CREATIVITY: THINKING ABOUT "EXPERIENCE/LEVELING SYSTEMS"
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I see a common trend nowadays where some RPGs apply their EXP/leveling mechanics to some kind of real life game. Like FFX's sphere grid. (Kinda..)
IDK, maybe someone might think of a "Connect Four" or "Jenga" system next. lol.
IDK, maybe someone might think of a "Connect Four" or "Jenga" system next. lol.
My games implement an alchemy system. Instead of receiving stat boosts from level grinding, players must create tonics to boost strength, affinity, HP, and SP. The items for these tonics are dropped from enemies and occasionally sold by vendors.
It works pretty well, but the inventory size in Episode II can get pretty big, given spell stocks and other items. The only way around this is to suggest in-game that players sell loot once they leave an area/reach an alchemist's stat caps.
It works pretty well, but the inventory size in Episode II can get pretty big, given spell stocks and other items. The only way around this is to suggest in-game that players sell loot once they leave an area/reach an alchemist's stat caps.
post=133812
My games implement an alchemy system. Instead of receiving stat boosts from level grinding, players must create tonics to boost strength, affinity, HP, and SP. The items for these tonics are dropped from enemies and occasionally sold by vendors.
It works pretty well, but the inventory size in Episode II can get pretty big, given spell stocks and other items. The only way around this is to suggest in-game that players sell loot once they leave an area/reach an alchemist's stat caps.
I would love to see this system in a commercial game (if there isn't on already). It sounds pretty original to me (and badass). Not to mention it promotes almost FULL CUSTOMIZATION OF ANY CHARACTER stat-wise. It's like...
"Dude, I made character A my all-out attacker!"
"Yeah? Well character A is my healer."
Yeah, exactly. And that's what I hope to do in Carlsev Saga I Version 1.5.
Right now, I kind of hold peoples' hands by keeping characters with specific skill sets. But in Hard Mode for version 1.5, I want to make it so that you learn skills after reaching certain stat levels; I.E., if Character A has 150 attack, he/she learns Jumpslash. Etc.
Right now, I kind of hold peoples' hands by keeping characters with specific skill sets. But in Hard Mode for version 1.5, I want to make it so that you learn skills after reaching certain stat levels; I.E., if Character A has 150 attack, he/she learns Jumpslash. Etc.
You know they had a Connect Four type levelling system for Chocobo World. After a battle you'd get a magic stone that would randomly appear in a 3x3 grid. Once 3 stones appeared in a row (diagonal, horizontal or vertical) the board would be cleared and your chocobo would gain a level.
This doesn't really apply to stat gain but I still think it was cool (I think the whole Chocobo World game was pretty cool).
This doesn't really apply to stat gain but I still think it was cool (I think the whole Chocobo World game was pretty cool).
I can't really say I liked FF12's License Board. It just seemed too easy, and it made me rethink exactly how fun (or rather, unfun in my case) to ability to make EVERYONE ANYTHING with no consequence or instrisic difference between characters. Within the Final Fantasy series, I found the systems of FFV and FFT to be much more fun, allowing customization, but it's slower and requires you to think more about what roles would fit best within your team, rather than having the ability to just slap white and black magic and the strongest swords on everyone and start slapping shit around.
For an example outside the Final Fantasy series, Breath of Fire III and IV are excellent examples of character roles that allow customization while still having the challenge of maintainence. In both games, all of your characters are slanted towards a certain role, such as mage, healer, fighter, etc, but you can slowly alter their stats, skills, and overall specialization by the level via the Master System, a system that influences what stats grow fast/not so fast when you level up. It allowed you to have a measure of control over what exactly you wanted your characters to be, without the boring ease of being able to change it around like underwear.
For an example outside the Final Fantasy series, Breath of Fire III and IV are excellent examples of character roles that allow customization while still having the challenge of maintainence. In both games, all of your characters are slanted towards a certain role, such as mage, healer, fighter, etc, but you can slowly alter their stats, skills, and overall specialization by the level via the Master System, a system that influences what stats grow fast/not so fast when you level up. It allowed you to have a measure of control over what exactly you wanted your characters to be, without the boring ease of being able to change it around like underwear.
post=132976
I see a common trend nowadays where some RPGs apply their EXP/leveling mechanics to some kind of real life game. Like FFX's sphere grid. (Kinda..)
IDK, maybe someone might think of a "Connect Four" or "Jenga" system next. lol.
I heard once of a tabletop RPG that was literally combined with Jenga.
More or less the worst thing ever.
A leveling system that involves challenge and doesn't happen instantly, yet isn't grindy.. if only :(
post=134200
A leveling system that involves challenge and doesn't happen instantly, yet isn't grindy.. if only :(
That sounds really vague, dude.
I had an idea about battles giving experience as usual, but instead of you getting levels which increases stats, you spend the experience on the stats directly to increase whichever you want. The problem is making that system functional.
Obviously the cost has to increase as the stats increases. There's two different ways I've like to explore.
One way is to base the cost on how high the stat you want to increase is. Basically, increasing strength from 60 to 61 is more expensive than increasing it from 30 to 31. With an experience gain that increases exponentially as you moves on to stronger enemies, the cost also has to increase exponentially. So, for the same cost it takes to increase strength from 60 to 65, you can increase intelligence from 10 to maybe 55. The consequence is that it's almost always best to raise all of them and keep them near even. Even if your character focuses on strength, there's very little reason not to keep all other stats to at least 75% of strength.
Another way is to base cost on the total amount of stats you have. In this case the cost won't change depending on which stat you raise, only depending on how many times you already raised a stat, regardless of which it was you raised. The system Diablo II uses for example, is rather similar. The consequence is that the player wants to find one stat that can carry the character and ideally raise nothing but that one. In the case of RPG Maker games, it usually means the player either focuses on strength or intelligence/spirit and maybe puts a few points into a defensive stat if doing so makes a huge difference.
What may work is to combine both systems and add up the cost. The first cost will be more expensive if you focus one one single stat while the other becomes more expensive if you spread the points out. Maybe that will make the highest amount of different builds viable. This of course also requires that all stats are useful at high levels.
Obviously the cost has to increase as the stats increases. There's two different ways I've like to explore.
One way is to base the cost on how high the stat you want to increase is. Basically, increasing strength from 60 to 61 is more expensive than increasing it from 30 to 31. With an experience gain that increases exponentially as you moves on to stronger enemies, the cost also has to increase exponentially. So, for the same cost it takes to increase strength from 60 to 65, you can increase intelligence from 10 to maybe 55. The consequence is that it's almost always best to raise all of them and keep them near even. Even if your character focuses on strength, there's very little reason not to keep all other stats to at least 75% of strength.
Another way is to base cost on the total amount of stats you have. In this case the cost won't change depending on which stat you raise, only depending on how many times you already raised a stat, regardless of which it was you raised. The system Diablo II uses for example, is rather similar. The consequence is that the player wants to find one stat that can carry the character and ideally raise nothing but that one. In the case of RPG Maker games, it usually means the player either focuses on strength or intelligence/spirit and maybe puts a few points into a defensive stat if doing so makes a huge difference.
What may work is to combine both systems and add up the cost. The first cost will be more expensive if you focus one one single stat while the other becomes more expensive if you spread the points out. Maybe that will make the highest amount of different builds viable. This of course also requires that all stats are useful at high levels.
It depends on how stats affect performance - In normal algorithms the change from 60 -> 61 is less drastic than 30 -> 31. Iin order for it to work you'd probably have to base it on the difference between that stat and their other stats. It's a lot harder to go from 60 to 61 Strength if all of your other stats are 3's and 4's than if they're 30's and 40's.
Just dropping in my $0.02.
Just dropping in my $0.02.
post=135018
It depends on how stats affect performance - In normal algorithms the change from 60 -> 61 is less drastic than 30 -> 31. Iin order for it to work you'd probably have to base it on the difference between that stat and their other stats. It's a lot harder to go from 60 to 61 Strength if all of your other stats are 3's and 4's than if they're 30's and 40's.
Just dropping in my $0.02.
True, but in most games I've seen it doesn't work out that way. If your strength is 60 and your intelligence is 10, you're better of to continue raising strength because you simple aren't using intelligence dependent magic at all. For that reason the raise of strength is still more dramatic since even though the effect is minor, minor effect is higher than no effect at all which is what you get by raising intelligence. Lets also take agility as an example. In RMXP, leaving your agility at 3-4 while the enemies are packing 30-40 dexterity means you will eat a load of critical hits. In RMVX there's no such punishment, you never get worse than going after enemies.
Still, how the stats affect performance is very important and a lot of balancing can be done by just designing the stats in a sensible way.
You may want to think of how stats affect performance on a wider scale as well before committing to the system. Players aren't going to hybridize between traditional Str and Int stats in most cases no matter how they scale. Incentive can come from creative skill design as well as tying additional perks to the stats: For example, the spelldamage stat could bestow passive MP/TP/SP/AP regen per turn, while the physical damage stat could double as status defense.






















