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New Party Member: Protector of the Undeserving

It seems only The Doomsayer is left.

How does it work if Reyson equips Mia's weapons? She gains burst drives from them instead of drives.

Anyway, the characters we've been using so far has all used variants of swords, but the other three characters may bring something new to the table. Heck, Luke has his wands. Maybe he can dual wield magic wands effectively? It was since Legionwood that I've seen an RPG maker game where such a tactic is not only possible, but also highly effective.

Crypt_of_the_Stars.png

Ominous is business as usual in this game. Or does this Crypt look ominouser than usual? Anyway, this place looks really great. I'd say best looking place so far.

[RMVX ACE] D&D Systems in Video Games: Obsolete?

Using a d20 in a computer game looks to me like arbitrarily limiting yourself. The d20 was used because of physical limitations, it's very messy to try to roll a d21, or other uncomfortable number of sides, with physical dice. Humans also cannot make calculations anywhere as fast as computers, so rules have to be designed to avoid difficult calculations (other than maybe occasionally).

One good example is aD&D's "only even stats actually counts" system. They wanted ten to be average, but getting a +8 modifier if you have an 18 is too powerful, so the player gets a +4 modifier instead and odd number are, with a few exceptions, told to get bent. In a computer game, you could just have made the game roll a d40.

In general, I prefer to think of how I want the randomness to work and then design a roll that meets my specification. If I start with deciding that the computer rolls 1 to 20, it means I have to adjust everything else accordingly rather than adjusting one single random roll.

Yay, an Update (A serious one this time)

My question was a joke on my part, like "wait, so this update is about the UI and not the Dread Slasher?" since the latter (and Fearful Aura) interests me more than the former.

Yay, an Update (A serious one this time)

The Dread Slasher looks like a really interesting skill. If there is a reliable and affordable way to inflict fear, it not only give you a quick access to critical hits, but you also let you enjoy the advantages of having enemies feared while bypassing the disadvantages.

Was there something about the user interface?

[RMMV] My game is too hard, what do?

I have seen from various Let's Try videos that a lot of players are surprisingly inept at handling JRPG battles that are even the slightest complex. This is probably to a large extent due to us being thought that JRPGs don't require thought in battles. Regardless of the case, you cannot expect the player to pick up on seemingly obvious clues. A lot of the players will, but a lot also won't do so.

Have you labeled your game correctly, as in are the testers forewarned that your game don't permit mindless attack and heal spamming? This could help you with attracting the right kind of audience and may even cause some players to switch gear when playing your game. I don't think it's a good idea to let the players take on your game with the mindset that they can mindlessly get trough your battles and spring the fact that this isn't the case as a surprise on them. So, I don't think you have to spell "defend right now" out, but you do have to spell out that fighting mindlessly won't work.

Do note that telling the players that your game requires strategy is not enough, this claim is usually a lie when it comes from a JRPG. You need to convey that message in a way that makes the audience believe you.

Other than that, do you have any idea what percentage of your testers are having a problem? Is it a few of them or most of them? This information is rather important.

What Videogames Are You Playing Right Now?

Dark Souls 2: Beat it. I ended up at level 145, which seems very high compared to about 80 for the first Dark Souls (125 for new game+). I played a pure strength build with a Heavy Crossbow serving as the ranged mean and that worked out just fine. Little to no attention was played to the story and I have no idea why I did what I did other than because it was fun. Well, time for a caster build and time for more reading guides and more paying attention to the lore.

What Videogames Are You Playing Right Now?

Dark Souls 2: Just finished the Undead Crypt. That place wasn't so hard, but the place before, Shrine of Amana or whatever, was a major pain.

The stages are usually a good challenge, but bosses are easier than they should be. I'm beating most of them the first try and it's my very first playtrough. The problem is that most of the bosses are basically one and the same, you invincibility frame yourself trough the attack and then strike back. Regardless of what movesets they have, you use the same strategy. The exceptions are relative few.

I think this is to a large extent a problem with the engine. Dodging attacks is too heavily invincibility frame based and invincibility frames gives a very little crap about what moves the opponent is using.

Glacia

The old version (the one I played at least) has what I'd call "good simplicity". All the game mechanics are simple and easy to use, but most of them are still fun. I'm curious what the new version holds in store and look forward to see it.

Wrapping up Chapter 1 and Talking about Communication!

Let's start with the advantages of the tags. They are fun for people who want to know how things work and not just the results of their workings. This is a relative small advantage though, since those people are unlikely to get intimidated by the lack of tags and leave. However, if you let's say have one piece of equipment with +5 +20% and another with +2 +30%, then there's a much bigger reason to include the tags. The former gear may be better now, but the latter will eventually be the better one and the player won't know that without the tags. Likewise, if you have one gear with +5 +30% and another with +5 +35%, the upper right box may say they are equal while they eventually won't be.

As long as you consistently make sure that equipment with higher % bonuses also have higher static bonuses, then the tags are not really needed, but may still be wanted by some players.

As for disadvantages, they are mostly psychological, but often still critical. I've seen let's tries where the player played a game with a high character customization and said something in line of "I want you to be a rogue type of character" and then raised agility, dexterity, luck or whatever, that without knowing how those stats actually work. However, when the same players see an actual number, like the tags in you game, they get worried. I'm guessing that even though they are happy with raising a stat they don't know the exact working of, when they see the actual numbers, they assume they are supposed to understand them and are worried if they don't.

In short, the problem with the tags may be that the players erroneously assume they have to understand and pay attention to them instead of happily ignore them if they don't want to bother with them. Heck, the "Slash" and "Crit +10%" are more important than the base stat increase tags, but not every one will know that.

When it comes to the SP tags, there's one added reason to keep them compared to stat tags. The player may notice that the cost goes go up as the game goes on, but not know why. She or he may think the cost goes up with level, something I've seen happen in games, and thus overvalue the benefit of raising max SP. In one or another way, the player should be informed that increasing your max SP may also increase the SP cost and that in a way that's not easily missed or forgotten.