have a time limit (Breath of Fire II water tower you only had 2:30 minutes to get from one air pocket to the next so you fought fast or ran away), maybe your stats deteriorate during battle - the longer you take the less powerful you get.
Or a combination of these things.
Oh, and for the record, I'll always choose a damage/speed option for my own playing, rather than defence. I leave defence up to my armour and equipment and only ever use the defend skill if it gives me something like free healing or magic restoration or guarding for the countdown attacks. I'll admit that when it does give me free HP/MP restore, I abuse that shit out of it and a battle that used to take me a half-minute will take me at least double that as I try to restore myself completely.
So yeah, giving bonuses for defending isn't the way to go.
I dunno if this helps at all, but how about a debuff that deals damage? Even if the debuff misses, you're still dealing damage. The damage wouldn't be as much as a skill whose sole purpose is dealing damage, but I would think this kind of thing players would use more often than a skill that just debuffs.
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
How to make the player focus on attack rather than defense? Simple, just make the enemies have heavy defense ignoring moves, or moves that are so powerful armor is going to do you no good. Make it Demon/Dark Souls hard. One mistake = death.
Good God, no, Craze. Just that there are ways of upping damage output to speed through battles... so that I can get back to exploring the world more. And by 'explore' I mean look through every nook and cranny of every dungeon and town for hidden treasure.
I don't mind a fast-based battle, but everything in moderation. If every battle is fast, it becomes boring in and of itself. Too much of a good thing is still too much of something, after all.
I don't mind a fast-based battle, but everything in moderation. If every battle is fast, it becomes boring in and of itself. Too much of a good thing is still too much of something, after all.
theory: in order to turtle your enemy into submission, you must be capable of healing more HP per turn than you lose. if you're losing HP faster than you can heal it, then you can only turtle for a limited amount of time. the less time you have to turtle, the more important it is to play offensively. thus, the key to encouraging offense is to manipulate the relationship between incoming and outgoing hit point.
the first option is to increase the amount of damage the enemy does. this is what kentona's idea of enemy damage output increasing over time amounts to, and i see no reason why it wouldn't work. i don't think it's necessary to invent new battle mechanics to accomplish this, however. monsters don't need to deal more and more damage, they just need to deal more. as long as they're dealing more than the white mage can heal, the player's ability to turtle is finite and you can effectively if loosely set a time limit on the battle.
the other option is to reduce the amount of healing available to the player. simply having weaker healing magic will accomplish this in all cases, but there's no need to be so on the nose. a subtler approach is to split the white mage's duties, say, between restoring hp and remedying status effects. if give the enemy a sufficiently powerful status-inducing skill and allow him to cast it with ample regularity, the white mage will be forced (or at least incentivized) to spend fewer turns casting curaga and more casting esuna. supposing the status ailment is threatening enough, and supposing nobody else is as well-suited for removing it as the white mage character, the player should find his defensive position compromised and be compelled to destroy the enemy before his few precious hit points are depleted. the exact effectiveness of this depends on the nature of the status ailment (some need more immediate care than others; the relevance of some such as blind or mute depend on the character's role), the frequency and accuracy with which it is inflicted, and the exclusivity of the ability to remove it (if the black mage can simply use an echo screen, the white mage needn't sacrifice a turn for esuna). by variny these factors, along with the strength of the enemy party, you should be able to adjust the demand for offense to any degree you like.
mind you, this assumes you only have one healer in your party, and that that healer also has an esuna-type move. then again, if you only have one healer, how hard can you really turtle?
(this also assumes the costs of healing are low enough that the player can turtle indefinitely. it should go without saying, but the more your cure spells cost, the less time you can turtle for.)
also keep in mind that time is a precious resource for players, and when they can, they'll fight hard and reckless to save a few seconds. i think time costs have a huge factor in determining a player's strategy, in fact. speaking for myself, the time event in which i'm most likely to turtle is when i encounter a boss and i haven't saved recently. i'll play defensively, even though it's slower than playing offensively, because it reduces the chance of dying unexpectedly and having to spend hours recovering lost progress. if my strategy is more defensive than it needs to be, i'll shift as far toward offense as i can afford to, since it's faster than straight-up turtling. conversely, if the time costs for dying are low (that is, if i just saved), my first attempt will usually be oriented toward offense and then shift toward defense as is necessary. that way, even if i'm defeated, i haven't really lost anything. i also tend to fight more offensively against unfamiliar random/non-boss encounter groups - not because i fear the time costs of losing, but because i expect the odds of facing those costs are so small enough that i can get away with trading some security for a little speed.
other costs for losing count here as well, if you have them, but time is the main one. in the absence of other penalties for losing, players will only focus on defense insofar as is necessary to minimize time costs. for this reason i might contend that turtling is not "by default, the best strategy", even if it is the one most likely to result in victory.
the first option is to increase the amount of damage the enemy does. this is what kentona's idea of enemy damage output increasing over time amounts to, and i see no reason why it wouldn't work. i don't think it's necessary to invent new battle mechanics to accomplish this, however. monsters don't need to deal more and more damage, they just need to deal more. as long as they're dealing more than the white mage can heal, the player's ability to turtle is finite and you can effectively if loosely set a time limit on the battle.
the other option is to reduce the amount of healing available to the player. simply having weaker healing magic will accomplish this in all cases, but there's no need to be so on the nose. a subtler approach is to split the white mage's duties, say, between restoring hp and remedying status effects. if give the enemy a sufficiently powerful status-inducing skill and allow him to cast it with ample regularity, the white mage will be forced (or at least incentivized) to spend fewer turns casting curaga and more casting esuna. supposing the status ailment is threatening enough, and supposing nobody else is as well-suited for removing it as the white mage character, the player should find his defensive position compromised and be compelled to destroy the enemy before his few precious hit points are depleted. the exact effectiveness of this depends on the nature of the status ailment (some need more immediate care than others; the relevance of some such as blind or mute depend on the character's role), the frequency and accuracy with which it is inflicted, and the exclusivity of the ability to remove it (if the black mage can simply use an echo screen, the white mage needn't sacrifice a turn for esuna). by variny these factors, along with the strength of the enemy party, you should be able to adjust the demand for offense to any degree you like.
mind you, this assumes you only have one healer in your party, and that that healer also has an esuna-type move. then again, if you only have one healer, how hard can you really turtle?
(this also assumes the costs of healing are low enough that the player can turtle indefinitely. it should go without saying, but the more your cure spells cost, the less time you can turtle for.)
also keep in mind that time is a precious resource for players, and when they can, they'll fight hard and reckless to save a few seconds. i think time costs have a huge factor in determining a player's strategy, in fact. speaking for myself, the time event in which i'm most likely to turtle is when i encounter a boss and i haven't saved recently. i'll play defensively, even though it's slower than playing offensively, because it reduces the chance of dying unexpectedly and having to spend hours recovering lost progress. if my strategy is more defensive than it needs to be, i'll shift as far toward offense as i can afford to, since it's faster than straight-up turtling. conversely, if the time costs for dying are low (that is, if i just saved), my first attempt will usually be oriented toward offense and then shift toward defense as is necessary. that way, even if i'm defeated, i haven't really lost anything. i also tend to fight more offensively against unfamiliar random/non-boss encounter groups - not because i fear the time costs of losing, but because i expect the odds of facing those costs are so small enough that i can get away with trading some security for a little speed.
other costs for losing count here as well, if you have them, but time is the main one. in the absence of other penalties for losing, players will only focus on defense insofar as is necessary to minimize time costs. for this reason i might contend that turtling is not "by default, the best strategy", even if it is the one most likely to result in victory.
Personally, I just don't give the player MP restoring items and they also only get a limited amount of healing items. I never understood the point of MP restoring items, they usually defeat the point of having a limited MP pool in the first place.
Anyway, I would recommend against implementing a feature that punishes the player for using defensive skills just once. Sure, if you punish the player for overusing it, that's fine, but not for using it once a battle or so. If you do that, I can only see two scenarios, both bad. Either the player doesn't have to use a defensive skill at all and won't do it, meaning you could just as well have deleted the defensive skills instead, or the player is forced to use it despite being punished for it which is really annoying.
Anyway, I would recommend against implementing a feature that punishes the player for using defensive skills just once. Sure, if you punish the player for overusing it, that's fine, but not for using it once a battle or so. If you do that, I can only see two scenarios, both bad. Either the player doesn't have to use a defensive skill at all and won't do it, meaning you could just as well have deleted the defensive skills instead, or the player is forced to use it despite being punished for it which is really annoying.
author=CrystalgateI feel as though it helps add fun to early game, because you don't have a lot to worry about at that point. But...
I never understood the point of MP restoring items,
>.<
Okay, if you do not want to add those items, Fine. As long as the player isn't spamming normal attack.
(The issues I have with people thinking this way. It's not a bad idea- I think the same way too -but if you can't be bothered to add a few TP skills, or Cooldown skills, DON'T, PLEASE, DON'T DO THAT. AT ALL. The game will suffer!
Ranting over. Sorry if I broke rmn WITH MY RAGE!)
--
One thing I'm gonna do is make the player heal a special character throughout the boss fight. The special character could be some random NPC, the boat your party is on, that expansive house in the background-stuff like that. If it's destroyed; gameover.
That gives your healer something to do, and, of course, it becomes nigh impossible to heal that special party member if you take your sweet time killing the boss.
And as another note,
making fights where you need to survive, and be defensive is always fun.
Don't make your players think that offense is EVERYTHING TO WORRY ABOUT, EVER.
That's not healthy for your project.
my favorite way to not spam normal attack
is to not include a normal attack
(Yes, this could just become "my normal attack is Fire," but that's why you make a more interesting system than "okay you now have Fire.")
is to not include a normal attack
(Yes, this could just become "my normal attack is Fire," but that's why you make a more interesting system than "okay you now have Fire.")
author=CrazeI might also put a 1 turn cooldown on Normal attacks so that people can't spam them.
my favorite way to not spam normal attack
is to not include a normal attack
(Yes, this could just become "my normal attack is Fire," but that's why you make a more interesting system than "okay you now have Fire.")
Vegabond did the whole no-attack thing pretty well.




















