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It is official, I've lost my mind...
Killer Wolf- 11/28/2011 05:21 AM
- 1055 views
First of all, I'm really surprised that in the few days since my re-submitted gamepage was approved, it has already gotten more hits than my other project which has been up here for over a month.
Now for the insanity. After my most recent test play, I decided that the combat was a little lacking. Once you have a Force user or two, difficult fights boiled down to buffing the party, buffing your main damage dealer, and then just wailing away with weapon skills and physical attacks until the enemy was dead.
I decided to spice things up a bit by implementing something from the re-make/updated version. Attacks and weapon skills now have different attributes that effect the enemy in different ways.
Rapid - Deals minimal damage to armored enemies, but double damage to fast enemy types that are hard to hit with some other attacks. Some damage to shielded enemies.
Piercing - Deals extra damage to armored enemies, less to unarmored, and usually little to nothing against fast enemies. Deflected by shielded enemies.
Phased/Edged - Deals normal damage to shielded enemies, and minimal to armored and fast types.
I'm also in the process of reducing the insane damage output that occurs when using master level attacks with the main character's ultimate weapon. I underestimated the effect that the stat bonuses gained during creation could have. With the right skill build, I was able to solo the last third of the game with it. While it kind of fits with the character's growth as a Jedi, it isn't actually a lot of fun to play through it like that. Battle with X enemies. Buffed Mind stat + Force Wave or Saber Toss. Instant win. It also put my other characters at a distinct disadvantage due to an end-game portion where the team breaks up into three groups. With everyone else under leveled, it was a hell of a chore getting through the area.
Hopefully the combat system re-shuffle will make battles a little more engaging, and hopefully I'll be able to complete the overhaul by the deadline.
Also, some stats from my last play. My time spent in the non-combat portion of the game was 3 hours 56 minutes. I fought a total of 163 of the almost 200 possible enemy encounters including one of three optional bosses. I saved the game 193 times, though that was mostly due to me saving every time I hit a glitch/piece of missing content that I needed to address. I do love save anywhere though!
Now for the insanity. After my most recent test play, I decided that the combat was a little lacking. Once you have a Force user or two, difficult fights boiled down to buffing the party, buffing your main damage dealer, and then just wailing away with weapon skills and physical attacks until the enemy was dead.
I decided to spice things up a bit by implementing something from the re-make/updated version. Attacks and weapon skills now have different attributes that effect the enemy in different ways.
Rapid - Deals minimal damage to armored enemies, but double damage to fast enemy types that are hard to hit with some other attacks. Some damage to shielded enemies.
Piercing - Deals extra damage to armored enemies, less to unarmored, and usually little to nothing against fast enemies. Deflected by shielded enemies.
Phased/Edged - Deals normal damage to shielded enemies, and minimal to armored and fast types.
I'm also in the process of reducing the insane damage output that occurs when using master level attacks with the main character's ultimate weapon. I underestimated the effect that the stat bonuses gained during creation could have. With the right skill build, I was able to solo the last third of the game with it. While it kind of fits with the character's growth as a Jedi, it isn't actually a lot of fun to play through it like that. Battle with X enemies. Buffed Mind stat + Force Wave or Saber Toss. Instant win. It also put my other characters at a distinct disadvantage due to an end-game portion where the team breaks up into three groups. With everyone else under leveled, it was a hell of a chore getting through the area.
Hopefully the combat system re-shuffle will make battles a little more engaging, and hopefully I'll be able to complete the overhaul by the deadline.
Also, some stats from my last play. My time spent in the non-combat portion of the game was 3 hours 56 minutes. I fought a total of 163 of the almost 200 possible enemy encounters including one of three optional bosses. I saved the game 193 times, though that was mostly due to me saving every time I hit a glitch/piece of missing content that I needed to address. I do love save anywhere though!
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Looking forward to it. One thing about the attributes how will the player know when to deal certain attack and weapon skills against certain enemies, I have found that this is mostly a trial and error process in RPGs, so in this game is there going to be some kind of way to tell the player the enemy's weaknesses?
There will be a brief tutorial in the first battle, and possibly a new one when each different type of resistance is introduced.
It will probably worked in as a conversation between the main character and his client. "Getting off this station isn't going to be easy since it looks like you've got every mercenary from here to Cinnagar on your tail. If you're fighting someone who isn't using armor or shields, Rapid Fire will take them down quick. That's also the best way to handle anything that is hard to hit, just lay down a line of fire and let them dodge into it." "What if they're armored or shielded?" "If they're armored, leave 'em to me. My Focus Shot will Pierce right through." "...and if they're shielded?" "Unless you've got an Ion Grenade or a vibro-axe hidden under your dress, I suggest you run." that sort of thing.
It will probably worked in as a conversation between the main character and his client. "Getting off this station isn't going to be easy since it looks like you've got every mercenary from here to Cinnagar on your tail. If you're fighting someone who isn't using armor or shields, Rapid Fire will take them down quick. That's also the best way to handle anything that is hard to hit, just lay down a line of fire and let them dodge into it." "What if they're armored or shielded?" "If they're armored, leave 'em to me. My Focus Shot will Pierce right through." "...and if they're shielded?" "Unless you've got an Ion Grenade or a vibro-axe hidden under your dress, I suggest you run." that sort of thing.
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