IS IT JUST ME, OR ARE BATTLES WHERE IT ALL GOES WRONG FOR RM GAMES?
Posts
Pfft Rudra will always have the best naming conventions.

E: Also X-2 uses ATB with variable charge and recharge times, a number of CTB systems also do this. It owns

E: Also X-2 uses ATB with variable charge and recharge times, a number of CTB systems also do this. It owns
post=133760No, but I am old enough to be annoyed by "playing pretend" for common monikers for no reason at all. Are trees called "tjarks" and the sky "skuo" and the ground "gronk"? obfuscation =/= immersion
Because I want every single game to name every fire skill "Fire." Are you that fucking old that you can't handle learning six new fake words for a 30+ hour experience?
(Okay, RM* games aren't 30+ hour experiences since they don't get released, BUT)
Agi/Agilao/Agidyne and other elemental spells are not hard to memorize, but can you honestly tell me you know which attribute Tarukaja affects? I've played SMT 1-4, Persona 2, DDS 1-2 and some spinoffs, and I have trouble remembering all the -kaja and -nda spells. Every time I have to buff my party I have to read spell descriptions so that I don't mess it up. Maybe memorizing useless stuff doesn't bother you, but it sure bothers me. BTW: Pulinpa, Tentarafu, Marin Karin, Me Patra, Tetraja, Tetrakarn... Are you serious?
As for PS, the names are simply stupid. Why would you name a Teleport spell "Ryuka"? They are even harder to remember than SMT spells.
As for PS, the names are simply stupid. Why would you name a Teleport spell "Ryuka"? They are even harder to remember than SMT spells.
Fuck skill names in SMT.
I have never even played it, just watched the videos that Chaos and company post and the skill names are super fucking annoying.
I have never even played it, just watched the videos that Chaos and company post and the skill names are super fucking annoying.
post=133766
Pulinpa, Tentarafu, Marin Karin, Me Patra, Tetraja, Tetrakarn... Are you serious?
<LouisCyphre> panic (aka Mute), confuse (TentaraFOO), charm, clears various mental ailments on a game-for-game basis, repels one physical attack to allies
<LouisCyphre> it is hazardous to get me started
post=133764post=133760No, but I am old enough to be annoyed by "playing pretend" for common monikers for no reason at all. Are trees called "tjarks" and the sky "skuo" and the ground "gronk"? obfuscation =/= immersion
Because I want every single game to name every fire skill "Fire." Are you that fucking old that you can't handle learning six new fake words for a 30+ hour experience?
(Okay, RM* games aren't 30+ hour experiences since they don't get released, BUT)
I love *escapism* and 'going to new lands* and *childlike wonder* and all that crap, but I agree. Most fantasy games (Including commercial ones) aren't 'different' enough with their settings to warrant 'tjarks' and 'skuo' and 'gronk.' If you're going to derive your setting from Dungeons and Dragons or Dragon Quest or Final Fantasy or whatever you might as well go the whole damn way.
If you're going to derive your setting from Dungeons and Dragons or Dragon Quest or Final Fantasy or whatever you might as well go the whole damn way.
And if you don't?
oops forgot about modern, sci-fi, and every other sort of genre, huh?
post=133771
*dead*
People seriously get annoyed by spell names?? x.x
When they impede playing the game, it makes sense to get annoyed.
But how is that possible?
Granted, I'm fairly easily pleased so I'm not bothered by little things, but seriously. That's never happened to me before, ever.
Granted, I'm fairly easily pleased so I'm not bothered by little things, but seriously. That's never happened to me before, ever.
post=133770If you're going to derive your setting from Dungeons and Dragons or Dragon Quest or Final Fantasy or whatever you might as well go the whole damn way.And if you don't?
oops forgot about modern, sci-fi, and every other sort of genre, huh?
It's the same for every genre.
What!?
What is the same for every genre? Either you made a nonsense statement, or I just lost the thread of the thread here.
What is the same for every genre? Either you made a nonsense statement, or I just lost the thread of the thread here.
Really?
You just lost the thread of the thread here. Clearly, I'm saying that renaming things just for the heck of it is stupid no matter what the genre is.
You just lost the thread of the thread here. Clearly, I'm saying that renaming things just for the heck of it is stupid no matter what the genre is.
I'm nowhere near as hardcore as chaos, and I understand all of those spell names, DE.
Let's go back to my suggestions and stuff now, I guess.
Let's go back to my suggestions and stuff now, I guess.
Well that's MY opinion. I don't mind front view, but I *PREFER* sideview. I'd play both, but with sideview you can make better animations and then you at least know your character is actually doing it.
post=133751post=133748It is the best naming convention ever. Fuck Firaga. Gimme BLAZEMOST.
Is that really what they call the spells in Dragon Quest? : (
No. You're too eager to have it. I'm sorry, but I'm capping you out at HURT, Kentona. You'll thank me someday.
post=133715I'm not arguing an eradication of turn-based combat altogether. Just an eradication of they far too common form of turn-based comment that has absolutely no thought put into it, and that all of the non-ATB combat systems found in the various RMs directly emulate.more interesting active time.more boring "watching gauges fill" system*
(hint: the only game in the series on consoles I can afford (hint: not XIII) that used ATB properly was X-2, of all things.)
I will argue time and time again that you don't need to ERADICATE the turn-based structure to make your RPG strategically deep and fulfilling to play.
Regarding ATB, it was at least a nice innovation when it came out. I wouldn't condone brainless copying of that system for new games though.
post=133729I actually agree with you pretty much. I feel that a character should have a single fire spell that is flexible, rather than multiple fire spells. The spell would get more powerful as your character grows and/or their skill with that spell (or type of magic) grows, and when you use it you have the option of doing a lot of damage to a single enemy or less damage to multiple enemies. It might even take enemy placement into account for area-of-effect considerations.post=133725Players get stronger with increased stats, don't they? Also, I don't mind so much players getting evolved versions of skills as long as you get rid of the old one. I have never played an RPG where I used the weaker version of a fire spell intentionally.
Touching on the Fire 1, Fire 2, Fire 3 progression - I don't mind this at all, and in fact I like it! I like the idea that my players are growing progressively stronger.
And I was being a bit facetious on the spam comment. Point is, mage characters are often just stuck with a bunch of high level attack magic, and the only ones they use are the most elite versions of them. And I really am not a fan of it when using the biggest attacks constantly = victory, like it so often is.
I imagine that's more the kind of thing you'd like to see.
Edit: holy crap only I just realize this thread grew by two pages. Oh well, I guess I ignored them.
It's not a matter of sucking at creating entertaining battles. You can have elements, fast pace, challenge, etc....and there will still be people out there who won't even -try- games with front-facing battle systems. I know first hand. It's why we have to try to appeal to as many people as possible.
Edit: I do have a bit of a beef with RPG Maker 2003's agility system. Heck, I never even bother with the agility and defense stats, because they can easily break the game.
Edit: I do have a bit of a beef with RPG Maker 2003's agility system. Heck, I never even bother with the agility and defense stats, because they can easily break the game.























