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AFTERMATH VX - Version 0.4

It's the teddy bear on the table in the very room you find your companions.

Difficulty

author=LockeZ
I can see where you're coming from, but... adding complexity still causes the complexity itself to be harder. If we're saying that complexity is a type of challenge, that it's a type of difficulty that the player is expected to have to overcome in order to be successful, then adding more of it adds more difficulty.

You're right. I focused on difficulty in beating monsters and my experience with complicated systems, such as FF VIII's junktion system, is that enemies become really easy to beat since I have overpowered characters. That was why I didn't think of complexity as a difficulty.

I do agree, definitely, that if the player is skilled at handling the complexity, then the problem solving becomes simpler. That's absolutely true. The problem solving in battle allows a wider margin of error because your skill in complexity made you stronger. But the same is true of preparation: if you are skilled at handling the preparation, then the problem solving becomes simpler. On the same token, if you are skilled at handling the problem solving, then the preparation becomes easier: you can fail at certain aspects of it and still win.

And in fact, I think this works in all directions. If you're skilled at handling the preparation, then you don't have to work as hard at the time consumption or the complexity. If your game involves reflexes and you're skilled at handling the reflexes, then you can win with less preparation and with less problem solving and with less time consumption and with less complexity. It seems like this is universal - being good at any one part of the game will make it so you don't have to be as good at other parts.

This is definitely true. However, I noticed one peculiar thing, for me it's a good thing in all genres except for RPGs.

When playing Contra, I didn't have great reflexes, but I managed to compensate by being able to "see in the future" so to say. I learned how the randomly spawning enemies moved and could judge which spots would be safe respective dangerous soon.

This is also a way to lower the chance of a player getting stuck. If you need one particular skill, you can encounter a situation you cannot handle. However, if there are multiple skills tested and you can compensate the lack of one by doing great in another, there's a much lower chance you run into a complete stop.

Unfortunately, it doesn't work so well in RPGs. If I'm good at preparation or complexity, problem solving don't just become easier, it becomes duller as well. The more optimized my characters are, the fewer the number of useful skills. I get into situations where my characters simple are to strong for certain skills to be useful.

The exception, I guess, is if the different types of difficulty are completely separated into distinct gameplay segments: a reflex-based level, then a problem solving based level, then a pure time consumption level, then a level with nothing but complexity, and you earn no powers or rewards or anything else that carry over from one segment to the next.

Alternatively, you can create a scenario where the player has to be good at all of them and there's very little in ways of compensating if you're lacking in one skill. One example is raid bosses in World of Warcraft. To beat them, your party has to both have good enough gear and the players have to know what to do. If your gear isn't good enough, either you will flat out die (the tank isn't durable enough) or you can't defeat the boss fast enough and some form of time limit kicks in. If you don't know what to do or you do know, but cannot execute the maneuvers properly, you (and sometimes teammates as well) will often get hit by something strong enough to kill you many times over. In neither case can you compensate for lacking in one by being better than needed in the other.

AFTERMATH VX - Version 0.4

author=drakiyth
What I plan on doing is nerfing the exp gains a bit and the lucky 7 but nothing drastic.. I enjoy the fact you level a bit faster but not as fast as it is now. After that I am going to make the monsters on the lower level pound your ass in if you're not prepared. The game needs it's edge back and difficulty keeps a player wanting more.

Sounds great. Speaking of lower level enemies, there's one thing I found that makes them a joke, getting four baseball bats. I usually only buy three of them since I now know you can find one and give the last character a fire poker + stake knife. With three baseball bats, it's really easy. Any enemy that isn't defending will die in one hit. They are also very cheap and I can easily afford three of them before I even enter the lower floor.

Whatchu Workin' On? Tell us!

I'm testing my forest area. I've done some minute balancing such as lower the HP of some enemies and such, but I've realized I need a feature that prevents the player from getting chain ganked by on-screen encounters. It's usually not a problem, but getting into a new encounter before you had the chance to open the menu and heal isn't very fun.

AFTERMATH VX - Version 0.4

For whatever it's worth, here's my suggestions:

What you did right was making it easier to survive alone. It used to be very luck based.

The rat boss was perfectly beatable at level 4, but some players wanted to fight it at level 5. I think the best way to handle that boss is to balance the exp rewards so that you're expected to have 40 Max HP when you first meet it, but can level up and get 50 Max HP without taking to much time. Personally, I think that not only finding the boss, but also exploring the whole area should still not land you at level 5. Ideally, I also want to be able to go back to the trader for some preparations without hitting level 5. I admit this can take some tight balancing though.

I think it's a good thing that the random encounters give more exp. However, I suggest compensating by lowering the encounter rate and making each encounter on the lower floor harder. Basically, you fight half as many battles as you did in version 0.3, but get twice the exp and twice the beating for each.

How about making it so that you do start with 20 Max HP, but only get 7,5 (alternate between 7 and 8) per level up? This lands you at 42 Max HP at level 4 and 50 at level 5 while still making the very start a bit softer.

Do you find 0.4 more enjoyable?

I do approve of the fact that it's easier to survive at the very beginning. I do not like that the Rat Boss became a complete joke this time around. Random encounters have become easier, but it matters little since they already were easy (again, except for when you are alone). All in all, I'm going to say no, this version is not more enjoyable.

A good intro

I don't think there is a particular intro that is the best one. Choose one that fits your game. A few thing to look for though:

Don't bore the player. Whatever type of intro you choose, make sure it's entertaining enough to keep the player playing.

Is you intro actually a fair introduction to your game? The intro should contain elements that are prominent in your game. If most of your game is spent in dungeons or enemy strongholds, you should not have the player start locked in the main character's hometown for half an hour. Likewise, starting with full action isn't fair if your game is very light on action.

Anyway...

A: Straight into the action: Game is then a series of flashbacks

As others have mentioned, this minus the flashbacks is even better. Sometimes there are good reasons for flashbacks, the hero is 20, but there are parts of the story that takes place when he was much younger. However, presenting something boring as flashbacks instead of intro doesn't change much other than delaying your shortcoming as a writer a bit.

B: Hero wakes up in a village and does numurous chores.

I can only recall one game (Blacksmith's Apprentice) where I liked this approach. To pull this one off successfully, you need an nice village with interesting NPCs. You really have to capture the feeling that it's a home and not just "the first town". I also want the chores to be as interesting as possible.

C: Game begins in the first dungeon.

This one is pretty similar to A. I want a fun dungeon and all that.

D: Blackscreen explaining the gameworld

You better explain something that interests me (the goddess creating the world, being attacked by a demon and then sealing said demon is not interesting) or make it short. This intro has so far always bored me, but I'm sure there are ways to make it good.

Proposed Changes

-No more free healing at save points. You have to pay gold to heal your characters with the cost being relative to how much HP/MP they've lost.

Typically, monsters will drop money exponentially. That means, by the point your maximum MP has doubled, your income has more than doubled. I think this holds true for this game as well. This in turns means that either MP healing will be incredible expensive at the beginning, or it will be almost negligible later on.

-All status magic will cost a percent of max MP rather than having a fixed cost. This will stop players from spamming Paralyze and whatnot on everything that moves.

Be very careful with weakening status effects. Status effects are often something most players simple won't use. That said, I can't tell whether or not this nerf is needed since I'm one of those who didn't use status magic in this game.

-Monsters will give less XP the more you fight them. The first monster you fight on a map gives 100% XP, the second group gives 50% XP, and the rest give 25% XP.

Well, that makes it easy to figure out how many times you're supposed to fight, you should fight twice each area. If that's what you're shooting for, go for it.

-Monsters will use their normal attack less often, and bosses / elites will be faster.

I believe players will be at a lower level if you implement the exp nerf. That will already make monsters harder. Making them stronger may be overkill. However, if you decide against the exp nerf, then go ahead. As for making bosses faster, I don't see how that will change much. Speed is nearly useless in boss battles anyway due to how this game handles turns.

AFTERMATH VX - Version 0.4

I found a fun bug that allows you to beat the boss at any level (as long as you can make it there). The bug works as following: Rest to start the timer. Then let the timer run out during the boss battle. The timer running out will for some reason end the battle. Let's call it "the bed-time bug".