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Questions.

  • Gibmaker
  • 04/25/2012 06:19 PM
  • 4235 views
I has been toying with some changes to this game called "Set Discrepancy."

1) Choose the other character's Specializations? With the whole "game generated randomly" thing, the controlable characters (except for the player's main character) have their stats generated randomly too, including the specialization. But considering the specialization can't be changed, is it reasonable to let the player select it? Is that weird?

2) Instant death when you have one character left. What sucks is when you have one character left alive and they take 600 points of damage in one turn and you obviously can't heal yourself, and it's obviously the last turn before game over, but you can still fiddle around with your items and crap until finally pressing "s" to lose. Perhaps if you don't have any characters left without mortal damage you should even get a turn and it should be instant death?

Posts

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2) It's not over until it's over.

There is a difference between Mostly Dead and All Dead. With All Dead there is only one thing you can do.
1) Nope. Love the randomness. It really does make for an interesting experience.

2) Agreeing with kentona. Even if your final action before exploding from massive internal hemorrhaging is to spit in the face of drone hosing you down with .40 cal rounds, there's still a sense of validation that comes from that. And it's only one turn to fast-forward through, either way.
Craze
why would i heal when i could equip a morningstar
15170
2) absolutely not

that final, vicious moment when you pull out a holy hand grenade
1) I thought, for reasons I can now only conclude were due to me finding false patterns in my various playthroughs of the releases, that the specializations were based on some crazy forumlaic combination of dialogue choices immediately preceding recruitment of a new party member (iirc there's always some conversation choices just before somebody joins you, the first however many times I played I always chose the same dialogue options when meeting Derichard and always got the same specialization for him, in my latest playthrough I chose differently and he had a different one) + your party's current specializations. Considering this is not the case, I would suggest that as an alternative to randomness instead of letting people choose for themselves (at least the taking into account of existing specializations).

I'd imagine something like.

All Specializations.
+
Inversely weight their chances of being chosen at random against already taken Specs to varying degrees (perhaps if there is a "most complimentary/synergistic" spec. then it gets the most weight in the... weighting, and then descending from there down until you reach "a spec. that is already owned" at the bottom with the least chance of being randomly chosen) .
+
Use dialogue choices immediately preceding randomly generated spec. for a new charcacter to apply something like "mutipliers" to the values assigned to the possible outcomes of the random spec. (hypothetical but... say, if the player chose a "cocky" response, you decrease the influence of the previous weighting of the RNG in their favor, perhaps even invert it a little, if they seem "meek" then you could increase the influence of the weighting factor on the RNG)
=
Sort-of-random-but-not Sepcialization.

You can probably come up with something better than that, but it has some potential to be used in stats too!


2) You could always give some indication that you are, in fact, officially dead as soon as you finish that turn. Seeing as you could theoretically get out of the shit if you do have sufficient aptitude and healing items; you could double this prompt up as a "Severely critical condition" indicator, although in many cases it will just serve as a "you're about to die" prompt.
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
A better solution to problem 2 is to make it so that when you only have one character left, you go into some sort of limit break mode so that you do have a slim chance of survival.
chana
(Socrates would certainly not contadict me!)
1584
(@LockeZ : I love your subtitle XD)
Gibmaker
I hate RPG Maker because of what it has done to me
9274
author=NewBlack
tldr

Actually the one stipulation is that there are no duplicate specializations. Other than that it's random.
BUT THAT SYSTEM YOU DESCRIBED REALLY SEEMS LIKE TOO MUCH WORK AND FUSSINESS JUST FOR THIS ONE ELEMENT OF THE GAME. The "cockiness" of responses was not going to be a consideration in this game after all. Sounds like I will just leave it how it is

As for action item #2, perhaps when you are on the point of death there will be a warning sound and a red halo or something to make it more MOMENTOUS, but other than that the system is fine just how it is?

WHAT A RELIEF. I LIKE NOT HAVING TO CHANGE THINGS.

THANK YOU FOR THE FEED BACK.
1) no. nerds (eg newblack) gon try to min max everything

itd be detrimental to immersion and would increase variability in difficulty

also i would not give players too much control esp in a _discrepant_ darkhorror game

2) lol no

dont overstreamline things for the player. a little bit of antilogic and redundancy in the decision tree is conducive to cinematic gaming (it helps conceal the developers presence)

or idk go for it. maybe it doesnt matter
Dropping by to hassle you for sweet, sweet updates (in blog form preferably!).

Any sort of eta for ep. 4? :>
Gibmaker
I hate RPG Maker because of what it has done to me
9274
Dawdle dawdle dawdle.
It's the daddies and the mums.
Dawdling with their orange juice,
Dawdling with their crumbs.

There is one more object to build (it's a secret) and then it will be time to create the chapter events. I'm not good at coming up with ETAs, so ... later.
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