EQUIPMENT VS. LEVELING

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I just decided to go with idea of make equipment unique in the sense that every weapon or armor you find has their own special abilities. Each different weapon type still has its own stats such as swords give average atk and def, spears have low atk but have defense crush, axes give high atk average def, but lower speed, and so on. The character gains stats through skills with every new skill adding stats and each lvl grants skill points. This to me is way better than the traditional leveling or equipment systems.
Craze
why would i heal when i could equip a morningstar
15170
That's not untraditional. Play more wRPGs. Diablo II is calling.

You guys just need to get out of your Tales of Animu (except Abyss which is pretty good, as is Vesperia I hear) mindset and look at what actually makes games tick. Hell, look at Tales of the Abyss. You equip what stats you earn at level-up, like in FF6. Most shops and/or areas (as in buy one variation, find another) have similar but different types of armors.

Look at FF7. Materia gains experience - that's right, you're equipping what you want to level, and Materia still works as equipment affecting stats on top of your equipment itself. Woah, Nelly!

If you want forgettable leveling and equipment, play Chrono Trigger. If you want to see how you can make your game a little cooler, look at lots and lots of other RPGs.
The is skill system unique because every skill has a stat on it such as Fire has +1 Int and Twin Strike has +1 Str. This is the only way to lvl in my game and at current there are (or at least I plan to have) well over 120+ skills.

Though I have played many rpgs include FF7, FF6, ToA, Chrono Trigger, and numerous others and so far I haven't encountered anything like my system. If you have Craze please tell me the name of the game so I can take a look at it.
harmonic
It's like toothpicks against a tank
4142
Coy, my old game, Legacies of Dondoran, kinda sorta uses a form of that system. http://rpgmaker.net/games/85/

It is probably different. You still level up like any normal RPG, but skills have stat-ups associated with them that do have a significant effect on the building of a character.
Craze
why would i heal when i could equip a morningstar
15170
Coy, I don't know if you took offense, but none was meant.

Still, it's a lot like FF6/FF7 - in FF6, you equip an Esper that determines your level-up stats and what magic you learn. Ifrit gives you Fire1, Fire2 and Drain with STR+1 attached. No, it's not exactly the same. Please don't think that this is a bad thing! It's perfectly acceptable to pull ideas from various sources.
slash
APATHY IS FOR COWARDS
4158
My problems with leveling is that is a slow and often dull way to play a game, but it's such on obvious path that many people do it anyway.

Example:
If you want to beat a boss, but you can't - let's say he's weak to Ice and you don't know that. The game creator might've failed to get his weakness across properly, or maybe the player is just dumb/lazy/can't be bothered to exploit weaknesses. So, he assumes he needs to level up to take on the boss, and he 1) spends a few boring hours grinding mobs over and over again or 2) quits playing.

It's a little pessimistic, but it's true - generally speaking, grinding is a boring process. An enjoyable battle system can lighten the load, and some people enjoy grinding, but it is never as fun as actually exploring new areas and fighting new monsters and bosses.

That being said, equipment is fun because it provides a significant boost to one stat, instead of small boosts to all stats. All of a sudden, you're doing a noticeably larger amount of damage, or you're taking a lot less damage, or you have a new spell. It's a more obvious, noticeable and fun reward - one you get for beating a huge boss or discovering a secret room, opposed to the "congratulations, you beat 20 monsters, here's a few more HP".

The ability to grind levels past where you should be is a crutch, not for the gamer, but the developer, who doesn't have to tune his battles as well because the player can just level up to meet his challenge.

This being said, Paper Mario had a great system for leveling up, where every level took 100 Star Points to reach and only buffed one stat (by a large-ish amount) that you could choose. As you reached higher levels, enemies would give less Star Points - Flying Goombas would go from 2 to 1 Star Point a kill, until they became worthless. The game also gave out badges for "cooler" bonuses to your attacks.


EDIT: Oh yea, and Coy, your system is fun because people can direct their character's growth, but like Craze said it's been used in FF6, as well as Tales of the Abyss and Tales of Symphonia.

EDITEDIT: And like Craze said, stealing ideas is fine - most RPGs use the D&D mantra "kill monsters get loot" deal, but the trick is making your take on a system unique - such as how it meshes with your storyline, other mechanics, and gameplay as a whole. If your equipment decides what stats you gain... do you explain this in-game (the weapons are forged with magic), do you match weapon types to their stats (wands give MGC, huge swords give STR, daggers give DEX), do you limit which characters can wear what weapons? These are the things that make systems unique, even if it's based off a general idea.

OKAY I AM DONE NOW

EDITEDITEDIT: NVM I LIED Craze I am borrowing a couple of general ideas from V&V hope you don't mind kthx
Craze
why would i heal when i could equip a morningstar
15170
slash: This thread is slowing down anyway, so spill! What're you looking at taking? I'm interested in seeing what you think worked well.

I mean, it's not like we're remaking it and want tips on how to improve it or anything.
slash
APATHY IS FOR COWARDS
4158
author=undefined
slash: This thread is slowing down anyway, so spill! What're you looking at taking! I'm interesting in seeing what you think worked well.

I mean, it's not like we're remaking it and want tips on how to improve it or anything.

Well, I was interested in making a short game, and the idea of a time-limit was pretty appealing. I liked the idea that you could only take so many risks a day, fight so many battles until you had to retire - the design for my game is that you have to weigh the pros and cons of every battle, and you are limited by your HP.

Along the same time-limit lines, the game is altered by choices you make, based both on your personality and what you manage to accomplish. For example, in V&V I let Elena die (because I didn't find out how to rescue her until it was too late because I was dicking around in dungeons). In Reversal (title-under-development) you have a chance to save several people. Some you like and you might want to save, and some you might not care about. Some will help you if you do, and some might not. Again, all this is limited by who you actually have the ability to save, which depends on what risks you take (and how well you fight).

So these are pretty general ideas, but the pressure of time was one of the things I liked about V&V, and it's something I'm trying to create in Reversal as well.

P.S. On a side note, the Feats system was also pretty damn cool (and it adds to the limited-by-time factor) and I considered using it, but I'm being strict on myself on the timeline of my game and trying to squeeze it in might be awkward and time-consuming.
@Craze I took no offense, I just realized that I didn't explain myself good. My fault lol :)

@Slash thnx man I'm still trying to perfect it.
I'm sort of utilizing both methods. By leveling up, the main stat boosters are HP and MP, with strength and wisdom coming in a close second. Defense slowly levels up 5 levels at a time, and isn't the defining factor for your defense. Dexterity stays the same for that character and is only affected by the 'weight' of the equipment worn. So the more heavy you are, the slower you are. The real stat bonuses come from equipment. So grinding to get that extra 200 gold to buy that next piece of armor would most likely be worth the trouble!
author=undefined
slash: This thread is slowing down anyway

Let's speed it up.

Okay, basically here's how I feel about the whole thing in depth.

Equipment is fun. Very fun. There's rarely anything more fun than mixing and matching the stuff you find to make your own customized badass. Armor, weapons, jewels, rings, gloves, so on and so forth. A game where the bulk of your strength comes from equipment can be rewarding because it rewards exploration and ingenuity and figuring out what works and what doesn't.

Leveling on the other hand is something that many RPGs require to get a sense of gradual, organic growth. Outside of systems that are custom built to have your character's strength be formed entirely around equipment and no levels work because the players skill takes the place of any possible leveling. For example, a game like Ninja Gaiden where you get equipment, and no levels, the progression depends on what you're wearing and how good you are at dodging stuff, hitting stuff, and not dying in general.

For games that aren't so much skill based, leveling is there to provide the organic progression of power and points that you get for killing shit. If anything levels are almost like equipment in itself, because like equipment it adds those oh so important numbers to your stats that determine how good you are are flaying shit with your mind or taking a punch to the gut.

A balanced RPG that decides to have both equipment and leveling applies both concepts and awards monster slaying with both goods AND power in equal opportunities.
Oh, a note about FFVI.

FFVI is all about equipment. You literally can beat the game at base levels with nothing but the right equipment with just three party members. It's been done before, many, many times. It's pretty insane; the Snow Muffler and some other stuff makes Mog immune to physical attacks, another combonation makes you untouchable by 99% of the attacks in the game, and the Gem Box/Economizer/Quick/Ultima combo just flat out destroys everything.

The only thing with this is that leveling takes a back burner in that scenario, especially when Magic is the only real stat worth raising with Espers in a normal game; the Speed stat is weirdly programmed, Vigor has a very small multiplier, and Stamina is more or less worthless. HP is pretty decent to raise admittedly, but MP is kinda pointless since most party members have way more than they need and the Economizer makes it all moot anyway.

Balance carefully and accordingly!
I like collecting, building or making things when I play a game so I'd go with the 'Get stronger with equipment' tier.
Like Minecraft
The most important stat in FF6 is level anyways
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
author=stoodyhoo
Equipment Cons
- Player has to rely on finding new equipment to get stronger
- Less grind required (for those who like to see their characters get stronger after battles)

Leveling Pros
- Lets the player get stronger when they choose/need to
- Gives more incentive to battle


100% of these problems are solved by making equipment drop from monsters.

Now if you do this, then obviously you can't use a traditional style XP system where the player can infinitely gain levels. But that's kind of the point, isn't it? Removing the infinite grind, removing the ability to cheese the game by becoming way more powerful than intended?

The idea here is to make defeating enemies somehow grant the player power in a way that only matters a limited number of times, which usually either means "once" or "once per party member." If an enemy drops a new sword then it powers you up the first time you get it, but getting ten more of them doesn't really power you up any further. You can probably sell the extras for gold, but that's not a big deal unless buyable items are incredibly powerful.

Enemy drops can be done a few different ways. They can be random chance, they can be 100%, or they can happen after a certain number of kills. An enemy that literally drops a new piece of equipment every 20 kills would admittedly be unusual - what I'm thinking of here is perhaps an enemy that you have to kill 20 times for some sort of mission to collect its horns, and once you have 20 horns you can trade them for a new shield.

Note that "equipment" doesn't have to literally mean... equipment. It can be anything that powers you up and that you can only use a limited number of. Materia, magicite, new classes, new spells, WoW-style gems you put into your equipment, blue magic, new party members (in something like a Pokemon or SMT game), and so forth. Anything that can't be repeatedly gained for near-unlimited benefit.
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