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This was rather entertaining to read. I did wonder how you intended to scale this system. Apparently, you didn't consider that aspect, but now you do.

Anyway, this gave me an idea. You mentioned not wanting to create more powerful versions of previous skills and I came to think of the possibility to create more advanced versions of the same skill instead. For example, Amalie can taunt the enemies. She could later get a skill that say both gives her taunt status and stuns/weakens one chosen enemy for one turn. The stun/weakening would compliment her taunt since she can then disable whatever enemy she the least want to take a hit from. The same could be done with other skills, you give them a secondary effect that compliments the main purpose of the skill. The advantage would be that this makes the character seem more skilled as the game progresses instead of just hitting harder.

This idea may not fit your game and maybe also clashes with your intentions, but this seems like a fun idea to try myself.

I am setsuna

author=RyaReisender
Sounds to me like you're just not liking the game. Boring characters, really?

You say "Boring characters, really?" but you offer no argument to why that can't be a big problem. Here's the deal, "we wanted a Chrono Trigger inspired game and we got it, but the game was poorly made" is a perfectly valid explanation. If you say you want a chicken for dinner, it's implied that you don't want the chicken horrible over-/undercooked, don't want it together with other ingredients that doesn't work well with chicken and doesn't want it ruined for any other reason. Likewise, when people request a Chrono Trigger like game, it's implied that they want a good Chrono Trigger like game.

Further, game developers have a responsibility to know what they are doing. If someone requests that a game becomes harder, it doesn't mean that any increase of difficulty will make those who made that request happy, there is such thing as overdoing it or making the game difficult for the wrong reasons. Just the same, when people requested a Chrono trigger like game, it did not mean that any Chrono Trigger like game would satisfy them.

What Square Enix can say though is "Well, we tried, seems we don't have what it takes to pull it off anymore".

What Videogames Are You Playing Right Now?

Dark Souls: Beat the DLC. Manus took a few tries, but he fell as soon as I started to circlestrafe him clockwise instead of counter-clockwise. I don't know why that made him easier, but it did. I never faced Kalameet, but I didn't even see Gough and I found that I didn't really enjoy the DLC and as such I didn't feel like searching.

I also started the new game plus, but I'm not enjoying it. The problem is that there are no new items to find, my weapons and pyromancer flame are already fully upgraded and I already have all the spells I need. The gameplay is not solid enough to carry the game without the joy of finding new useful stuff for my character.

I think I go with an INT character next, but I'm considering shelving DS and get number two and play an INT character there instead.

How much does an event slow down a game if it doesn't do anything? RMVX ACE

You can run some tests yourself. Just spam a crapload of events not doing anything. Then make a select few events (the heroes) move around and maybe display a few stock animations as well. See if the game slows down. Granted, if it doesn't, it's not a guarantee that things won't slow down when you're doing it for real, but you can still get a sense of what the engine handles well and what it handles less well.

I am setsuna

If you are taking ideas from another game, you need to know what ideas you want to take and why. In order to make a good Chrono Trigger like game, you have to figure out what made that game fun and should be transferred to your game. However, your game will be different in many regards so you also need to figure out what ideas are not compatible with what you're going for and has to be discarded. Then there are some ideas which can be used, but has to be modified, be it in order to make it compatible with your game, because the idea hasn't aged well and has to be updated or for another reason.

Nothing strange really, if you eat a very good soup, you can of course not just randomly take half the ingredients, toss in a few on your own and expect a great result. However, some posts give me the impression that this is what happened to I am Setsuna. Take a couple of CT elements, add a few on your own, toss it into a blender and hope the result will sell well.

I haven't played the game, but so far absolutely nothing, be it YouTube clips, SE's own trailer or forum posts, suggests that the CT elements have been chosen with good care.

I am setsuna

I did my usual strategy with this game, I watched the very beginning of it and then hit some playlists somewhere in the middle and watched random encounters.

The very beginning had the problem that the characters didn't seem very interesting. Lucca and Marle weren't exactly deep and complex characters, but they still caught my interest way better than Setsuna and A-something. I may be wrong, but the characters came of to me as rather uninspired.

The random battles had the standard RPG problem; spam the same crap over and over. One player spammed attack while another player had one character who would spam Cyclone and one who would spam Lightning 2. If you're going to make a traditional JRPG, that's the tradition I don't want you to keep.

So Erm... Mighty No. 9

I'm watching an LP of it and the game is just mediocre in every way. It's not a train-wreck like Sonic 2006 or Metroid Other M, it's just boring. The game would be merely obscure if it wasn't for the broken promises.

Expanding the Framework and Overhauling Character Roles

author=Red_Nova
Yeah, looking at stat changes and refusing to equip certain armors was definitely the intention originally. I was hoping players could see that Mia would lose more than she would gain by equipping the chain mail. Problem is, optimal or not, it was still an avenue that needed testing, and adding that to a large amount of other possible armor combinations per character would take up so much time that I eventually went with nixing the option altogether.

That's true, anything that's not supposed to be a good idea needs to be tested anyway. I've experienced it myself, I can take a lot of measurements to discourage a certain playstyle, but when testing that playstyle still proved to be superior to the intended one.

The ability to exploit elemental weaknesses was actually the reason Skill Lock was implemented in the first place. The very first demo let you use the same Drive over and over again as long as you had the SP cost. Locking skills prevented spamming attacks, but Luke was still so strong with magic that weaknesses didn't matter so much.

There is one interesting aspect of Luke's elemental spells combined with the skill lock. If a troop has both one enemy weak against earth and one against wind, there's an actual choice to be made. If you distribute the two spells among the two enemies, you end up causing more total damage than if you focus one one. On the other hand, focusing the damage is usually better than spreading it out. Well, in theory this is true, but it remains to be seen how it works out in practice.

Expanding the Framework and Overhauling Character Roles

IIRC, it was not only shown in battle that the manna can use miasma charge, it was also explicitly stated in a dialog box.

So Mia can no longer equip the chain mail. I think it took me roughly 0,1 seconds to decide to never use it once I looked at its stats. I am curious if other people use heavy armor though.

Less offense and more utility for Luke seems like a good idea. The Final Fantasy type black mage rarely brings much tactics to the table. If an enemy if weak against say fire, figuring out that you should use the fire spell is roughly as mentally challenging as a toy made for a two years old.

When do you consider yourself "good" at something?

I think that ultimately, I'm going by feeling. Typically, you're comparing yourself to others. However, if I included people who pick up the RPG maker, but quickly gets tired and quits, it would make it too easy to be "good" at something. So, it has to be at least decently experienced people. How experienced I can't tell though. Hence why it ends up boiling down to feel.

I don't think it's important to draw a clear line, but it's necessary to know what your strengths and weaknesses are. Play by your strengths and all that. So, you do need to get some sort of impression of what you're good at and what you're not.