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+++ DynRPG - The RM2k3 Plugin SDK +++

Btw. GhostRider, i didn't forget you. Hope i'll get things done this weekend.

Equipment Performance Enhanced

I think this topic is really interesting from a technical perspective. It reminds me of those "damage/defense/healing" values in Diablo 3.

From a game developers perspective, i would rather remove that "optimize"-button.
In a game with really simple items, like every item being a stat-stick, that optimize-function saves the trouble of doing boring decisions manually.

In a game with more interesting item choices, for example with items that give additional skills, the decision which item to equip is not that boring and even your improved optimize script may not be able to live up to what it promises.

In Diablo 3, comparing items give information on how much damage/defense/healing will change by using another item, but those values are only calculated using the basic stats and not special effects. Its still up to the player to decide whether it's worth to sacrifice raw power for something special.

I think for a simpler systems, the game would benefit from your script. Nice work.

Whatchu Workin' On? Tell us!

author=CashmereCat
How would you guys recommend getting into balancing RPG battles? Any suggestions?
Learn how the numbers are calculated. You should not be surprised by numbers and you should know how and why they are calculated. You should also be able to predict which numbers you are going to see.

If you see numbers you don't understand, find out why they are that way. Don't just change some values here and there.

Balancing is also not about configuring a certain state, a certain battle. It's the path of progression for the player. I wrote two articles about that, but they are in german. If you happen to speak it, i'll give you a link.

LockeZ's advice is worth a mint. I did that years ago and it helped me a lot. Gamefaqs and wikia can be good sources for formulars. If you play an MMO, try that. Those usually have some kind of theorycrafting-scene, so you will find more information.

Things i'm working on:
Plugins and other battle system stuff for Dark Sword.

+++ DynRPG - The RM2k3 Plugin SDK +++

One more thing:
The database is not part of the savestate.
Means: if you change item settings via plugin, and you load a savegame, its still changed. And if you change an item, save the game and restart the game it will be back to standard values, and loading the savegame won't change it to your special values.

Could you deal with that? If you can, i will write you that plugin.

+++ DynRPG - The RM2k3 Plugin SDK +++

I don't know of any plugin that does that.

Tell me exactly what you need and i'll look into it.

+++ DynRPG - The RM2k3 Plugin SDK +++

Righ now it seems to work slightly better, at least i get changing numbers.

My guess: RPG::Battler->attributes returns 0,1,2. 1 means standard resistence. 0 = reduced resistence, 2 = increased resistence.

+++ DynRPG - The RM2k3 Plugin SDK +++

How does RPG::Battler->attributes work?
Did RPG::Battler->attributes work for anyone?

At the start of the battle it returns 0 for every attribute with a list-size of 0.
After the first attack, the size of that list/array is 17, which is the number of attributes in my database. Thats fine. However, the values stay 0. If i use a skill that changes attribute-resistence, the values stay 0.

I had it once that after the first attack, the attributes-values were 1 and changed to 0 after reducing resistence, but that does not happen anymore.
Changing the attribute-settings of the monsters in the database does not change anything.

The Rise of the Complete Heal after Every Battle Game

Equipment could be a limiting factor as well. Lets say gear loses durability when characters die or battles take very long. It only needs once factor that keeps the player from staying in there forever.

The Rise of the Complete Heal after Every Battle Game

author=Liberty
You know what's a cool idea? Not having HP be the only deciding factor if an enemy goes down. So, what if, for the Firaga dude can be killed via HP removal, but a faster way is destroying his MP pool (and that is what can retire him from battle faster).We rely on HP a bit too much when there are a lot of other options out there to explore.

I'm all in for variety and different winning conditions. We could for example, freeze enemies and then smash the ice once completely frozen.

author=kentona
so anyway, one thing I don't like in this Healed All The Time framework is that skills are nerfed.

Nerfed in power or nerfed in "interesting"? In a way, dealing the big hit makes the player feel awesome and powerful. Guardian forces make a ritual out of that. Some people like it. Ultima skills could still work, but not as a first round instant kill. Why not really make a ritual out of it. Example: "Summon Lord of Doom -> Mark an enemy and kill it while marked makes the lord of doom appear and deal damage." This makes the palyer think which enemy is the fastest to kill, bring it down, mark it and then kill it in time. Imo that adds a lot more depth than just power for mana.

author=kentona
And then the game's battles all devolve into "Guess The Pattern" and react accordingly.
In the classical jrpg, all heros are mana-conservers. Most skills can be used instantly and as long as you have the mana. The pattern comes in form of the enemy, and the party has the tools to react to the pattern.

What if we give patterns to the player too? Action RPGs like diablo 3 give players the possibility to chose from a set of skills and create their own pattern, which is used against the enemy pattern. Defeating enemies with your own creating is awesome. Some people loved powerleveling heros in final fantasy and burst through enemies. It's as dull as it can get, but if works as long as the player knows that its his creation that defeated the enemy. This works even more in every type of game that lets you chose your powers, and in most mmos, its the choice of class that determines the pattern the player can use.

Dropping the "conserve ressources"-philosophy gives room to fill the game with something else, and more choice in developing the character's abilities fits very well with an offensive "smash them hard"-gameplay with short ressource management cycles.


Aggression, or a.k.a 'Aggro'.

If healing is able to pull aggro that would make the monsters attack the tank and the healer and since the healer has a weaker defense, he will be required to heal more to save himself and generate more threat.

It has been like this in warcraft but they changed it. keeping aggro on the tank is easy, but lots of battles do have damage on all members of the group, thanks to aoe, cleave, multitarget and simply randomtarget attacks, which brings back the whac-a-mole healing a bit.

I would want, that the healer needs to be healed sometimes, but i also would want that all others in the group need to be healed sometimes, so just increasing the threat caused by heals won't bring it closer to the common jrpg-random distribution of attacks.

Should holding aggro be relatively safe or should it be fragile with losing aggro often? Both works and has worked in mmos.