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Gold Saucer Battle Arena!
WCouillard- 11/08/2012 02:43 PM
- 2706 views
I had an earlier recording where Wedge totally bites it in the final round, but the audio went out of sync, so I had to do it over. Heh.
For the curious, there are 44 different outcomes to the Battle Slot (animations for the Battle Slot will be added in the future).
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Seems to be missing that bit where you get to choose whether or not you want to take your winnings and go home or move on.
Oh, that's no good. It takes the risk vs. reward away from the random slots and pushing yourself further.
Why keep the rewards upon winning? Lol, it'd be more challenging if we lost it all upon dying, like the way FFVII's GS arena did it, and that's why I loved it~
The short answer is I didn't want to code extra stuff to keep track of BP won (current) vs. BP earned (total).
Just to explain how it works, there's three tiers to the Battle Arena (Beginner, Normal, Expert) and two different types of entries (Single and Team).
BP earned from each slot roll is randomized by a certain BP range, based on the outcome (buffs offer little BP, whereas debuffs and ailments offer much higher BP rewards).
All of the negative and positive conditions dealt by the slot are PERMANENT throughout the rounds, except those that can be healed normally like Poison and Venom.
BP is also earned when any enemy in the Battle Arena is defeated. This BP amount is also randomized to a certain numerical range, but no enemy will award as much BP as a really bad slot outcome.
On average through testing, a player would earn 6,000-9,000 BP if they survived through the entire wave of Single/Beginner battles. Considering the cheapest rewards cost 10,000 BP, it would take players a few successful attempts to earn some of the better rewards. Taking that way if they lost would increase the grinding aspect of the whole thing, which is something I'm actively trying to avoid.
Re-balancing the enemy battle patterns to make them easier while taking away BP as a result of a loss would be a lot more time consuming on my end.
I'll create a secondary area to test out other options, though. Giving the player the choice to continue/losing BP as a result of a loss. Maybe I can even add a 9th round to the wave with a boss encounter to multiply BP won if the player chooses?
I'll mess around with it more.
Just to explain how it works, there's three tiers to the Battle Arena (Beginner, Normal, Expert) and two different types of entries (Single and Team).
BP earned from each slot roll is randomized by a certain BP range, based on the outcome (buffs offer little BP, whereas debuffs and ailments offer much higher BP rewards).
All of the negative and positive conditions dealt by the slot are PERMANENT throughout the rounds, except those that can be healed normally like Poison and Venom.
BP is also earned when any enemy in the Battle Arena is defeated. This BP amount is also randomized to a certain numerical range, but no enemy will award as much BP as a really bad slot outcome.
On average through testing, a player would earn 6,000-9,000 BP if they survived through the entire wave of Single/Beginner battles. Considering the cheapest rewards cost 10,000 BP, it would take players a few successful attempts to earn some of the better rewards. Taking that way if they lost would increase the grinding aspect of the whole thing, which is something I'm actively trying to avoid.
Re-balancing the enemy battle patterns to make them easier while taking away BP as a result of a loss would be a lot more time consuming on my end.
I'll create a secondary area to test out other options, though. Giving the player the choice to continue/losing BP as a result of a loss. Maybe I can even add a 9th round to the wave with a boss encounter to multiply BP won if the player chooses?
I'll mess around with it more.
If you do add the option to lose all gained BP if the player loses (which would make the risk v reward factor greater, and thereby more fun), just lower the cost of the items.
Grinding gone.
Grinding gone.
Here's a version with the rules altered to be more like the original. Cid is level 25 here, with the appropriate equipment. As you can see, he doesn't fare well towards the end (and I didn't even finish the enemy patterns on those later enemies).
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