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*tries to steal* "Couldn't steal anything!"
The only issue I can see with that is that there's no bar for enemy HP like in Pokémon. In Pokémon you pretty much know what's good against what so you won't use a move that instakills an enemy and rather weakens it to a certain degree and you can see when it's health is in the red and it's weak.
However unless you include health bars in your game, people may inadvertently consistently kill whatever they are trying to steal from when they are trying to weaken it since they cannot see it. And also in Pokémon, if your Pokémon got too powerful, they easily killed stuff you may try to catch, but you can switch it out with another Pokémon that's lower leveled. What if in your game you want to go back to collect something, but your party is too powerful to weaken an enemy and improve steal chances?
This could be subverted by adding in the factor Pokémon had: catching (in this case stealing) chances are improved depending on the level between your character and the enemy character. I don't know how you would go about doing that in RPGMaker and more-standard RPG battles.
However unless you include health bars in your game, people may inadvertently consistently kill whatever they are trying to steal from when they are trying to weaken it since they cannot see it. And also in Pokémon, if your Pokémon got too powerful, they easily killed stuff you may try to catch, but you can switch it out with another Pokémon that's lower leveled. What if in your game you want to go back to collect something, but your party is too powerful to weaken an enemy and improve steal chances?
This could be subverted by adding in the factor Pokémon had: catching (in this case stealing) chances are improved depending on the level between your character and the enemy character. I don't know how you would go about doing that in RPGMaker and more-standard RPG battles.
Nerd Test
*tries to steal* "Couldn't steal anything!"
I feel like if that system in CT was faster (since the dialogue to trade takes much longer than actual buying) it would've been better to extend that across the whole game than to use the typical Gold. At the end of the game you had some ridiculous amount of Gold you were never going to use up, while you used up the enemy drops quite nicely. And then most of the game's best stuff came out of sidequests.
*tries to steal* "Couldn't steal anything!"
Yeah, I hate item farming. I'd much rather be solving some cool puzzle or exploring some cool new area or doing x side quest or whatnot.
You don't have to set it at exactly 100%, more like 75% or something.
Once again referencing CT, CT had that system of trading in the prehistoric times to replace trading with GP. Enemies had a drop of feathers/horns/etc. and you could trade them for equipment or items (seems similar to what you are doing). CT did this well because the enemies dropped consistently (always I think) and it took 3 of more than one item to produce an item, and 10 of each to produce a really good item later on. The number of battles wasn't too much or too little and by the end of an area you had a decent amount of tradable items and you could get a fair amount of new equipment, and there was a training area where you could get even more easily.
It didn't feel like WHOA 23 FIRE HIDES!!! because you needed a decent amount of the item for what you wanted and it didn't feel like it was artifically extending the game time.
I keep referencing CT though, and I don't really even like the game that much compared to other RPGs. =P
comment=29737
*cue players getting 23 Fire Hides in a dungeon effortlessly on nothing but the merit that he was able to kill 23 of the monsters that drop it*
You don't have to set it at exactly 100%, more like 75% or something.
Once again referencing CT, CT had that system of trading in the prehistoric times to replace trading with GP. Enemies had a drop of feathers/horns/etc. and you could trade them for equipment or items (seems similar to what you are doing). CT did this well because the enemies dropped consistently (always I think) and it took 3 of more than one item to produce an item, and 10 of each to produce a really good item later on. The number of battles wasn't too much or too little and by the end of an area you had a decent amount of tradable items and you could get a fair amount of new equipment, and there was a training area where you could get even more easily.
It didn't feel like WHOA 23 FIRE HIDES!!! because you needed a decent amount of the item for what you wanted and it didn't feel like it was artifically extending the game time.
I keep referencing CT though, and I don't really even like the game that much compared to other RPGs. =P
*tries to steal* "Couldn't steal anything!"
comment=29734
Like I said, I hate Mug like skills in RPGs. They're the video game equivalent to accidentally beating to death a guy you're trying to interrogate.
Well, if you're trying to do things in a way that makes sense, logically enemies wil always drop whatever they have. (or almost always, exceptions being like, you burned the enemy to a crisp so its hide is no longer useable, enemy sword breaks)
comment=29734
*cue players walking around in circles trying to initiate encounters to get the Fire Hides which may or may not drop*
Not necessarily. Say you're fighting a party of.... uh. FIRE DUDES. And they drop Fire Hides at a 75% chance.
Now if you're killing a party of 3 of them, on average you will receive about 2. If you steal, you will steal likely at least 2 (taking into account whether or not you are attacking them, how easily they die) and there's a fair chance you're get 3. (100%, 50%, 25%, the odds are decent). Considering that if you steal, battles will take slightly longer it becomes more efficient to simply kill them all off using some sort of all-target (ice?) spell or something like that, to kill them quickly rather than letting party members steal. Although this is still dependent on balancing etc. but this is just my example and it may not necessarily apply to your battles.
Also, I have to say, this is an excellent example of a great discussion-provoking blog.
DOING IT! A community effort.
This is an excellent idea and I would participate if it were relevant or necessary to my projects. (Muse is non-RPG and would need a completely different set of prompts from everyone else and for Chromatose, those tasks are done by other people. =P)
*tries to steal* "Couldn't steal anything!"
*tries to steal* "Couldn't steal anything!"
The fact that they are trying to kill you is true, but unless you have ridiculously hard enemies using one member of the team to steal while the others can still attack/heal/etc. Sure, there is some element of sacrifice, but that's a given anyways. Unless the only useful party character can steal (like the fighter character in Dhux's Scar) one party member not attacking/healing during a group of normal enemies is not really risky unless your game is incredibly strategic and difficult battle-wise.
Personally I like the idea of having an attack steal combo (with perhaps a weakened attack) and lowering the chance to more within the 50% to 75% range, which is already pretty damned high.
And you could just give the thief glove earlier in the game and make it 90% chance or something. I would honestly never go with 100% of stealing ever. Remember that equipping a relic or accessory or whatever is a sacrifice as you only have a limited slot so players could choose to be able to steal with great success or take a regen ring or whatever the hell.
DE is right though. I really think stuff like "Fire Hide" or whatnot should be drops rather than steals. Steals would work better for items that are more immediately useful in my opinion, or stuff like what I referenced in CT.
Also seriously fix up your gamepags, the quote box = the same color as the background!
Personally I like the idea of having an attack steal combo (with perhaps a weakened attack) and lowering the chance to more within the 50% to 75% range, which is already pretty damned high.
And you could just give the thief glove earlier in the game and make it 90% chance or something. I would honestly never go with 100% of stealing ever. Remember that equipping a relic or accessory or whatever is a sacrifice as you only have a limited slot so players could choose to be able to steal with great success or take a regen ring or whatever the hell.
DE is right though. I really think stuff like "Fire Hide" or whatnot should be drops rather than steals. Steals would work better for items that are more immediately useful in my opinion, or stuff like what I referenced in CT.
Also seriously fix up your gamepags, the quote box = the same color as the background!
*tries to steal* "Couldn't steal anything!"
In Chrono Trigger, Ayla has the ability to "Charm" an enemy. It usually worked. Also, if you paired up with Marle to use "Twin Charm" you always succeeded. And you could steal pretty much the best items in the game, like items that permanently increase stats and some of the best armor.















