CRYSTALGATE'S PROFILE
Crystalgate
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IT'S ALL ABOUT DEM MIND GAMES
I do like the idea of showing when a boss is about to die. Usually I fight as I do in every other round. The healer heals, the mage refreshes a buff, the fighter charges up for a massive attack the next round and the thief pokes the boss with his dagger. However, the boss only had 50 hitpoints left and dies from the poking. If I knew the boss was near death, I probably would have skipped the buff refreshing and also had the fighter attack immediately instead of setting up for a massive attack the next round. Granted, even if I go all out (except for the healer) there's still the chance that the boss falls to the weakest attack. It still feels better if the boss falls during an onslaught instead of a casual blow during a round where I'm mostly preparing for future rounds.
Feedback for v0.02
Those explanations looks good to me. The problem is that I have played tons of RPGs where things don't really make any sense and events are happening because the author wants them to happen, not because there's a good explanation for them. You game looked like it had that kind of problems. I'm glad that's not the case, but you need to somehow communicate the fact that you have thought things trough to the player. I understand that can be tricky, you don't want to drop a large load of infodump on the player to early. Here's my suggestion though:
Let the player know that the fighter's guild was created by a prior king, what it was created for (no need to get into details early though, the general idea is enough) and that the head of the fighter's guild is the one who's actually supposed to step in if the king cannot rule. That is the information the player needs to know in order for your scenes not to look like plotholes. For example, the king trusting Zillien makes more sense then and at this point the player will most likely suspect there will be more details later about how Zillien got that much undeserving trust.
Information like how Zillien moved his men so that they are in a convenient position at the right time can be revealed later and bit for bit if needed. Elaborate details about why the fighters guild was created and what it's role is can also be explained later, as long as the player knows the general idea. If the most pressing details makes sense, you can get the player's trust and he will believe that what doesn't seem to make sense now will make sense later.
Information like how Zillien moved his men so that they are in a convenient position at the right time can be revealed later and bit for bit if needed. Elaborate details about why the fighters guild was created and what it's role is can also be explained later, as long as the player knows the general idea. If the most pressing details makes sense, you can get the player's trust and he will believe that what doesn't seem to make sense now will make sense later.
Feedback for v0.02
The story seems good overall. I does move along fast as well, maybe even to fast although I do prefer to fast rather than to slow. There are a few details I found strange though.
I approve of the idea to make most characters fighters and to make fighter skills more flexible. You need to work on implementation though. Enemies are dying to fast for kick and anger to be useful. Kick does seem to hit fairly accurate and it lasts two turns, so it could be effective against tougher enemies as long as you don't make them resist it. Anger however, will not be used in anything else than a boss battle. It costs one turn to activate it, it's a turn you could have used to deal damage instead. Since the purpose of anger is to deal damage, that's self defeating unless the battle last enough turns for you to gain back more damage than what you lose by casting anger in the first place. Usually, that means a boss battle.
When the king told Zillioen that he suspected a traitor is feeding the enemy information, he seemed to act as if it was something unexpected. Paying an informant is one of the most basic spy tactics. If Zillien had the information needed to make a good mole, the king really should have put him on the list of suspects. There may be a good explanation for why the king let himself be caught off guard, but right now comes of as naive fool.
Why is Zillien disbanding the fighter's guild? The explanation seemed to be something in line of Zillien seeing it as a potential obstacle now that he became the ruler, but that makes no sense. The guards shouldn't accept Zillien as a ruler. Even with the prince gone, there should be a council or other high ranking people that are prepared to step in. Meanwhile, the fighter's guild is serving Zillien and the game made it clear that there's currently a lack of soldiers protecting the capital due to the war, meaning the fighters most likely outnumber the soldiers. If anything, Zillien should be using the fighter's guild to fortify his power and keep the whole aristocracy in check, not the opposite.
Speaking of soldiers being out fighting, you usually don't have your own soldiers fight while mercenaries or other warriors not under your direct control protect your home. If you need to divide your forces, you make sure the mercenaries are part of the fighting force and your own soldiers are protecting your capital. I admit there may be a good explanation for that illogical arrangement. It didn't seem the king was prepared for the war while Zillien was, so he could have arranged it so that members of his guild conveniently were away from the war-zone when the attack began and in other ways in a state where they couldn't be deployed fast enough. If there is an explanation like that, make sure it's in the game.
Why is Zillien disbanding the fighter's guild? The explanation seemed to be something in line of Zillien seeing it as a potential obstacle now that he became the ruler, but that makes no sense. The guards shouldn't accept Zillien as a ruler. Even with the prince gone, there should be a council or other high ranking people that are prepared to step in. Meanwhile, the fighter's guild is serving Zillien and the game made it clear that there's currently a lack of soldiers protecting the capital due to the war, meaning the fighters most likely outnumber the soldiers. If anything, Zillien should be using the fighter's guild to fortify his power and keep the whole aristocracy in check, not the opposite.
Speaking of soldiers being out fighting, you usually don't have your own soldiers fight while mercenaries or other warriors not under your direct control protect your home. If you need to divide your forces, you make sure the mercenaries are part of the fighting force and your own soldiers are protecting your capital. I admit there may be a good explanation for that illogical arrangement. It didn't seem the king was prepared for the war while Zillien was, so he could have arranged it so that members of his guild conveniently were away from the war-zone when the attack began and in other ways in a state where they couldn't be deployed fast enough. If there is an explanation like that, make sure it's in the game.
I approve of the idea to make most characters fighters and to make fighter skills more flexible. You need to work on implementation though. Enemies are dying to fast for kick and anger to be useful. Kick does seem to hit fairly accurate and it lasts two turns, so it could be effective against tougher enemies as long as you don't make them resist it. Anger however, will not be used in anything else than a boss battle. It costs one turn to activate it, it's a turn you could have used to deal damage instead. Since the purpose of anger is to deal damage, that's self defeating unless the battle last enough turns for you to gain back more damage than what you lose by casting anger in the first place. Usually, that means a boss battle.
IT'S ALL ABOUT DEM MIND GAMES
post=152473
-The 'stuck boss' phenomenon. People dislike games that are too easy, and they dislike games that are too unforgiving, so what is it about a game that that has that one boss that suddenly stonewalls your progress? I've noticed that many people will quit right away at the sign of a game being really, really hard from jump street, but almost no one quits a game when a boss suddenly comes outta nowhere and puts your balls in a vice. I think some of the most memorable 'can't get past this boss' bosses are when; the player has already invested a significant amount of time into the game (I'VE ALREADY BEEN PLAYING THIS GAME FOR LIKE 20 HOURS I AIN'T QUITTIN' NAW SON FUCK DAT"), or right in the middle/before an important plot twist, and you're pretty much emotionally blackmailed into beating it. And you do! And you enjoy it! Interesting, yeah? Legend of Legaia is a great example of this.
I do not enjoy bosses that are way to hard. I put up with it because the rest of the game has been enjoyable and I assume the enjoyment will return as soon as I beat that boss, meaning beating said boss is a form of investment. I accept some boredom in return of a lot of enjoyment later. That said, if a boss is a plot important character that is supposed to be powerful, then I will approve of it being harder than both previous and later boss fights, but there is a limit to it. If a boss is much harder than other bosses, then either that boss is to hard or the previous ones were to easy.
I do often quit if I notice the game is to hard from the get go. In this case there's only the pain and no promise of something good coming if I put up with it. Also, chance is the challenge is for the wrong reason. In games where I control my character directly instead of giving them orders, I can counter enemies doing more damage by dodging/blocking/whatever better and that way get hit less. When it comes to RPGs, there's often mandatory damage. Alternatively, there's damage that can be avoided, but doing so relies on the RNG being in a good mood making the damage luck based. If the difficulty in an RPG comes from the mandatory damage being jacked up to unmanageable levels, then there's no way to deal with it except to grind. If the mandatory damage can be manageable, but the mandatory damage plus the maximum luck based damage isn't, then getting by means either grinding or relying on luck. As far as I'm concerned, any challenge that you can't get past by just playing the game better is challenging for the wrong reason.
At the beginning of the game, almost all damage is mandatory or luck based. Few RPGs give you the skills needed to avoid or mitigate damage from the get go. You take the least amount of damage by using the most powerful skills and choosing the right target. Any damage you still take cannot be avoided by using better tactics. If a game is hard under those condition, I see it as a bad sign.
This wasn't maybe what the topic is about, but the point is, I don't see and mind trick here. The decision to quit if an RPG is to hard from the get go, but stick to it if later an uncomfortable hard boss emerges, seems rather rational to me.
-'Gameplay which is compelling but not'. So I was playing Romancing Saga the other day, right? And I was doing a bunch of miscellaneous side quests, just getting gold, equipment, and dicking around. One day I played for about five hours straight, and sometime into I realized I wasn't even really paying attention to what I was doing half the time. I spend most of the random battles browsing the internet or listening to music, I half paid attention to wandering around the towns, and I meandered from dungeon to dungeon. I kinda realized that I spent the last few hours doing nothing but investing in getting pimp ass equipment and class level ups for my characters, simply for the sake of doing the exact same thing for another five hours. And I did. I know I basically described 'grinding', but it's something that people love to hate! Grinding is boring when its boring, but when its not, I like to call it 'spending hours upon hours pimping out my party members'.
I define grinding as overdosing on one activity until you can do the activity you want to do. So, if getting the cool armor in the optional dungeon is what you want to do, then that's not grinding as far as I'm concerned. However, if what you really want is to progress the plot, but you need to armor to get an edge over the upcoming boss, then that's grinding. Also, if you want the get the armor, but doing so requires you to first level up a bit to tackle the dungeon, then leveling up is grinding.
Now, I don't think that's your definition of grinding. However, if you don't use a definition for grinding that necessities grinding being boring then there's no surprise if you do find a situation where grinding isn't so bad.
As far as making you definition of grinding enjoyable, I think others have already covered it, grant the player small goals that are reachable within a reasonable time frame, but make reaching all of them taking a long time. More players will put up with 10 half hour grind sessions that each grants a small boost than a 5 hour grind session that by the end of it grants the same boost, but you get nothing prior to that.
-The entire phenomenon of an RPG being about putting virtual stuff on a virtual dude to make numbers go up, to produce bigger numbers to make sure that other guys numbers don't reduce your numbers to 0. This is the beauty of it all.
We play to be stimulated and I assume that most RPG players find figuring out ways to improve the numbers stimulating. The methods to improve out numbers which we view as stimulating varies from player to player. There is as we noticed the whole grinding business which we have a lot of disagreement about. Here's however a trick I think works for stimulating the majority of the players; give the player a choice of how to improve the numbers. I believe that more people find improving the numbers stimulating if there's multiple methods to choose between than if there's only one method available, even if the available method is the one they would have chosen anyway.
Stat ups buy using cash instead of leveling system.
post=152569
So like the 1st upgrade would cost about 100 but only give you a small amount and then the next one would cost more but give you more and then the custom shop wouldnt work at all once it has been used 99 times.
How does cost more and give you more work? Does the first upgrade cost 100 and give you 1 while the second cost 200 and gives you 2 or something like that? Or will you have diminishing return meaning that the price goes up faster than what you are given? I suggest the latter for the sake of balance. Actually, I wonder why you want each upgrade to give a higher and higher amount in the first place.
Then there's also the question of how this works across different stats. If you were to upgrade strength first and then vitality, will you gain more vitality than you got strength since the vitality upgrade is a later upgrade or does the cost more and give more rule only apply if you upgrade the same stat? If it's the latter, then the 99 upgrades limit means you get a higher stat total and stat per money by concentrating on just one stat.
The idea of using cash to upgrade stats sounds fine to me by itself, but it all comes down to implementation. The math will decide what kind of behavior you encourage.
legacy_0019.png
Two things:
1) Wolves don't roar, they growl.
2) The house to the right looks like it was cut into two.
1) Wolves don't roar, they growl.
2) The house to the right looks like it was cut into two.
(RMXP) Stat calculation?
post=151108
Let me see...So Attack - defense/2 X 20 + strength/20 would equal the attack, with variance making it 15% higher or lower (or whatever the percentage is set to). But now the Round Defense/2 confuses me a bit.
Round decimals down. If the defender has a defense of 15, Defense/2 will be calculated as 7 instead of 7,5.
Gameplay is the only thing that matters
I am saying that the 'graphics/story/music' very much influences the gameplay, depending on the game. It's hard to place all this in tier lists when they're very much connected. Graphics can make some battle systems more intuitive simply because they're informative enough to reduce the amount of button presses to simply check something for example.
This makes me wonder what someone who says "gameplay is the only thing that matters" mean. If gameplay is assumed to be separate from graphics/story/music then I'd go and flat out call that statement wrong. If graphics/story/music are considered part of the gameplay since they influence gameplay, then that statement becomes equal to "everything is the only thing that matters". I'd guess whoever says gameplay is the only thing that matters is going for something in-between, i.e. graphics have to be good enough for you to know what the heck is going on, but making them prettier looking isn't important. Or something like that.
(RMXP) Stat calculation?
post=151043
Variance is the randomness of the damage. Setting it high will make big random differences to the original output. Eg, if the original damage was 100, then setting a high variance might do 100 ~ 150 damage. If set to low, then it might do 60 ~ 100 damage. Keeping it at 0 will make your damage somewhere around 90 ~ 110.
That's not how variance works. Variance will indeed determine the randomness of the damage, but a high variance will not make the average damage any higher. Taking your example of a original damage of 100, 0 variance means the attack will always do 100 damage, 15 variance means the the attack will do 85-115 points of damage and say 80 variance means the attack will do 20-180 points of damage. The minimum damage is variance % less than average and the maximum damage is variance % higher than average.
Normal attacks:
Power = A's attack power - (B's physical defense ÷ 2)
Rate = 20 + A's strength
Variance = 15
Minimum force: 0
The average damage a normal attack does is (A's attack power - (B's physical defense / 2)) * (20 + A's strength) / 20. Round (B's physical defense / 2) down. The damage can then be up to 15% (Variance %) higher or lower than the average. Does that explain it well enough?
The goal of a game
One of the goals I have is to finish the game. This usually means beating the last boss, but a few games don't have a last boss. That's perfectly fine for me though, I rarely feel much anticipation for facing the final boss anyway. What I really want is a sense of closure. I want to feel like the story is over.
Another goal I strive for is good phasing, usually between story and gameplay. Having either to long dungeons or to long cutscenes bores me and if possible i try to speed things up. If the dungeon is to long I may start running from battles and if cutscenes are to long I may fast forward trough non essential dialogs.
It doesn't have to be between story and gameplay trough, if the gameplay is varied enough I may switch between the various gameplay elements there are.
Another goal I strive for is good phasing, usually between story and gameplay. Having either to long dungeons or to long cutscenes bores me and if possible i try to speed things up. If the dungeon is to long I may start running from battles and if cutscenes are to long I may fast forward trough non essential dialogs.
It doesn't have to be between story and gameplay trough, if the gameplay is varied enough I may switch between the various gameplay elements there are.













