CRYSTALGATE'S PROFILE
Crystalgate
694
Search
Filter
How do you like your touch encounters?
I don't care so much weather or not they respawn. However, I prefer if they make a reasonable effort of chasing players down. Most touch encounters I've seen in RM games are either very easy or very hard to avoid. There's rarely anything in-between.
Help with mathmatics.
If you want ten times the speed to mean more than 10 times the success rate, you will unfortunately need an exponential formula. However, ten times 16 is more than 100 already. This makes me wonder though, is there any value where you want the success rate to be 100%? If so, chance is I can simplify the formula a bit.
If you can't figure a formula out, you may have to tell me more precicely what you want it to do.
If you can't figure a formula out, you may have to tell me more precicely what you want it to do.
Help with mathmatics.
Well, (Speed * Y * 100) / (Speed * Y + 100) doesn't have any exponents. Other than that, what's the highest speed you're dealing with and what's the highest number your RPG Maker can store?
Button Mash - Forcing the player to use different skills
author=Corti
First i'd like to mention that i dont think series of skills need to be, or should be complex or even complicated. If the battles aren't simple "stand there and beat it to death"-style, the characters have a lot more to do than do their "rotation" of skills, like situative utilities, interrupts, item-use, defending etc. It would discourage the player from using clever stuff if it had a heavy bad impact on the average damage performance. I think a relatively small number of skills can be quite challenging to use "to the maximum" in changing battle situation.
Plus, a player has to take care of more than one character very often, that is also to be considered.
A well made set of skills could allow a character to do different patterns and tactics for different situation, may it be singletarget vs multitarget damage, quick burn phases, doing his damage while reacting to a pattern of boss-action, controlling certain monsters.
To be honest i'm not a big fan of characters that have 40+skills with 3 of them being effective per battle, the "guess the vulnerable element"-style of battles.
Some of the skills you suggested though, interrupts and defending, are rather hard to get the player to use without actually forcing it. If interrupts or defending isn't necessary, it means using that those actions have to be faster than simple attacking and healing to be worth using. This can be done, but it's a bit tricky since defensive actions usually don't deplete any HP.
Character Design
I'm rather bad at spriting, so my options are rather limited. I do start with the character concept, but I have learned to look for the graphics early, else I get to attached to the image inside my head.
What I find most important is getting a look that matches the personality of the character. With XP, there's an additional condition that the battler has to match the functionality of the character as well. For example, if I want my character to be heavily armored, I need a battler that looks heavily armored. With VX, I can concentrate on finding a face that matches the intended personality.
What I find most important is getting a look that matches the personality of the character. With XP, there's an additional condition that the battler has to match the functionality of the character as well. For example, if I want my character to be heavily armored, I need a battler that looks heavily armored. With VX, I can concentrate on finding a face that matches the intended personality.
Button Mash - Forcing the player to use different skills
author=Corti
I think "encouraging" sounds so much better than "forcing".
There may always be a certain pattern that results in maximum damage but players feel good when they think they found out those well working combinations by themselves.
Lets say we have a "Fire over time" that increases crit against burning targets", we have an "increases next fire spell" on 18 rounds cooldown, a hardhitter on 7 rounds cooldown and a skill that can always be used (filler).
The only thing forced here is that the player can't use the hardhitter all the time while the "fire over time" and the "increases next firespell" encourage the player to use combinations of spells.
Boring would be:
- simple combinations being simply better than more complex ones
- lots of spells doing the same in different colors
- saving mana for bosses while doing "melee attack" on every other monster (yeah, even the mage and the priest), and this is the worst because the boring way should not be the best way to do something.
Actually, I can add another boring:
- The same combination being the most effective for most encounters.
Even if you make the optimal damage output a complex series of skills, if said series proves to be the optimal strategy against most targets, it will still get boring. This includes minor alterations such as replacing fire spells with ice spells. To keep battles fresh, you have to make it so that the optimal strategy changes depending on the encounter. So far, less than 10% of every RPG I've played manage that.
Help with mathmatics.
I have no idea what was supposed to be written after the "and." I must have been sleepy when I posted it.
The second formula was devised since the first formula doesn't accelerate the chance of success fast enough. In the examples posted, a character with 100 speed has more than ten times the accuracy of a character with 10 speed. If you use the first formula, you would get a strictly diminishing return, meaning ten times the speed would give less than ten times the accuracy. The only way to fix that was to square the speed value or otherwise make the difference more dramatic.
I never devised the third formula though, I jumped directly to the last one. With the second formula (and by extension, the first one as well), you get a 50% accuracy with 100 speed. To bring it up to 70%, I needed a multiplier which simulated having a higher speed. The Y factor accomplishes that.
Let's look at the formula again: (Speed ^ X * Y * 100) / (Speed ^ X * Y + 100 ^ X)
A higher X value makes the difference between a high and low speed more pronounced. Having 100 speed instead of just 50 matters more the higher the X value is. A higher Y value makes the accuracy higher. It also does lower the impact of having a higher speed a bit.
The second formula was devised since the first formula doesn't accelerate the chance of success fast enough. In the examples posted, a character with 100 speed has more than ten times the accuracy of a character with 10 speed. If you use the first formula, you would get a strictly diminishing return, meaning ten times the speed would give less than ten times the accuracy. The only way to fix that was to square the speed value or otherwise make the difference more dramatic.
I never devised the third formula though, I jumped directly to the last one. With the second formula (and by extension, the first one as well), you get a 50% accuracy with 100 speed. To bring it up to 70%, I needed a multiplier which simulated having a higher speed. The Y factor accomplishes that.
Let's look at the formula again: (Speed ^ X * Y * 100) / (Speed ^ X * Y + 100 ^ X)
A higher X value makes the difference between a high and low speed more pronounced. Having 100 speed instead of just 50 matters more the higher the X value is. A higher Y value makes the accuracy higher. It also does lower the impact of having a higher speed a bit.
Help with mathmatics.
The (X * konstant) / (X + konstant) formula has been a well known formula to me for years. The other two I figured out when I tried to make my formula more flexible. I tested it by trying to match the values McBick posted and
How is this for my first boss?
Most RPGs I know of does not have poison damage wake you up. So, most players will not think of countering sleep with poison on their own. This means you pretty much have to tell the player outright that poison damage removes sleep. I guess you can also have enemies spam multi target poison and then cast sleep to show the player that poison damage wakes you up. Either way, you pretty much have to reveal the solution before the boss fight since in most games, that solution would not have worked.
Share your Battle abilities and algorithims
author=GreatRedSpirit
Here's a fun one!
Hit Chance: arctan( ( (hit / eva) - 1 ) * 6 ) / PI + 0.5
Hit = Agi / 5
Eva = Agi / 6 (this might get moved to 7)
I've got half a blog entry about this, how I came up with the algorithm and what it's supposed to achieve. I do have one on the damage algorithm too! (pretend I haven't been on a nigh year long hiatus from it)
I haven't seen the blog explaining the chance to hit algorithm, but it does seem like characters will either have agility scores close to each other or you want changes in agility to be a huge advantage.













