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Making Healing Interesting with Multiple Healing Characters

I second what LockeZ is saying. The best way to make healing interesting is to make sure there are a lot of other things the player wants to do and healing then becomes an issue of figuring out which character(s) can best afford to spend a turn doing so. The title says "Making Healing Interesting with Multiple Healing Characters" but I think it's actually harder to make healing interesting with only one healer. If you only have one healer, then it's obvious who will heal.

author=unity
Also, if you make a character who can both dish out a lot of damage with offensive spells and also heal the party, can you encourage the player to use both rather than just saving all their MP for healing? I suppose you could have the two types cost different resources?

Most RPGs are set up so that healing is the most cost efficient way to spend MP. However, there's no rule saying it has to be this way. You can change around the MP cost of skills so that an offensive spell is more MP efficient, at least when used in a smart way.

Writer's Block. How to beat it? Creating a story.

author=Harbinger
Im not creating anything I wouldn't use. And so far im just focusing on towns, if I make anything unnecesary I will just not have it and save that map for a later game. Usually my best inspiration happens at random so im being random XD

Perhaps, but we can't really give you advice to how you should randomly get the best ideas.

I will note that inspiration is not always the answer. Sometimes when I don't know how to write a certain scenario, the solution is to sit down, think and that way figure out the solution rather than hoping for inspiration. It has also happened that inspiration came while thinking.

Now, I can't really force good ideas to come out, but I have found that reviewing what I already have allows me to expand into what I'm lacking. For example, if I don't know what to write in a certain section of the story, I can look at my characters, what kind of personalities they have and so on and then look for what events would play on their personalities. Likewise, I once encountered a situation where I felt that one of my character was too flat and rather than looking at that character himself, I looked at the other characters and was able to fill out his personality by thinking of how he could interact with them.

What works varies from person to person, but do question what you think works for you. I have been in the situation where I thought "X works for me" and then a lot of abandoned projects later found out that X does in fact not work for me. Don't be to sure what you think works for you actually does work for you, especially when you run into barriers.

How to encourage the player to explore?

author=Milennin
Avoid a lot of backtracking. Let the player unlock shortcuts to get back to the main path quickly after finishing exploration of a side path.
Alternatively, make the exploration happen in a loop rather than an one way path. But yeah, avoid long walks back.

How to encourage the player to explore?

I usually explore if the environments are interesting enough and I find non junk by doing so. The act of doing so should also not be a pain, I will not be fond of exploring something and then having to take a long walk back to the main path while there's random encounters harassing me.

I don't think you should rely on tricks to get the players to explore, the exploring should be fun at it's very core.

Learning to Use Damage Formulas in VX Ace

The formula I posted is not as exponential as some here seem to think. It's true that attack is squared in the formula, but attack is also placed in the divisor.

If enemy defense is zero, 4 * a.atk ** 2 / (a.atk + b.def) is equal to 4 * a.atk * a.atk / (a.atk) which is equal to 4 * a.atk. So, if an enemy has zero defense, each point of attack gives you four points of damage, exactly the same as the default Ace formula. Actually, the default formula will almost always give you four points of damage per attack, the only exception is if the enemy's defense is more than twice your attack at which point you deal no damage in either case. With my formula, you get four points of damage or less per attack, never more.

16 atk < 16 def = 32
32 atk < 16 def = 85
64 atk < 16 def = 204

16 atk to 32 atk yielded 85/32 = 2,66 times the damage and 32 atk to 64 atk yielded 204 / 85 = 2,4 times the damage.

Let's see what happens if we use the default formula instead.

16 atk < 16 def = 32
32 atk < 16 def = 96
64 atk < 16 def = 224

Here 16 atk to 32 atk yields 96 / 32 = 3 times the damage and 32 atk to 64 atk yields 224 / 96 = 2,33 times the damage.

Those results are rather similar.

If attack and defense are equal, both formulas yield the same result. However, if you then change either one of those, with my formula the damage will be closer to what you get with equal attack and defense than it will with the default Ace formula.

Contrary to what the attack squared part may indicate, my formula does not yield more extreme results than the default one. In fact, I designed it for the opposite purpose, to yield less extreme results. It's just that the attack squared part may look scary if you don't realize what having attack also placed in the divisor does.

The End Of The Modding Community

Well, Valve is backing out of their idea, so I guess problem's mostly over. The shit from the shit storm that happened due to the paid mods idea may not have settled entirely, but I think the average mod user will be able to keep adding and playing with mods in the game without any notable additional hassle.

Learning to Use Damage Formulas in VX Ace

"b.mhp * 3 / 10" will do it.

But why do you request something and then say it's as a problem? If you want a healing spell to be dependent on a caster's attribute, then you can't also want the spell to always heal X% HP.

Learning to Use Damage Formulas in VX Ace

What a.atk ** 2 / (a.atk + b.def) does compared to 4 * a.atk ** 2 / (a.atk + b.def) is to change the ratio between hit-points and the attack/defense stats. Assuming everything else is equal, with the later formula, you have to give characters and enemies four times the hp compared to the former formula. However, you could do the opposite consider hp set and in this case the former formula would require you to give characters four times the attack and defense compared to the later formula.

If you use Base Power + (10 + a.atk - b.def)/10, it's very likely you end up having to give characters less hp than attack and defense, which is rather rare in RPGs. That doesn't mean it's a bad thing of course. Another consequence is that defense has to be kept lower than attack.

This is one of the benefits of creating your own formulas, you can control what you want the numbers to be. I prefer changing the stats so that I can use stats I'm comfortable with rather than having to adapt my stats to fit the formula. There are of course a myriad of other desires that affects what kind of formula is desirable. I usually create a new formula for every project I start.

If you want to try coming up with your own formulas, try starting with asking yourself what you want the formula to accomplish.

Things I've Learned

I have not claimed that we need to make a pessimistic assumption about all games, I addressed the fact that this assumption is often done and offered my thoughts on why that is. However, our discussion has indeed not been very productive.

Anyway, it's hard for me to tell how my "broken core" should be fixed since it's a very broad topic and there is no single right way. However, here's a process that I think is basic, useful and still skipped by a majority:

When you design a skill (or include a pre-made default skill), check if a situation where the player would want to use the skill actually happens in your game, and that often enough to warrant the skill's inclusion. Do not think "skill X buffs status A, so it's useful when you want to buff status A", make sure your battles generates situations where buffing status A is worth spending an action that you could have used for something else, like dealing damage.

Let's use a sleep spell as example. There are various ways you can handle it.

You could design enemies that justify using the standard sleep spell. The enemy has to do something threatening enough so that the player is interested in stopping it from taking actions. The enemy also has to be decently durable, killing an enemy also stops it from taking actions, so putting it to sleep is only useful if it's considerable faster than killing it. The sleep spell must also be reliable.

You can alter the skill, often by granting the skill an offensive purpose. You could reason that if an enemy is asleep, it's not moving, so someone attacking it can easily aim for a weak point and thus deals double damage or always scores a critical hit. The player loosed damage output by casting a sleep spell instead of attacking, but if an asleep enemy takes double damage, the player will be able to recover the lost damage output.

If you can't/don't want to do what it takes to make the sleep spell useful, axe it. There's no point for it to exist then.

Go trough this process for every skill. Do not just think "this character has status effects/buffs" and then hand that character a series of status effects/buffs. I'm positive this is more often than not what the creator did if a character has say a poison, blind, silence, sleep, paralysis and charm skill, 4+ buff skills or other notable series of themed skills. However, doing so is a fail-safe way of rendering a large percent of the skills useless. Even if you give a character such a series of skills, examine every single skill individually.

Things I've Learned

author=Craze
so you're saying that changing characters won't add variety to a bad game? why do peole in this forum keep assuming enemies are gonna be boring? =| i saw it plenty in the miss topic too... people just assume everything is ff6 (and thus poorly constructed) and give their opinions based on that.

kind of a pessimistic atmosphere for gam mak :<

I think changing characters work as a multiplier to variety rather than something that adds variety, so yes to the first sentence. I actually think that's in general true for various features. Imagine you have the vanilla VX Ace battle system with the choices of attack, skill, magic defend and item. Can you create battles that are varied out of that? If the answer is no, then I don't think you will succeed no matter what features you add.

As for people assuming standard battles will be boring, that is more often than not true. In the vast majority of RPGs, this has been the case. My hypothesis is that's because the RPG genre never got around to fix it's very core, instead as it evolved, it just kept attaching more and more ideas, all to it's broken core.