New account registration is temporarily disabled.

HOW TO FIX THIEF

Posts

Pages: first prev 12 last
author=kentona
me, a genius, a month ago:
author=kentona
Out of battle usefulness is another area where I try to make Thieves appealing. While a typical RPG might not have a robust lockpick system or stealth, they could still have a passive bonus, like a chance of finding gold or extra treasure after a battle. DQ3 does that, too. FF5 Thieves could run (handy!) and find hidden paths. In Hellion, thieves have the best stat growth for out of battle skills.


It took all that time for the seed you planted to grow into a beautiful braintree in my head.

I like the alternate idea of having an asymmetrical function of battle for the thief. Like maybe they come in and do stuff randomly, almost like Interceptor in FF6, but you can still modify their rates and moves and stuff before battle starts.

But yeah, going toe-to-toe with othe job classes on the front line seems like it will always feel unworkable.
When it comes to advantages and disadvantages like low damage, high dodge and first turn order, one thing to ask yourself is how much any of those matters in your game specifically. To give you an example, high dodge will conserve resources just like high armor. If you need to preserve your MP as much as you can, avoiding 30% of all attacks will prevent 30% of the healing you otherwise would have needed, just like 30% damage reduction would. However, high dodge is more subject to RNG and a high dodge character is more subject to be lucky or unlucky than a high defense character. In a game where conserving resources isn't a big deal (maybe you can easily acquire 50+ ether equivalents), but the challenge instead is to avoid getting killed, dodge will serve you less than defense. If you make a game and you realize that in your game, dealing a lot of damage is important, but going first is not (or more likely, only important if you can deal a lot of damage or cast multi-target heal)and neither is having a high dodge, then you should probably not make a character that has a low damage output, but high dodge and initiative.

As for the steal ability itself, I think you need to first figure out what purpose it will have. What will stealing be good for? Is it a game where you can carry a limited amount of items and the thief can use steal to replace lost resources and/or give the player monster items to use so they can conserve their store-bought load-out for boss battles? Is it a method to get more wealth out of a battle so the player can buy/craft better equipment? Do stealing from monsters deprive them of using certain skills or weaken them and a major strategy is to figure out which enemy to cripple first (maybe you can steal multiple items from a single monster and the choice of item affects it differently)? Either way, the stealing should have a more defined purpose than just getting items else you're likely to end up in a situation where the player can easily buy a ton of potions and the thief just adds more of them.

Think about what is and isn't useful in your game specifically when deciding what the thief can do. This includes implementing any of the suggested great ideas from other posters.
Pages: first prev 12 last