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Review By Indigo Streetlight

I never played Silent Hill before Backstage and I liked Backstage.

Cute boys report in nao!

i
want


finish this please
(also send me legendary stars)

Cute boys report in nao!

Something Dark is Coming

magi do you remember... our conversation

Sorry for the delay, guys.

Er. I mean. Before the end of summer. Left me fix that.

Edit: I realize how disappointing it must be to hear that. =P

*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.

*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.

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.

*tries to steal* "Couldn't steal anything!"

Yeah but I literally don't remember anything.