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Tanking for Health and... well, Health
You want to have a fun read-up on tanking: the MMO City of Heroes has one of the and most specialized tanking systems in any game, if you want someone to tank you found a "Tanker" class character.
http://cityofheroes.wikia.com/wiki/Tanker
The primary Defensive sets are:
Dark Armor: Focuses on lower enemy accuracy or causing status effects to them (Fear so they hit less, etc), healing yourself by sucking life force from nearby enemies, and offers better elemental defense and defense from the rare damage type Psionic.
Fiery Aura: Focuses less on the pure damage reduction to keep a higher aggro rating by causing more damage to surrounding foes and managing how they move by setting them on fire.
Ice Armor: Protection based on defense instead of resist (which equates to dodge instead of damage reduction) - increasing your maximum "healthy" using layers of ice and making foes slower and hurt less by the cold air and icy protection and to mitigate when that 200 HP punch isn't turned into a zero (by being a miss), but instead is an actual 200 HP hit!
Invulnerability: Highest standard damage reduction against the most common damage types, and most skills are more effective by keeping the Invul tanker surrounded by foes (main skills grants extra defense for each foe in melee range, etc) - absolutely no psionic protection!
Stone Armor: All around average - uses a combination of defense and resist to reduce damage from all sources. Grants some advanced generation of health and better status protection, but slows the tank down so it's harder to run around and grab aggro from adds.
Willpower: Better status protection and some advanced regeneration based on how many foes you're fighting, but the defense and resist bonuses are less, this is your typical "tough guy" type of tank.
Due to the structure of the game, tanking was more important in CoH than any other game I've played.
But each Tanker class had at least one major weakness, either a very particular status effect they didn't resist, or a lower status resist (ie. if you get put to sleep 5 times you can only defense against the first 4 until the first wears off) or lacking against one particular damage type (Psionic most often) - or they were good against everything but not great.
Tanks need to have at least one or two mechanisms to make them vulnerable - don't give these to a lot of foes, and make it obvious when they do have them - makes them immediate targets for removal either through another means (debuffs or status effects) or require the player to adopt different strategies to cope with the situation (damage bursts to remove or a stronger character with lesser tanking abilities to keep the hate of that one while the tank handles the rest.)
For Example:
Imagine one character is designed to be a tank and depends on keeping appropriate defensive skills 'active' to protect against damage types (versus just having a crap-ton of HP or defense on armor) and using aggro mechanisms (including limited use "OH SHIT" buttons) - but certain enemies have skills that can turn off those defenses, creating a period of time where your tank is weaker until they've spent a turn or two reactivating them. This makes those enemies more effective for the tank to NOT handle or to synergize with their team and have them taken care of in another way (see: characters-who-are-not-tanks.)
Also imagine there are only a couple ways to directly heal your characters in combat - pure "heal spam" is removed! Another aspect then becomes managing your resources before they run out - and you can't suddenly refill your stats with items - you can't use items! And while you had some healing "OH SHIT" buttons if you chose, those are on a long timer and you needed to span their use out.
The tank suddenly becomes important AND a focal point for combat. Your focus revolves around managing your enemies so each class can do what they specialize in (either by design or by your choice.) What enemies can do becomes more than just "Which one should I spam attack against first?"
Summary:
The point is tanks should be powerful, but need to have natural enemies to neutralize them somehow (and ways for you to counter that neutralization - mix up "best" ways for with a variety of enemies to make varying tactics.)
And do not ignore the aspect of how the tank plays - what's involved managing aggro and defense? Are you an offensive class as well? Is it frustrating because the way you want to play the character is blocked by need (ie. you want to smash faces with all your cool sounding "Smash Face" attacks - but you can't spare a turn from keeping a different game mechanics satisfied?)
http://cityofheroes.wikia.com/wiki/Tanker
The primary Defensive sets are:
Dark Armor: Focuses on lower enemy accuracy or causing status effects to them (Fear so they hit less, etc), healing yourself by sucking life force from nearby enemies, and offers better elemental defense and defense from the rare damage type Psionic.
Fiery Aura: Focuses less on the pure damage reduction to keep a higher aggro rating by causing more damage to surrounding foes and managing how they move by setting them on fire.
Ice Armor: Protection based on defense instead of resist (which equates to dodge instead of damage reduction) - increasing your maximum "healthy" using layers of ice and making foes slower and hurt less by the cold air and icy protection and to mitigate when that 200 HP punch isn't turned into a zero (by being a miss), but instead is an actual 200 HP hit!
Invulnerability: Highest standard damage reduction against the most common damage types, and most skills are more effective by keeping the Invul tanker surrounded by foes (main skills grants extra defense for each foe in melee range, etc) - absolutely no psionic protection!
Stone Armor: All around average - uses a combination of defense and resist to reduce damage from all sources. Grants some advanced generation of health and better status protection, but slows the tank down so it's harder to run around and grab aggro from adds.
Willpower: Better status protection and some advanced regeneration based on how many foes you're fighting, but the defense and resist bonuses are less, this is your typical "tough guy" type of tank.
Due to the structure of the game, tanking was more important in CoH than any other game I've played.
But each Tanker class had at least one major weakness, either a very particular status effect they didn't resist, or a lower status resist (ie. if you get put to sleep 5 times you can only defense against the first 4 until the first wears off) or lacking against one particular damage type (Psionic most often) - or they were good against everything but not great.
Tanks need to have at least one or two mechanisms to make them vulnerable - don't give these to a lot of foes, and make it obvious when they do have them - makes them immediate targets for removal either through another means (debuffs or status effects) or require the player to adopt different strategies to cope with the situation (damage bursts to remove or a stronger character with lesser tanking abilities to keep the hate of that one while the tank handles the rest.)
For Example:
Imagine one character is designed to be a tank and depends on keeping appropriate defensive skills 'active' to protect against damage types (versus just having a crap-ton of HP or defense on armor) and using aggro mechanisms (including limited use "OH SHIT" buttons) - but certain enemies have skills that can turn off those defenses, creating a period of time where your tank is weaker until they've spent a turn or two reactivating them. This makes those enemies more effective for the tank to NOT handle or to synergize with their team and have them taken care of in another way (see: characters-who-are-not-tanks.)
Also imagine there are only a couple ways to directly heal your characters in combat - pure "heal spam" is removed! Another aspect then becomes managing your resources before they run out - and you can't suddenly refill your stats with items - you can't use items! And while you had some healing "OH SHIT" buttons if you chose, those are on a long timer and you needed to span their use out.
The tank suddenly becomes important AND a focal point for combat. Your focus revolves around managing your enemies so each class can do what they specialize in (either by design or by your choice.) What enemies can do becomes more than just "Which one should I spam attack against first?"
Summary:
The point is tanks should be powerful, but need to have natural enemies to neutralize them somehow (and ways for you to counter that neutralization - mix up "best" ways for with a variety of enemies to make varying tactics.)
And do not ignore the aspect of how the tank plays - what's involved managing aggro and defense? Are you an offensive class as well? Is it frustrating because the way you want to play the character is blocked by need (ie. you want to smash faces with all your cool sounding "Smash Face" attacks - but you can't spare a turn from keeping a different game mechanics satisfied?)
RMN in the New Year
author=Max McGeePeople do need to stop being so poisonous. Not every thing that is done is out of spite or selfishness. This site is supposed to be about creating games. Why are we not creating games? Why are people getting bogged down in senseless gossip? I love to chit-chat myself, but there is a point where it becomes toxic and paralyzing.Well of course it's the "toxic, poisonous, paralyzing" atmosphere that is interfering with the game making. This is a recursive problem. Honestly, it is hard enough to make games when you think that they will result in praise and encouragement--game making is hard work. When there is a chance that making a game will result in you being attacked or insulted, it becomes an even more questionable way of spending your leisure time.
We need more games being made. More passion pumping through our veins! Less talk, more make.
Ipso facto, making games should be rewarded, not punished; (almost) no extenuating circumstances should interfere with this. The atmosphere of RMN can be downright hostile and repulsive. I'm using that latter word in its lesser used literal meaning, i.e. repellent. Not repugnant, but literally pushing people away.
Not sure what can be done about it, of course. I think that the management has been exhorting people to "be nice" for quite a while now. I don't know that I've seen a change, and if so, I don't know what direction it's been in.
Of fair note; I've never advertised or pushed my own projects much and try to keep a moderately low profile for this reason - I like creating stuff, and posting it feels good, but too much attention here is a really bad thing, I've only slowly come to trust a few people (4-5) as good resources to ask for feedback from - sadly several of which were recently all but driven from the community at large for being too helpful.
reign of terror over
Kinda sorry to hear this kentona - don't get discouraged though, make some games and enjoy the production side of the site instead.
This place has people who do things, and people who just talk about doing things (or the even worse subset of people, just talk about how others should do things!) - your ability to act is better spent with the majority of the user-base and bringing fun to 9K players instead of 10-20 people pining for the 2K3 glory days and thinking that making games as a hobby is SERIOUS BUSINESS.
Just a tip since you're making the same assumption poor Solitayre made - the vocal part of the community is the worst part to listen to, listen to the people who download your game instead. :)
This place has people who do things, and people who just talk about doing things (or the even worse subset of people, just talk about how others should do things!) - your ability to act is better spent with the majority of the user-base and bringing fun to 9K players instead of 10-20 people pining for the 2K3 glory days and thinking that making games as a hobby is SERIOUS BUSINESS.
Just a tip since you're making the same assumption poor Solitayre made - the vocal part of the community is the worst part to listen to, listen to the people who download your game instead. :)
Magix Music Creator
I downloaded the trial and am playing with it - pretty cool so far!
It maybe be the RPGMaker of music creation, but it allows those who don't spend all those years to at least make some nice custom loops for the games so all the music isn't RTP or Newgrounds or rips.
I used a tool similar to this for a project once and a got a lot more feedback (all the negative was that they didn't like the style but thought it sounded nice.)
I think this has the potential to be a really nice tool for those that don't have a friend who has the experience, knowledge, time, and inclination to do a ton of custom music for their game.
(The random exposure to tools or methods I didn't know of before is one of the useful features of a forum of game makers like this, so I'm very happy Nightblade posted this.)
It maybe be the RPGMaker of music creation, but it allows those who don't spend all those years to at least make some nice custom loops for the games so all the music isn't RTP or Newgrounds or rips.
I used a tool similar to this for a project once and a got a lot more feedback (all the negative was that they didn't like the style but thought it sounded nice.)
I think this has the potential to be a really nice tool for those that don't have a friend who has the experience, knowledge, time, and inclination to do a ton of custom music for their game.
(The random exposure to tools or methods I didn't know of before is one of the useful features of a forum of game makers like this, so I'm very happy Nightblade posted this.)
Paper Cut
author=kentona
I was wondering why this had 0 downloads, and then I tried to download it and got a server error. Ankylo fixed it :)
Sweet, thanks! (To Ankylo especially!)
Paper Cut
author=undefined
This was very cool.
I noticed that object animiations are bit clunky and freeze up. For example I carried a square stone piece and then went into my inventory and created an object. Basically after I did that I could not throw the original stone piece away. The animation froze. In general the interaction with the objects were a bit meh. Well, the stencil and paper objects you create specifically. It could be me not being used to the game though.
What I did like was the physics on the movements. There was no sliding which is notrious for some platformers. The jumping height is a bit low but not really a problem. The running skill is easy to use.
Oh and the death animation could use some touch up. Falling into a pit with a barrel will show the barrel at the bottom of the screen with your character not visible.
Small bugs, but I generally like how it was done. I'm guessing this is like a tech demo but some variations on the maps would be cool and some enemies.
Wow, thanks! This is the exact kind of feedback and bug notes I was hoping to get!
When you say "object animations" do you mean the animations with the character and his interactions with objects?
1. Do the animations themselves feel off? Which were bad? (Picking up, Pushing, Throwing, Carrying)
2. Which interactions were really off?
- Was carrying okay?
- Did it feel bad when you threw or dropped and object?
- Did picking them up feel weird or seem off?
- Was pushing choppy or hard to use or took too long?
- Your thoughts?
Thanks!
So I have this idea for a platformer...
author=UPRC
Well, I've played around with this idea more to make it less Kirby-esque and I think I have some decent ideas.
How much practice is required with GameMaker before one can usually make a "decent" platformer? I've played with it a few times and found out pretty easily how to make a character and add controls to move them, but that's as far as I've ever gone. I always lose interest really quickly, but since platformers are my favourite kind of game... I really do want to stick with the damn thing.
Is there an online tutorial that is good at walking you through the steps to make very basic platformers and such?
How much practice and experience you'll need varies from person to person. If you've never worked with platformer mechanics before you'll probably want to make a few short demos before you start on your real project (not like long ones, but just to learn how to certain things.)
There are some good tutorials you can download right on YoYoGames site:
http://www.yoyogames.com/make/tutorials
Hype
author=narcodis
"Hype" is the buzz about a game that isn't released yet. It's more about pretty screens than it is about actual content in-game.
Building hype is another term for Advertising. Advertising is something you need to do if you want people to play your game.
Sad but true. I've never really advertised any of my games beyond posting them - I also avoid mentioning any of them by name in any post where I might reference I have MADE a game. (I admit it annoys me a bit when people do this: "In Blah I did it this way...")
Not advertising your project will leave you obscure, nearly regardless of the number of games and their content; however that can be subverted if your players hype your game because they enjoyed it.
I think everyone should put some effort into this, they put themselves at risk too however - the more you Advertise/Hype, the higher the expectations, and the more likely you are to attract more vocal or unforgiving critics!
(In an ideal world the players WOULD hype all the games they love, to get recognized for better or worse, make sure the ones that see your game are the more vocal community members wherever you're trying to advertise.)
Ciel finally bites and makes a topic
author=kentona
I kind of like the one I made the main image - it's eye catching, intriguing (to me at least) and I don't have to do shady things like uploading to and editting someone else's game profile.
The new one up there right now is perfect - so many layers of perfect.
Ciel finally bites and makes a topic
author=Creation
(just for the record, nobody was shocked about anything in any French communities that I know of. Ciel, could you let me know which community you're talking about, because I thought I knew them all. I'd be a shame to start an unnecessary conflict based on impressions/language barrier.)
A lot of us didn't know about RMN until YDS dropped by to share her game and she's the only one who mentioned something about Legendary Legend (not in a bad way or anything, she just said what this conversation was all about). When I first dropped by I wasn't that impressed with the game that was selected before this one (not repulsed by it but I didn't make me go "Wow! I need to check this website out!"). I guess what I'm trying to say is that the impact of the featured game might (might) not be as determinant as some of you might think (not saying you're wrong, just a possibility to think about). What I was really impressed with is the design of the website which is the best one I've seen in any communities worldwide.
If members selected the featured game, wouldn't you end up with the same problem? Wouldn't some members complain about the featured game as well? Is it possible to have a system which will satisfy everyone? If not, is the satisfaction of the majority the objective? Would the majority necessarily know which game most deserve to be featured? If a system fails to meet the expectations of the members every once in a while, is it reason enough to get rid of it?
Good luck with this,
Quoted for Awesome - also curious to see the sites where we're being laughed at for having LL up there.
I loved the Featured Games because the staff would find COMPLETED (not demos, not tons of fancy screens) games that were interesting in some way (because you can never please everyone) to make it more visible and give people who would have missed something they might enjoy (note again: if you don't enjoy it, it's okay, someone else likely did, and the world didn't end) a chance to see it.
The purpose was to give an unlikely gem some time to shine, not to show off the "BEST" of what our tiny community has to offer.
I mean, I know we're self-important and all, and RM is SERIOUS BUSINESS - but everyone does have the scope in their heads about just how minor this all is, right? I mean, who are we trying to impress anyway?
Space Funeral having replaced Legendary Legend isn't going to get you a raise, teach your children right from wrong, or let you ace that final in Calc 2.
NOTE: If voting was used for the Featured Game, neither time mine got up there would have happened; both times it was AFTER they went up that I got a huge rash of "Wow! How did you do that?" and "I loved this game, are you making a sequel?" and "Can I have your scripts?" and that popularity spread to other sites not directly through being featured, but because those amazed players went and told someone else.
I'm glad I got a little time in the spotlight before Muse and Ascendence become 6-month fixtures.













