WHY DQIX IS MORE PROGRESSIVE THAN YOU

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"-Level scaling..."

That actually makes leveling pointless in general. If the enemy scales with you, then you are at a stalemate. However, at least DQIX makes the enemy stop scaling after a certain point.
the real reason is akira toriyama's designs
Well he is pretty known for anti-rm2k3, a disclaimer maybe? I think his main point was that even a game series like Dragon Quest (rooted in traditionalism) is taking out some of the common flaws with RPGs, and VXP or not... more people in the RPG Making community should take the same approach.
Neo retro, if you will.
post=156362
the real reason is akira toriyama's designs
That's the guy who made the character designs for Dragon Ball Z, right?
Craze
why would i heal when i could equip a morningstar
15170
This topic is fucking depressing.
I don't see what the big problem is. If it wasn't Craze posting how would the response have been? I actually do agree with him on this one, engine comments aside. People need to focus more on mechanics in order to make their battles fun(er?). There's a depressing lack of that almost everywhere I look.
@FG: You are being worked up over a single sentence dude. lol yeah I am sure this entire topic of him talking about things he likes about DQ9, is all part of his agenda to convert people into the ways of VXPism. Honestly if you wanted to minimize his supposed nomorerm2k3 tyranny you should have just ignored it.
FG is right. If you feel your favorite game mechanics aren't being represented, find at least one game that has them and support it with all your fucking heart and soul. Don't just go 'well this looks cool' and that's it.

For example Exit Fate is one RM game I completed and I loved it, so I represent it and mention it every time I get a chance to.
post=156371
This topic is fucking depressing.
Honestly, the topic would feel more impactful if I had played DQIX.

Incidentally, I have written these mechanics down for incorporation in future games. So all is not lost.
The reason most RM* games aren't that good is because they have been badly executed, not because they are using traditional gameplay mechanics...


This is true, but I think RPG traditionalism is very much linked to low quality due to the fact that people are lazy. RM* comes with the standard mechanics that many games use. Slapping down random encounters and a bunch of numbers in monsters and calling it a day for battles is pretty common. But IDK even if the game sucks I appreciate experimentation, at least the author might have creative pride and potential.

I really don't like random encounters though ):
post=156370
post=156362
the real reason is akira toriyama's designs
That's the guy who made the character designs for wrote and illustrated Dragon Ball
I've seen everything here besides Block Chance done before, so I'm afraid I don't understand what makes it progressive.

-Spell criticals. This is really just like a spell doing variant damage, at least to me.

-Block chance. This sounds like a second evasion stat, and nothing more. I fail to see the point of having something like this.

-Multi-action bosses. This has been around for a hell of a long time, mainly on bosses with parts and shit.

-Exploration promotion. The game that comes to mind right away is Tales Of Symphonia, which did this. I think it may have been in other Tales Of games before, although I'm not totally sure.

-Touch encounters This was done in most Tales games as well, not to mention a shitload of RM games.

-Level scaling And this? Oh boy, I hate, HATE level scaling. It just slows the game down and makes it feel like you aren't making progress.

Most of the things mentioned have been done before in a lot of RM games, so I fail to see what "lesson" we're supposed to be learning from you this time, Craze.
Craze
why would i heal when i could equip a morningstar
15170
Hm. Okay, I think I understand where some of you are coming from, but -

Yes, I understand that touch encounters and exploration can be done easily in 2k3. I didn't say EVERYTHING. Other things can, yes, also be done, but can be done much more easily in VXP (level scaling, especially).

DQVIII does not have level scaling like Oblivion. It's more like Dragon Age: Origins, except executed differently (in DA:O, an area is locked into a level after you start up the main mission - but each one still has level mins and maxes). It's subtle and only last a short while. Different enemies have different caps, too - the Healslime is always easier to take out than the Phantom Knight. Yes, it seems to "deadlock" a few levels in theory, except you're finding new and better equipment in dungeons to combat that. All it does is not make enemies completely trivial by the end of the dungeon, while not making a dungeon's difficulty curve horrendous as well.

Notice how I said that the first time I played DQVIII I didn't even notice the level scaling. Did any of you know it was there?

For those of you saying SOME GAMES DO THIS AREADY OMG WHAT THE HELL CRAZE YOU'RE A JERK - yeah, I know? I'm not blind. I'm just throwing some cool ideas out there that I feel make RPGs more interesting.

This topic depresses me because you guys instantly jumped on me instead of saying "yeah, that's a cool idea, it would be better if it was tweaked like...." The main point is that DRAGON QUEST, that silly stick-in-the-mud, has done a lot of things to an inherently traditional set of gameplay rules. Darken seems to understand this, at least.

Yes, I know that other games have had touch encounters. Really, I do.
It has inspired me to become less stodgy.


...in theory. I am stodgy, afterall.
post=156402
For those of you saying SOME GAMES DO THIS AREADY OMG WHAT THE HELL CRAZE YOU'RE A JERK - yeah, I know? I'm not blind. I'm just throwing some cool ideas out there that I feel make RPGs more interesting.


You're not throwing any ideas around. Just a failed list of reasons why people that are using RPG Maker 2003 should jump to the VX platform and FYI I use both. It's 'depressing' to see you try to force VX down people's throats when it's not even that great of a program that you make it out to be.
Wow guys.

Really.

F-G, stop. ZPE, stop while you're ahead.