HOW IS THIS FOR MY FIRST BOSS?
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A better idea that allows you to use the counter-intuitive strategy is to make only one member highly resistant/immune to sleep (maybe the healer) and have him "cure" the sleep status by beating up the rest of the group. It doesn't only invoke your planned tactic but is also incredibly funny.
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.
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author=chana
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.
Yeah, that works really well actually. If you have a few fights earlier where the enemies put you to sleep and then poison you, so you can see that it wakes you up, then there's no longer any confusion but it still tests the player's problem-solving skills.
i geuss it depends on your charactor's overall attack strength and current level. but he sound sa bit hard for a first boss...
author=VersaliaFinal 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
Well they are playing it, right? Yes. Then they either play it, or shut it off. They are not forced to play the game, so who cares how the boss fights pan out? If these types of strategies are only in bosses, then the game is leaning more on a good side, in my opinion.
But there DOES need other methods, as said before, to counter the sleep. Like 1 character who has a higher defense against it. Which would be a good way to bring in a character who's story ios based around being an insomniac.
author=Thiamor
Well they are playing it, right? Yes. Then they either play it, or shut it off. They are not forced to play the game, so who cares how the boss fights pan out?
You should. A good games developer should care about every aspect of their games! You're right in saying that players are not forced to play your game, especially when they're released for free on the internet (as most of our games are). In fact, most people around here will practically BEG you to play their game, and why? Because that's why they crafted it in the first place, to have people play it!
It'd be like drawing a comic, or writing a novel and saying people don't have to read it. It's pure lunacy! You should never say "Well, they'll just turn the game off" because if they turn your game off, you've failed as a designer.
That post alone makes me never want to go within ten feet of any of your games.
author=Thiamor
But there DOES need other methods, as said before, to counter the sleep. Like 1 character who has a higher defense against it.
Its not the same. Poisoning the own group would be the result of a a player noticing "ah, damage breaks sleep, how can i use this knowledge to my advantage?".
Yours is boring. Oh boss uses X, well all but one are knocked out but the one has the antidote (as a spell or item).
What i like about the idea is that it requires clever use of mechanics, not just the boring "seen this a hundred times in Final Fantasy"-stuff. The problem here is: Without telling the player, it might be hard for some players to understand what they are expected to do and on the other hand, if you tell them "hey, poison breaks sleep" it takes away a bit of the challenge.
Which was why I suggested that I subtly inform the player earlier on that characters awaken from sleep after taking any damage. That way they can at least put two and two together.
Just saying, but I think RPG Maker doesn't notice that poison damage counts towards "healed upon damage" and instead is just quietly draining your health.
author=GreatRedSpiritauthor=Feldschlacht IVA 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.author=DEI don't agree with this. Personal preference I guess.
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!).
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.
Yeah, is ok when some boss heal himselfs. But what about the final boss on the tower of yutai on ff 7?????????? That kind of boss is a fucktard. First, when you reched the point he start to heal himself youa re fucked. You cant hit more than him heal,s if you hit him with 1700 or so he is gonna heal himself for 2100. And that happens everytime you attack. You know how i killed that boss??? I killed him because he ran out of sp o-o
There are two intuitive ways how to deal with a boss that heals himself:
1. Stay offensive to overcome his healing.
2. Use a mute skill that prevents him from doing that.
If it's a life-drain skill you can also
3. Use proper defensive skills to make it do less damage.
EDIT: I could confirm in RPG Maker 2003 that damage through poison does not cancel out the sleep status.
1. Stay offensive to overcome his healing.
2. Use a mute skill that prevents him from doing that.
If it's a life-drain skill you can also
3. Use proper defensive skills to make it do less damage.
EDIT: I could confirm in RPG Maker 2003 that damage through poison does not cancel out the sleep status.


















