MAGIC AND MANA -- TO USE MP POT, OR NOT TO USE MP POT; WHICH ONE?
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Hey guys, had a very interesting conversation going on here: http://rpgmaker.net/forums/topics/4401/ when the subject of MP Pots and mage''s came about.
So, my question to you is this:
Do you prefer to use MP potions in your game or would you prefer to not use MP pots in your game?
And if you did, would you make them rare or would you have them available whenever the player wanted them?
Or, like a lot of games these days I've noticed, would you just prefer to stick with the good old Inn system?
So, my question to you is this:
Do you prefer to use MP potions in your game or would you prefer to not use MP pots in your game?
And if you did, would you make them rare or would you have them available whenever the player wanted them?
Or, like a lot of games these days I've noticed, would you just prefer to stick with the good old Inn system?
I prefer the FF ether-style: expensive and rare but very useful MP potions. The addition of the tent system also makes for easy MP restoration.
Where the tent thing really was useful in FF, I think it pulled away from the reality of the world. When you slept in the tent, no monsters would attack you... Something I have tried to stay away from, but I see your very good point on the matter. Thanks! :)
i prefer to use mp potions. i would make them kinda rare since the mp consumed by spells (in my game) is small, and mp potions in my game restore only around 30.
well, it IS a final fantasy, but yeah XD
post=91209
Where the tent thing really was useful in FF, I think it pulled away from the reality of the world. When you slept in the tent, no monsters would attack you... Something I have tried to stay away from, but I see your very good point on the matter. Thanks! :)
well, it IS a final fantasy, but yeah XD
post=91209
Where the tent thing really was useful in FF, I think it pulled away from the reality of the world. When you slept in the tent, no monsters would attack you... Something I have tried to stay away from, but I see your very good point on the matter. Thanks! :)
Yes, and every other aspect of Final Fantasy was very realistic.
I think tents are overkill myself. Usually it results in you being in perfect condition on any boss fight, which sort of defeats the point of wading through monsters and traps in the first place.
I prefer the Dragon Warrior/Quest method where mp recovery items are nearly nonexistent, and the few you find you guard preciously for when they are absolutely needed. To me this makes it feel like every single encounter in the game is important, rather than just going full blast on every enemy and clearing most areas with ease. Not only do you have to worry about winning the battle, you have to worry about winning it quickly and efficiently in a way that will cost you the least mp.
I'm a fan of games with the difficulty ramped up however, so take that into account.
I prefer the Dragon Warrior/Quest method where mp recovery items are nearly nonexistent, and the few you find you guard preciously for when they are absolutely needed. To me this makes it feel like every single encounter in the game is important, rather than just going full blast on every enemy and clearing most areas with ease. Not only do you have to worry about winning the battle, you have to worry about winning it quickly and efficiently in a way that will cost you the least mp.
I'm a fan of games with the difficulty ramped up however, so take that into account.
To the contrary, that just makes the player resort to the boring option and spam basic attack.
I like MP recovery to be abundant and the actual -challenge- factor of the fights to be ramped up. The turn cost of using MP healing in a tough fight should be a bigger concern than the monetary cost.
I like MP recovery to be abundant and the actual -challenge- factor of the fights to be ramped up. The turn cost of using MP healing in a tough fight should be a bigger concern than the monetary cost.
I prefer to think of it as strategically using your mp, especially since if you're playing a high difficulty game then mashing attack isn't going to cut it. You have to factor after the battle mp costs into the equation as well, and if you're not using any abilities at all you're going to take far more damage which is going to drain your healer rapidly.
You rely more on mid range and low range mp skills, such as single target attacks and crippling status effects, and save your big nukes for bosses or when a threat appears that can instantly end your party (Bomb Crags in DW come to mind). This kind of system makes you carefully think about which enemy in any particular encounter has to die first, and how much effort you need to expend to end them.
You rely more on mid range and low range mp skills, such as single target attacks and crippling status effects, and save your big nukes for bosses or when a threat appears that can instantly end your party (Bomb Crags in DW come to mind). This kind of system makes you carefully think about which enemy in any particular encounter has to die first, and how much effort you need to expend to end them.
I don't use the Mighty Powerful breed of pot or magic pot myself, though I do know a few guys who do.
Edit: I think I misinterpreted the subject.
Edit: I think I misinterpreted the subject.
I can see why the added strategy element of MP conservation would add something to the game, but I agree with Tonfa. I'd prefer a game with plentiful opportunities to restore MP so that battles hinge on wisdom of skill and attack choice instead of the foresight to horde MP for a crucial moment.
Tents I could see being abused, but if they are rare and/or expensive enough it takes the same amount of difficulty to save however many potions it would take to accomplish the same goal. Definitely required to limit this item though.
Tents I could see being abused, but if they are rare and/or expensive enough it takes the same amount of difficulty to save however many potions it would take to accomplish the same goal. Definitely required to limit this item though.
post=91249
I don't use the Mighty Powerful breed of pot or magic pot myself, though I do know a few guys who do.
Edit: I think I misinterpreted the subject.
lol.
One thing I want to make clear is that in a game where mp restoration is extremely hard to come by, mp totals themselves need to be high. There should be no hoarding of mp involved (in fact this will kill you), but it should be used selectively and with caution. This requires the player to acquire a solid grasp on the abilities and roles of their characters while at the same learning everything they can about the enemy. You have to decide which character has to attack which target, and how many people need to team up in order to kill that particular enemy. If you spread yourself too thin or avoid using a spell where it is needed you'll end up leaving every enemy alive which is going to result in a serious round of pain (which will then require your healer to expend a lot of MP to fix this mistake).
This is opposed to the alternative, I'm looking at most FFs here, where each battle begins and ends with your largest multi target spell or summon that will generally instantly annihilate any normal encounter.
The most extreme example I can think of is Master of the Wind, where recovering your party to full is trivial. Tents are sold in bulk at any item shop, are dirt cheap, and can be used at any time outside of battle (not to mention healing mp inside battle is just as easy). What happens as a result here is that there are only two points in any given dungeon where combat matters. The first few encounters and the boss. In those first few encounters you're up against new opponents, you don't know their weaknesses or what to expect of them. After you've got a solid feel for the enemies in the area battles become far easier, and since as you fight you're going to be leveling up so the difficulty curve soon slides off into pointlessly easy.
You could argue that all those extra, very easy encounters, are just there to prepare you for the boss. But I'd respond by saying why not just make the boss easier and avoid all that tepid grinding in the first place?
To summarize, I think having mp restoration is a completely valid way to go about your game, but if you go overboard there are serious problems. You really have to consider a lot of the other design aspects of your game as well.
This is opposed to the alternative, I'm looking at most FFs here, where each battle begins and ends with your largest multi target spell or summon that will generally instantly annihilate any normal encounter.
The most extreme example I can think of is Master of the Wind, where recovering your party to full is trivial. Tents are sold in bulk at any item shop, are dirt cheap, and can be used at any time outside of battle (not to mention healing mp inside battle is just as easy). What happens as a result here is that there are only two points in any given dungeon where combat matters. The first few encounters and the boss. In those first few encounters you're up against new opponents, you don't know their weaknesses or what to expect of them. After you've got a solid feel for the enemies in the area battles become far easier, and since as you fight you're going to be leveling up so the difficulty curve soon slides off into pointlessly easy.
You could argue that all those extra, very easy encounters, are just there to prepare you for the boss. But I'd respond by saying why not just make the boss easier and avoid all that tepid grinding in the first place?
To summarize, I think having mp restoration is a completely valid way to go about your game, but if you go overboard there are serious problems. You really have to consider a lot of the other design aspects of your game as well.
I'd also like to bring up there are more ways to go about MP recovery than just simply having potions and inns. For example in my current project every character regenerates 1% of their MP total every turn, 2% when they are guarding.
There are also systems such as draining mp from enemies and having a specific command which sends the character into a state of enhanced regeneration. These all require a bit of input from the player during battle instead of just expecting them to replenish themselves between every fight.
Edit: I can't think of any more types offhand, but I'm sure there are some out there.
There are also systems such as draining mp from enemies and having a specific command which sends the character into a state of enhanced regeneration. These all require a bit of input from the player during battle instead of just expecting them to replenish themselves between every fight.
Edit: I can't think of any more types offhand, but I'm sure there are some out there.
I sort of have something like that. In my latest RM2K3 project entitled "Boss Project IV," you can gain MP during battle by guarding. You gain a total of 20 MP back while guarding, as the Maximum amount for each character is 100. You don't gain any at Lv Ups (the same with AGL), and Ethers are very expensive.
You know, I wasn't expecting this topic to go so well while I as gone at work all day... 0.o Really glad it did though, I have been able to learn a lot and gained a little bit more knowledge on the matter of Magic. Thanks guys...
Another question for you then:
Plenty of people agree that you should have some way to gain your MP/SP back, be it through Pots ( and no, GameOverGames, not the ones those few guys you know are using either:), an Inn system or just walking around. Lets say it was gained through time, what do you think about that?
Example being, the MP is at 0%, but even if you stand still, you gain 2% back every -- I don't know -- let's say 5 sec. You never gain any more MP the higher up in level you go, you just always regenerate it back...
What do you think...?
Another question for you then:
Plenty of people agree that you should have some way to gain your MP/SP back, be it through Pots ( and no, GameOverGames, not the ones those few guys you know are using either:), an Inn system or just walking around. Lets say it was gained through time, what do you think about that?
Example being, the MP is at 0%, but even if you stand still, you gain 2% back every -- I don't know -- let's say 5 sec. You never gain any more MP the higher up in level you go, you just always regenerate it back...
What do you think...?
post=91380
Another question for you then:
Plenty of people agree that you should have some way to gain your MP/SP back, be it through Pots ( and no, GameOverGames, not the ones those few guys you know are using either:), an Inn system or just walking around. Lets say it was gained through time, what do you think about that?
Example being, the MP is at 0%, but even if you stand still, you gain 2% back every -- I don't know -- let's say 5 sec. You never gain any more MP the higher up in level you go, you just always regenerate it back...
What do you think...?
Well, let's look at the possible ways this would play out in a common RPG.
1) You give back MP incredibly fast, or the player always has enough anyway. The player never bothers with waiting.
2) You give back MP slowly enough that the player never bothers with waiting. Maybe this adds up to some noticeable total over the length of an entire dungeon, but the point of making it work on time now seems questionable.
3) You give back MP at some medium rate sufficient to get the player to wait for it sometimes. Congratulations! You have managed to get the player to, instead of explore or fight or do something interesting, sit and do nothing every so often.
In short, I wouldn't give resources back for standing around unless there were some opposite incentive to get things done fast. Far better to work it into something they'll already be doing in a way that doesn't encourage intentional time-wasting, if you find yourself needing to give some back at all.
I decline to answer the original question from the OP because it is the sort of decision that simply does not exist in a vacuum. Certainly if you're using MP there must be MP scarcity at some point, but it can fit at any number of times.
post=91407
1) You give back MP incredibly fast, or the player always has enough anyway. The player never bothers with waiting.
2) You give back MP slowly enough that the player never bothers with waiting. Maybe this adds up to some noticeable total over the length of an entire dungeon, but the point of making it work on time now seems questionable.
I can see where your going with these, and yes you are right, but that is where a good game can stem from; you would need to have the perfect balance between the two...
post=91407
3) You give back MP at some medium rate sufficient to get the player to wait for it sometimes. Congratulations! You have managed to get the player to, instead of explore or fight or do something interesting, sit and do nothing every so often.
This one I think came out possibly sounding incorrect when I stated it... You see, what I meant was that -- no, they do not need to just stand still to gain the MP back -- they gained it back no matter what. But the point would have been in the example I referred to earlier was that they would in a sense really only be using .5% with every cast, but the spells would still be moderately powerful, therefore requiring your magic user if you had one to use their spells more then just once or twice. Therefore your sucking up the magic being used, forcing you to think before you act, hopefully... you could gain the MP back constantly, in other words by just walking around (which by reading I have noticed a lot of peeps are doing), by using a form of 'concentrate' system in your game for the magic user to gain their MP back while in combat mode kind of like the guarding system, or just by standing still, either way, you constantly gained the MP back, just at a rather carefully balanced out pace. I like to see it as the magic user relaxed and therefore refueling his energy, odd I know... *shrug* only thing I could think to explain it a little clearer. ;D
In my mind this presents a bit more of a challenge to the player, at least it does to me, but everything is different to everyone else. Which is obviously why I asked the question here, but you make a very good point, DF. :)