BALANCE
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by balance, you mean levels and your monster?
1. keep trying testplaying, so you know if the monster is weak/strong/enough.
2. limit the EXP, like Suikoden Series if you've gone too far, you cannot levelup.
3. or the easiest... testplay one dungeon and find the limit level you will get with monsters'EXP and make monsters in next dungeon about above that level.
1. keep trying testplaying, so you know if the monster is weak/strong/enough.
2. limit the EXP, like Suikoden Series if you've gone too far, you cannot levelup.
3. or the easiest... testplay one dungeon and find the limit level you will get with monsters'EXP and make monsters in next dungeon about above that level.
An easy way to balance out your monsters is to simply keep a track on the monsters level and difficulty. Doing this will help your game out so the start isn't hard and the end isn't easy.
Test the shit out of your game and tweak the numbers as you see fit.
I'll post an excel document I have that has the RM2k/3 battle algorithms built into it, so that you can toy around with numbers (before entering them into the database). It speeds up the development process.
Seriously, though, TESTING is the only way to go.
I'll post an excel document I have that has the RM2k/3 battle algorithms built into it, so that you can toy around with numbers (before entering them into the database). It speeds up the development process.
Seriously, though, TESTING is the only way to go.
author=divinelight link=topic=619.msg8180#msg8180 date=1201594134
2. limit the EXP, like Suikoden Series if you've gone too far, you cannot levelup.
The Suikoden series is a bad example. In those games, you are always overlevelled and the battles are just a complete joke.
I think Diablo II is a pretty good example. I think it goes something along the lines if the monster's level is within +/- 5 levels of your own, you get the full 100% of the EXP. Outside of that range the EXP begins to drop off. By somewhere around +/-20 levels you get next to nothing.
In LoD2, you progress in levels as usual, with XP, which flows at a steady pace from winning battles. Levels increase your HP, STR, and INT slightly.
-AGI is gear/skill dependent
-DEF is totally armor-based
SKILL POINTS are the bulk of the progression of the character, which are calculated by character level versus the enemy party level. Overpowering the enemy yields fewer skill points, and killing a much superior enemy gives more. Quests gives SP, shutting off monster nodes gives SP, and bosses give a lot more SP.
So you CAN grind, but it doesn't help all that much. Mostly helps to explore and find lewts.
-AGI is gear/skill dependent
-DEF is totally armor-based
SKILL POINTS are the bulk of the progression of the character, which are calculated by character level versus the enemy party level. Overpowering the enemy yields fewer skill points, and killing a much superior enemy gives more. Quests gives SP, shutting off monster nodes gives SP, and bosses give a lot more SP.
So you CAN grind, but it doesn't help all that much. Mostly helps to explore and find lewts.
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