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HOW IS THIS FOR MY FIRST BOSS?

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It might make more sense to leave on party member awake so s/he can use some kind of spell or something to wake up the party members. The idea of using poison is a really weird jump of logic. It's like trying to heal your team with fireballs.
author=DE
Your forgot to include arguments in your post. Why does it make perfect sense? Because it's used in FF11? Yeah, great argument.

heh Well lets take a look back at your stellar arguments against this sleep/poison combo, shall we?

author=DE
Wait, wait, wait... you have to POISON YOURSELF so that you automatically wake up from a sleep spell? This is the dumbest idea for a spell combo I've ever heard.

author=DE
It's dumb because it's illogical, it's counter-intuitive, and it makes no sense - try taking a lethal poison and a sleeping pill at the same time, let's see if you'll magically wake up when the poison starts to take effect in time to take an antidote.


I never stated that general logic has no place in a video game. Of course most things should be fairly logical. I was just commenting on the analogy used and how your using logic of human physiology to discredit a magical phenomenon in a video game(I guess I should have been more specific last time, huh?). Comparing a sleep spell in a game to taking a sleeping pill in real life makes no sense and it seems like that is your main reason for thinking the sleep/poison combo is a bad idea. If you have any further arguments as to why the combo is a bad idea you can direct them to this brick wall of anti-climbing paint

http://rpgmaker.net/der

I don't plan on debating this as it is pointless. I will explain why the strategy worked in ffxi though. There are some special fights where 3 people can fight really strong enemies where every turn counts. Some of them will constantly put the whole party to sleep. The tank will get hit and woken up and could try and remove sleep on the others, wasting turns. Or you could use a poison potion to induce poison before the fight. Then every party member will wake up automatically and victory ensues. It makes sense because you are using in-game rules and status effects to your advantage.

*also, I just want to say, I'm not supporting the OP and his idea in any way. xD
author=GreatRedSpirit
author=Feldschlacht IV
author=DE
This whole concept of a boss healing himself so much sucks. No boss EVER should heal himself, it's a virtual middle finger to the player and his efforts to kill the boss. "HAHAHA you've spent 5 minutes chipping away at the giganto beast, but now it's going to recover half its health and you'll have to do it all over again!". FUN! (not!).
I don't agree with this. Personal preference I guess.
A boss that can heal can totally work. It forces the player to act more aggressively and take chances dealing damage or a way to prevent the healing instead of trying to turtle and attrition their way to victory. Like everything it has to be done right; It's easy to make a healing boss well overstay it's welcome and make the fight become boring and drawn out with too much staying power or no intuitive way to stop the healing.

Example: In FF9 Ozma could do a self-heal counter for 9999 and you could counter it via reflect or using the ability that could do a lot more than 9999 (Charge!). FF10 had enemies that did the same (for less healing) where you could use steal to remove their ability to heal and the boss that did heal itself for 9999 could be hit by Zombie Attack so it would hurt itself instead. Megaman ZX has a boss that can magically heal itself and it forced the player to use stronger but dangerous to use attacks instead of the quick but weak attack because the longer the fight went on the more likely you'd fuck up and the boss would fuck you up if you made one.


ding ding ding.
I don't have a problem with the mechanics you've listed, but you should strongly consider alternative methods to counter the sleep or changing the sleep spell to something less debilitating... It's a bit harsh for a first boss. Introduce resist items, don't make it a mass/party affecting spell, introduce cure/dispel skills earlier, add interrupts, etc. Since poisoning yourself comes at a cost, it shouldn't be the most desirable solution but considered a workaround.
author=Link_2112
author=DE
Your forgot to include arguments in your post. Why does it make perfect sense? Because it's used in FF11? Yeah, great argument.
heh Well lets take a look back at your stellar arguments against this sleep/poison combo, shall we?

author=DE
Wait, wait, wait... you have to POISON YOURSELF so that you automatically wake up from a sleep spell? This is the dumbest idea for a spell combo I've ever heard.


author=DE
It's dumb because it's illogical, it's counter-intuitive, and it makes no sense - try taking a lethal poison and a sleeping pill at the same time, let's see if you'll magically wake up when the poison starts to take effect in time to take an antidote.



I never stated that general logic has no place in a video game. Of course most things should be fairly logical. I was just commenting on the analogy used and how your using logic of human physiology to discredit a magical phenomenon in a video game(I guess I should have been more specific last time, huh?). Comparing a sleep spell in a game to taking a sleeping pill in real life makes no sense and it seems like that is your main reason for thinking the sleep/poison combo is a bad idea. If you have any further arguments as to why the combo is a bad idea you can direct them to this brick wall of anti-climbing paint

http://rpgmaker.net/der

I don't plan on debating this as it is pointless. I will explain why the strategy worked in ffxi though. There are some special fights where 3 people can fight really strong enemies where every turn counts. Some of them will constantly put the whole party to sleep. The tank will get hit and woken up and could try and remove sleep on the others, wasting turns. Or you could use a poison potion to induce poison before the fight. Then every party member will wake up automatically and victory ensues. It makes sense because you are using in-game rules and status effects to your advantage.

*also, I just want to say, I'm not supporting the OP and his idea in any way. xD

Ok, let me put it some other way, what exactly will come to the mind of the player when he sees all of his party asleep?
"my, perhaps i will have to poison myself to be rid of this horrible curse"?
or...
"my, why is my whole party asleep? this has to be a joke? how am i supposed to defeat him?"*scours internet searching for solution after thinking about solutions himself*

Sure, some people will think about doing the dumbest thing and inflict themselves with an handicap to counter some other handicap, but most will just gaze at the screen, watching as they lose complete control over the game because the only solution to this problem is a ridiculously counter-intuitive one.
FF11 doing it does not equal "oh this is a perfectly good mechanic that makes perfect sense!" I'd say it's quite the opposite and that the creators of FF11 never intended it to go that way and that it's simply that some random player saw "hey poison does damage and damage wakes you up!!" and then he told everyone about it. Within the game rules or not doesn't matter, this is completely counter-intuitive and I can't stress that enough, in fact I will stress it further;
it is counter-intuitive
it is counter-intuitive
it is counter-intuitive
it is counter-intuitive
it is counter-intuitive

Think about it, please, think about it.
Yeah I think the charm of that tactic dies when the player realized the boss could have just cast some incurable poison. The player should not feel smart for having to punish himself to undo a slightly bigger punishment.
Most RPGs I know of does not have poison damage wake you up. So, most players will not think of countering sleep with poison on their own. This means you pretty much have to tell the player outright that poison damage removes sleep. I guess you can also have enemies spam multi target poison and then cast sleep to show the player that poison damage wakes you up. Either way, you pretty much have to reveal the solution before the boss fight since in most games, that solution would not have worked.
wait so how do you know to cast poison on yourself

like is there some indicator that the boss will use sleep magic

because after it does it's kind of too late

so you either have to go in knowing what to do ahead of time, or waste time dealing with him healing himself back up completely

the only way i can see this working is if the amount of HP he has won't take very long to bring back down AND if it's made apparent to the player that poison can counteract sleep, like Crystalgate suggested
and then you still have the "sit around doing nothing watching the boss heal" problem
maybe have the boss use a special kind of sleep that only lasts 1 turn, but make his heal a bit larger to compensate? that removes a lot of the tedium, i guess

edit: then again, i guess poison doesn't prevent sleep it just counteracts it so then the poison would become worthless and there'd be no real way to win except in a boring war of attrition (assuming he doesn't heal as much HP as you can damage in a single round)
chana
(Socrates would certainly not contadict me!)
1584
I guess every one has his(her) way of seeing rpgs! I find the idea remarkably intelligent, and I see bosses, WHEN they're fun, like some sort of mathematical equation to solve, in a way...... I don't really understand why its problematic that it'd be "counter-intuitive"(I contest the way intuition is understood there), what I do hate is, and i often have this feeling, the impression of being tested somewhere along the game, it bores me horribly (by the way its not dumb to "inflict one's self with an handicap to counter some other handicap", its actually extremely intelligent : we're not in real life here, its a boss in a game, and doing well means : beat the boss, that's it and that's all! by whatever means)... just one thing, I definitely would not make this a FIRST boss., also the boss would have to use the "sleep all" just once.Of course if poison does not prevent sleep, then it does not work........?!
I Really hope you'll answer that one.Interested.
I think my last post was deleted because of the accidental quadruple post wonder. But anyways. What you're saying is illogical, this thread begs to differ.

Oh and the fight dragging on longer means the boss has more time to kill you. Do the math.

author=ferris95
It might make more sense to leave on party member awake so s/he can use some kind of spell or something to wake up the party members. The idea of using poison is a really weird jump of logic. It's like trying to heal your team with fireballs.

Final Fantasy vi had us able to kill.a.boss.with.phoenix!down!

author=chana
I guess every one has his(her) way of seeing rpgs! I find the idea remarkably intelligent, and I see bosses, WHEN they're fun, like some sort of mathematical equation to solve, in a way...... I don't really understand why its problematic that it'd be "counter-intuitive"(I contest the way intuition is understood there), what I do hate is, and i often have this feeling, the impression of being tested somewhere along the game, it bores me horribly (by the way its not dumb to "inflict one's self with an handicap to counter some other handicap", its actually extremely intelligent : we're not in real life here, its a boss in a game, and doing well means : beat the boss, that's it and that's all! by whatever means)... just one thing, I definitely would not make this a FIRST boss., also the boss would have to use the "sleep all" just once.Of course if poison does not prevent sleep, then it does not work........?!
I Really hope you'll answer that one. Interested.

I know. I myself aren't too sure about having this as a first boss. But I can't have him too late at a point after the player has access to sleep preventing accessories. So I don't know where else to put him. Besides I also want my first couple of bosses to at least give a good first impression of my game rather than mundane.
Versalia
must be all that rtp in your diet
1405
Final Fantasy vi had us able to kill.a.boss.with.phoenix!down!

FF6 CAME OUT IN 1994

please do not point at games that are almost 20 years old to justify your design choices, especially really bad design choices made by said games.


edit: just a few posts above cho raised quite a few valid points and you ignored all of them, and argued down everybody else's opinions and suggestions, so I'm not sure what you want out of this thread?

author=cho
wait so how do you know to cast poison on yourself

like is there some indicator that the boss will use sleep magic

because after it does it's kind of too late

so you either have to go in knowing what to do ahead of time, or waste time dealing with him healing himself back up completely

in what situation is it considered "good design" to make them sit and watch helplessly as a boring battle tediously autoplays in front of them
author=cho
wait so how do you know to cast poison on yourself

like is there some indicator that the boss will use sleep magic

because after it does it's kind of too late

How is it too late? once he heals himself completely, you're not dead. Maybe after the third or fourth time though.

author=cho
the only way i can see this working is if the amount of HP he has won't take very long to bring back down AND if it's made apparent to the player that poison can counteract sleep, like Crystalgate suggested

True, which is yet another reason why I'm not entirely sure if this should be the first boss. The player should be given time to experiment the effects of sleep and poison. Anyways my previous post has a link check it out.

author=Versalia
in what situation is it considered "good design" to make them sit and watch helplessly as a boring battle tediously autoplays in front of them
Is it really boring? I thought it more of a regenerative technique playing to let the players know they're effed and fighting something practically immortal(or something like that).
chana
(Socrates would certainly not contadict me!)
1584
Maybe the most elegant way to make it work, would be having one member of the party with a sufficiently strong heal all skill, as to keep every one playing AND poisoned.........? If you want some ideas of great bosses look up "Fire God Saga"(!)
Hi!

i dont see poisoning the own party as something very counter-intuitive and bad design, you cant just say "this is counter-intuitive for every game in the world".

If the game teaches you that bad effects are meant to be put on enemys and good stuff is always put on heros and/or if other damaging/negative effects can't even target the party, then it surely is counter-intuitive.

But it doesnt have to be that way. For example lets say we have a "dampen holy magic"-skill. That would be useful on heros and enemies, it decreases damage taken from holy and reduces the healing enemies get from holy magic. Of course its not the best of all idea to heal a character using holy magic after shielding him against holy magic.

If its part of the game to think of the different use-cases for effects on party of enemies, breaking sleep using poison isn't such a bad idea. This also says nothing about how much the poison damages the party (it does not have to deal massive damage forever), it can also be short run and deal only little damage. On the other side, since this is damage inflicted by the player itself in a way, it can also mean a different situation for healing abilities, a variation of the healing challenge.

It may be "aiming bad stuff at own heros" that is considered so counter-intuitive, but using damage to break effects is fine i think.

Make it so that you can target like in Final Fantasy - which means either one or all characters on any side (weaken the damage/effect chance if you multihit). Personally, I like using things outside their primary uses - taking one more example from FF (interesting to take references from a game I don't play), there's a Boss that casts Reflect on your party to make healing spells bounce back on him. You should include an easier battle where this is used, for instance, one enemy casts an elemental attack spell on his ally because he absorbs that element.
The Phoenix Down to Kill a Boss thing actually made sense in the context of the game. Phoenix Downs took players who were dead (and not able to act) and reversed their condition, bringing them to life. It is not that great a leap of (videogame) logic to start wondering if using a Phoenix Down on something that was dead (undead - and able to move) might also reverse its condition! I actually remember thinking it might resurrect it into a living form that I would then be able to kill normally, but the instant kill worked well too.

I don't like games/bosses/whatever that have only one way to really beat them (aside from point&click adventure games, to a degree, where it is kind of a staple), especially if that one way is something that would not occur to me under normal circumstances. Having never played FFXI, I would never have thought "oh hey, poison is going to be my anti-sleep ward."

I've quit and immediately uninstalled/deleted RM2k3 games that threw a status effect at me right off the bat that I could nether defend against nor remedy. If I'm on the very first screen and I get poisoned with something that lasts after a battle and that I have no antidote for (nor apparent access to one), and that game is not called "Deadline - See how far you can get before you are thrust into a random battle with 1 hp left", then I'm going to say "Bad Game Design" as I alt-f4 out of it. Relevant point - I hate poison, so poisoning myself would be very strange.

I think you should try to make a game that does not require your very own set of circumstances/experiences to solve. You should never take for granted what the player does or does not know. If they need to know something obscure, make sure that you teach it to them well beforehand.

Also, I hate having to use a guide. Sometimes when I get stuck and have tried everything that makes sense, and a few things that don't, I'll knuckle under and take a quick look at a guide. Usually it only takes once or twice before I get a grip on the game's internal logic and can parse out future issues on my own. Any more than that, though, and I might as well just look for a lets play of the game on youtube, because I'm not really playing it for myself at that point. You never want something that is going to force a disconnect between your medium and your audience.
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
It's not unintuitive if there's a tutorial telling you to do it the first time you have to.
Would it be enough if I just tip to the player earlier on in a tutorial by saying that ANY damage will wake a character from sleep? Not too obvious but enough of a hint so they know that poison will wake them up.
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
If it is the first boss, you should probably spell it out.
chana
(Socrates would certainly not contadict me!)
1584
I thought it was a good idea (from i don't remember who) to have the player experience that a poisoned hero or foe remains unaffected by sleep.
@Killer Wolf : I understand your point, i've done that too, just quit when something too absurdly unbeatable comes up, it then depends on the quality of the game, the way that boss is brought about, how much you want to keep going, are involved, etc.
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