CRYSTALGATE'S PROFILE
Crystalgate
694
Search
Filter
~~Community Project~~
It's up to the writers? Do you have an assembled group of writers or are we supposed to brainstorm idea here? I'm willing to contribute, but I have no idea how I'm supposed to contribute. So far this project has no direction.
Community project, anyone?
I'd like to help if the project interests me. My strongest point is balancing stats and skills in the database. I can also handle writing (although English not being my first language can be a problem) and mapping.
Anyway, how do you intend to start this project? The different components aren't exactly independent of each other. For example, if the story makes a big deal out of the main character being able to summon creatures from other worlds, ideally that should also be a big deal during combat. Likewise, whether the game is exploration based like Visions and Voices or more "run trough dungeons in order" like most RPGs, will determine what stories are possible. Any idea how you will coordinate this project?
Anyway, how do you intend to start this project? The different components aren't exactly independent of each other. For example, if the story makes a big deal out of the main character being able to summon creatures from other worlds, ideally that should also be a big deal during combat. Likewise, whether the game is exploration based like Visions and Voices or more "run trough dungeons in order" like most RPGs, will determine what stories are possible. Any idea how you will coordinate this project?
HP Recovery... after every battle? MADNESS! (Resource Management)
post=200405
Another common type that I throw in is the HP tank. This guy isn't very powerful or anything, but because of his high HP they last longer. It also will tempt the player to use their powerful skills to finish them off (especially if you make that enemy a "timebomb" type enemy, where after X many rounds this rather meek HP tank will unleash a devastating attack, adding to the impetus to finishing them off sooner rather than later).
..if that makes any sense at all.
You probably should time bomb it then. Enemies are (usually) to stupid to know who they should hit, but a player will always hit the HP tanks last unless it poses some form of threat. Once every other enemy is dead,a tank isn't any threat, but will last long due to it's durability. Battles that are very easy, but takes time are rather pointless. But if you were to timebomb the tank then the players has to take it serious. They may even choose to let lower HP enemies live a bit longer in favor of defusing the timebomb. That's one of the few ways enemies can "tank" without outright preventing the player from targeting whoever they want to target.
Hellion
Yes, and I've accessed it as well. I didn't finish that place though.
Anyway, I restarted with a rogue and that turned out to be more fun, so I'm sticking to him for now.
Anyway, I restarted with a rogue and that turned out to be more fun, so I'm sticking to him for now.
Hellion
I started to play this game recently. The game seems fun, but the animagus bug is still there which removes the point of playing that class. Maybe I'll try another class later.
Craze's Let's Play! Topic
This is the best let's try I've seen so far (I haven't seen all of them yet though.) You did what I think you should do in a let's try, provide constructive criticism for the game creator and humor for the viewers.
The ending to Dragonlands was awesome, it fits the game way to well.
The ending to Dragonlands was awesome, it fits the game way to well.
HP Recovery... after every battle? MADNESS! (Resource Management)
post=156678
It's definitely true that this sort of range of outcomes can make the same battle be a little more interesting multiple times. And thank God for that, because the feeling of pointless repetition is something I despise. But the randomness of enemy actions can do the same thing, if done well. And even with both factors at play, the same group of enemies will still be less interesting each time you fight them. After a few battles, they will be reduced to button mashing no matter what.
That is one thing I really would like to see implemented in an RPG, battles with the same monsters plays out significantly different depending on what actions the RNG picks. I'd consider that a better use of the RNG than having it determine whether or not a battle will be hard.
I also agree that the same group of enemies will become boring pretty soon even if you successfully get the player to use different strategies. There's no point in creating three enemy groups for one dungeon and then set the encounter rate so that the player is expected to fight 20 battles before making it to the end.
Why DQIX is more progressive than you
post=156598
I really hope you guys don't say this every time a "let's talk about cool ideas" because I think implementation over innovation is really obvious and isn't really related to the point.
Well, if someone post a cool idea an I spot a potential flaw, I make sure to voice my concern. That way if the idea eventually is implemented it will hopefully not contain the mentioned flaw.
Other than that, I have seen posts containing cool ideas (actually, I don't consider most of the ideas Craze listed cool) which wasn't jumped like this topic.
Five Strategies for Better Game-Making
comment=42887
You make the assumption that RPGs are story-based, which I don't think has to be the case. Points 1 and 2 are probably meaningless if you're making a dungeon-crawler, for example, and I certainly didn't get into RM* "because (I) wanted to tell (my) totally awesome RPG story".
Still, these are really good pointers for those who do want to create a story-based RPG.
Point 1 can apply to NPCs as well and most dungeon crawlers does have important or semi-important NPCs. I don't think it 's meaningless unless your game is absolutely devoid of characters with personalities.
Why DQIX is more progressive than you
It isn't the mechanics of a game (cool or otherwise; some of those ideas aren't that "progressive" or "cool" IMO) that matter, it is how well they are implemented.I'm going to second that notion. I consider implementation far more important than the ideas themselves.
The best RM* games aren't always the ones that push the boundaries, they're just the ones that do things well - we have enough problems doing that...
New ideas are nice, but the RPG genre has existed for a long time and is still struggling to make battles more than just attack/strongest move + heal. I take an old fashioned RPG which successfully manages to encourage strategy over one with a lot of new idea, but where battles are still just offensive move + heal spam any day.













