WHY DQIX IS MORE PROGRESSIVE THAN YOU

Posts

post=156292
-Spell criticals. There is a chance that spells - including healing spells - will "go haywire," doing about x1.5 damage/healing. The Mage skill path can grant a character a trait that raises this critical rate. It's really fun to see due to a shaking screen and bolts everywhere and yeah
-Block chance. Characters have two "negation" stats - their Evasion and their Block. Evasion is a chance to completely dodge any physical attack (including skills); Block is a chance to completely negate any damage in the game (including spells). It's really fun to see because the game goes slo-mo when your character blocks something
-Multi-action bosses. Some bosses get to move more than once per turn. This sounds simple but it is hella important and used quite well
These are good examples. I don't see how you could bash this, since the first two are good examples of perks to have. They're a lot different than your basic statistic like ATTACK POWER, because I mainly associate them with their presentation (there are stats involved, but that's not the point). With a stat like attack power, there is no visual representation of its impact, so it's a lot tougher to gauge its relevance. The examples above just happen instantly, and the results happen in cool ways that are not monotonous like the attack command, where you see the same animation over and over for 20+ hours of gameplay . Their importance goes up, and their results make you want to have access to those abilities more often (this is so much different than variant damage). You could think of a million other abilities like this, I only see those first two as examples. They aren't the best examples, but they do a good job of thinking out of the box. How you go about giving these perks out is up to you, there are plenty of ways to control this. No matter how bad or good the idea is, it's all about balance.

The idea with multi-action bosses is also a nice idea (I use them). Bosses with reaction commands are good examples of this. If you're using a standard turn-based or atb setup, this does a good job of mixing things up. Rather than the standard "I go, you go" setup, things become a lot more complicated and make the player have to think on different terms. It doesn't just have to be the enemy team, you can apply these to your party as well. If the enemy wants to play dirty, so can you. =)

actually you suck Craze get out. -.-
Multi-action bosses were present in at least Dragon Warrior IV, if not earlier.
Touch encounters were around before dragon warrior even existed (what are we arguing again? I kinda glazed over half the thread after reading the first couple replies)
Level scaling has been around since the Saga series.
I think it was how DQIX and RMVXP is more advanced than anything RM2k/3 can do.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
post=156342
There is something to be said for moving on with the game and getting to the next dungeon or quest or cut scene. It's a lot more exciting.
The linearity of the dungeons in Final Fantasy XIII is one of its biggest drawbacks. RPGs generally aren't fast-paced so making the dungeon a little longer isn't a problem.

Um, it's by far FF13's greatest asset, actually. It's an amazing approach to RPGs that makes the game actually exciting. It is the most thrilling RPG I've ever played in my life. Just because you personally like boring games doesn't mean that excitement is inherently a drawback. After playing FF13 I can no longer play games that include a focus on exploration. They are just so unbearably slow in comparison, now that I have seen the light.

The fact that RPGs aren't generally fast-paced is an overarching problem with the genre. Knowing that a problem is common doesn't make it any less problematic to do. It doesn't excuse you for knowingly making the same mistake.
The fact that RPGs aren't generally fast-paced is an overarching problem with the genre.


YES THE ONLY WAY TO BE FUN IS TO BE FAST PACED

I WILL LISTEN TO ALL OF MY SLOW JAMS ON FAST FORWARD FROM HERE ON IN

PLEASE EXCUSE ME I HAVE TO DRIVE MY MOTORCYCLE TO MY MAILBOX REAL QUICK
DON'T YOU GET IT

I HAVE TO BE FAST PACED ALL OF THE TIME

IT'S THE ONLY WAY TO BE

IT'S THE ONLY WAY TO LIVE

I TRIED TO READ THROUGH A BOOK I WAS WORKING ON RECENTLY BUT WORDS ARE TOO SLOW SO I THREW IT AGAINST THE WALL
post=156462
post=156342
There is something to be said for moving on with the game and getting to the next dungeon or quest or cut scene. It's a lot more exciting.
The linearity of the dungeons in Final Fantasy XIII is one of its biggest drawbacks. RPGs generally aren't fast-paced so making the dungeon a little longer isn't a problem.
Um, it's by far FF13's greatest asset, actually. It's an amazing approach to RPGs that makes the game actually exciting. It is the most thrilling RPG I've ever played in my life. Just because you personally like boring games doesn't mean that excitement is inherently a drawback. After playing FF13 I can no longer play games that include a focus on exploration. They are just so unbearably slow in comparison, now that I have seen the light.

The fact that RPGs aren't generally fast-paced is an overarching problem with the genre. Knowing that a problem is common doesn't make it any less problematic to do. It doesn't excuse you for knowingly making the same mistake.

oh my fuck

this is one of the funniest things ive read in the last month

WHEEEEE STRAIGHT LINES
Despite
When the going gets tough, go fuck yourself.
1340
lockeZ do you have ADHD?
He must have never played a game before

that is the only way you could find that game good in the slightest, much less EXCITING
best idea ignore everything said in the thread so far and act as though I'm the first poster: (except Neophyte's post, high five for regular quality posting)

Spell criticals: I already got this! Part of it was moving everything to a unified design+algorithms and the other part was watching a buddy play WoW while I grilled him on the game. At some point healing crits came up and I decided I had to have this. In AX it's all based off crit chance so raising your caster's crit can in fact benefit you (spells also need to actually hit too).

Block chance: See: (spells also need to actually hit too). It's all evade for me. Besides I had half a percent to block damage with where I am in DW9, which really comes down to an issue I have with their evade/block algorithms and scaling.

Multi-action bosses: I never really liked these for a few reasons. I'd rather have multiple bosses who take an action ala Sima Yi from Destiny of an Emperor. A five man boss fight who have a ton of HP soldiers and some mean tricks to pull but they still got as many turns as the player. I think you can make interesting and difficult boss fights without resorting to multiaction bosses or counter whores.

Exploration promotion: Sure why not. (enjoy an enemy spawning on top of you while picking up said kitty litter). Exploring big world maps is fun for me! Hell back when I used to rent games (usually FF6) I'd sometimes load somebody else's save with an airship and check shit out.

Touch encounters: One of those "nice to have but jesus nobody can do it right" things. CT was close until you reached the game after that Masamune Mountain where invisible triggers would put you into encounters (sometimes multiple encounters on the same map: Tyrano Fortress was absolutely shitty for this). Some games would flood areas with touch encounters making it more aggravating than even pokemon (which is not something anybody should be proud of), shitty camera so you can't see enemies, enemies that can just hunt you down anyways, ect. . Touch encounters are nice but doing them right is difficult.

Level scaling: POWER ENEMIES GOGOGO



This is the worst fucking artwork. I've seen newspaper comics shit better art than this. How does he even get paid for this
I'm not a fan of touch encounters unless it's done Tales style. I prefer the way Wild Arms handled it. and that's also the way I do it in my game.
post=156521
I'm not a fan of touch encounters unless it's done Tales style. I prefer the way Wild Arms handled it. and that's also the way I do it in my game.

I like touch encounters when enemies TOUCH (the pointy end of) MY SWORD.
Ratty524
The 524 is for 524 Stone Crabs
12986
post=156462
post=156342
There is something to be said for moving on with the game and getting to the next dungeon or quest or cut scene. It's a lot more exciting.
The linearity of the dungeons in Final Fantasy XIII is one of its biggest drawbacks. RPGs generally aren't fast-paced so making the dungeon a little longer isn't a problem.
Um, it's by far FF13's greatest asset, actually. It's an amazing approach to RPGs that makes the game actually exciting. It is the most thrilling RPG I've ever played in my life. Just because you personally like boring games doesn't mean that excitement is inherently a drawback. After playing FF13 I can no longer play games that include a focus on exploration. They are just so unbearably slow in comparison, now that I have seen the light.

The fact that RPGs aren't generally fast-paced is an overarching problem with the genre. Knowing that a problem is common doesn't make it any less problematic to do. It doesn't excuse you for knowingly making the same mistake.

The thing that makes RPG the GREATIST THINGS EVER is the fact that they give you TIME to think about your actions!

They're like puzzle games, dude.