DFALCON'S PROFILE
DFalcon
2141
Software engineer and amateur game developer with a focus on challenging non-twitch gameplay. I set the bar for "challenging" pretty high.
Other major chunks of interest go toward reading, math and tabletop games of many stripes.
Other major chunks of interest go toward reading, math and tabletop games of many stripes.
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Core: Damage Mechanics
Yeah. There's a 2:3:4 ratio that roughly holds (in HP too; there are tanks at all dodge levels). Fast super-specialization might be F6/M6/S6, whereas Slow super-specialization might be F2/M3-4/S12. Medium super-specialization I guess F2/M9/S9. (The Fast and Medium specs both are decent/good at hitting the next level up, but I can accept that.)
Barry in the picture probably isn't a terrific reference point - he's the main character and so far I have erred on the side of him being extra strong.
Barry in the picture probably isn't a terrific reference point - he's the main character and so far I have erred on the side of him being extra strong.
Is it just me, or are battles where it all goes wrong for RM games?
post=134682
When it comes to healing, the player doesn't have a choice, he has to recover lost HP. If the heal spell is less MP efficient than an offensive spell, the player will still heal (he could use an item instead, but games with strict MP limit usually has strict item limits as well). However, if the offensive spell is less MP efficient, chance is the player will simple not use it which is exactly what I see happening in many RPGs. In fact, the only RPGs I've seen getting away from that problem is those who simple does away the MP efficiency issue, either by throwing in enough MP replenishing items to make MP cost barely matter or by giving the offensive and healing skills to different characters. I have not ever seen any RPG where I've thought that the MP is better spent on an offensive skill than on healing.
Players have to recover lost HP, but they have some choice about when. I've certainly played games where I prioritized an offensive action in-battle to kill an enemy right away and not have to worry about healing the damage they'll do, then healed later (maybe even after battle).
(Or maybe you're playing FFT and you don't have to worry about healing at all if you can just win!)
But it's not like I really disagree with you. Healing MP efficiency is something people have to watch out for.
Why does dying have to suck?
post=133592
If you die in a dungeon and literally the only way you can do better is grinding, it's an issue of terrible design, not the system used.
Edits galore: "Cautious play" means not mashing attack or BIGDAMAGESPELL on everything
I wouldn't be surprised to be able to do better on the fight that I died on. It's those fights I had in the dungeon leading up to that, that I've already succeeded on once or twice with near-identical stats so I probably already know the best way to deal with them.
(It's also worth pointing out again that these are common issues, not universal ones. If I were to point out, say, Megaman Battle Network, not only does some twitch keep it more exciting, but battles you've gotten good at tend to go quite fast, making this not so much of an issue.)
Why does dying have to suck?
post=133579
I understand what you're saying, but it boils down to the fact that I don't mind losing if I'm not good enough to meet the challenge that a particular game presents to me. Upon losing a game, there should really only be two options; 1. Give up 2. Get better. Besides in the case of games that are unfair or have fake/bullshit difficulty, I've never had a problem with this dichotomy!
Yes, there are a few games in which I put down because I just couldn't beat them, but most of the time I don't blame the game. It's my fault for not being able to adapt to a fair challenge. The game just isn't for me. That's fine with me! I don't expect the game to pander to my ineptitude and none of you should either.
I have games like this too, but in the standard menu-driven RPG all too often the options are actually: 1. Give up; 2. Acquire better numbers without actually getting better; 3. Wade through useless crap imposed on me by a death penalty until I have the chance again to try to get better.
Why does dying have to suck?
post=133539
That's an okay analogy! And the answer to that in games nowadays is 'save points' The concept of a save point in a strategically placed area allows the player to play that guy who's better at you in basketball with little fuss.
I think if you had a save point two steps before every boss, no dialogue before you hit the battle, plus maybe dungeon-escape items available, most people in this thread would not complain at all! Retry/autosave is mostly preferable because it saves you the time navigating a save menu before every boss.
As for harsher penalties... remember we're talking about single-player RPGs here. If you lose a battle, it's not like the game can reach out of the screen and punch you, or you won't be able to make the state championship this year. There's basically only one thing a single-player RPG can ever do to you: have you spend time on it and not advance. The only question is, how much time and what do you spend it doing?
Maybe you get kicked out to the nearest town or the beginning of the dungeon, then to get back to the boss spend some time wading through encounters you've already fought once or twice and hence mastered. Because that's about the longevity of a standard RPG enemy group.
Maybe you calculate that playing more cautiously will actually take less time than recovering from failures! Except that in a lot of RPGs playing more cautiously is not really a tactical choice. It just means you go out, grind something, and then try the dungeon overleveled with extra items - you're spending time to make the whole experience more boring.
Or maybe you're given the chance to try again right from the point you haven't managed to figure out yet! This puts some constraints on the designer (e.g., don't give the player "Win Button", 9999 MP, wins any battle 20% of the time), and if I continue to have trouble I still may have to back off and gather resources, but generally this sounds like a far more interesting way to use my time.
Roguelikes of course tend to feature the ultimate death penalty, but the better ones are able to make playing cautiously a more tactical choice. Perhaps you have to watch your available food, or monsters will respawn, or the ghost will come after you if you take too long, etc.
(Level select like Spelunky's shortcuts is also great. Using shortcuts gives me a position clearly inferior to someone who ran perfectly from the start, but they let me see new things, and practice on later areas without always running the starting areas first.)
So instant retry isn't a solution for everything, but a whole lot of RPGs could benefit from it. The player having the freedom to fail is just as much a benefit for the designer trying to make interesting challenges as the player trying to navigate them.
What are you working on now?
Getting inline text style markup (color, bold, italic, drop shadow) into my text drawer.
This is a little overkill for what I'm doing with it right away, which is mostly making damage show green instead of white when it is negative (i.e., healing); but more uses may pop up later.
This is a little overkill for what I'm doing with it right away, which is mostly making damage show green instead of white when it is negative (i.e., healing); but more uses may pop up later.
Creativity: Thinking about "Experience/Leveling Systems"
post=132896
I'd like to do it in a way that the player never directly choses stats boots or character progression... he'll just have to DO things.
I think that's interesting, because in a way the game would just recognize how you're using your characters, and make them better at that.
The difficulty in implementing such system is that you'd have to find a way to avoid inducing the player to dull repetitive tasks. Something similar to what happens in a MMORPGs.
The roguelike Dungeon Crawl has a decent way of handling this that avoids most of the FF2/Oblivion experience stupidity. Basically any time you get experience it goes into a pool. When you do something affected by a skill (e.g. Axes, Conjuration, Throwing, Traps & Doors) there's a chance that it will try to move XP from the pool, if there's any there, to that skill. If you're not interested in leveling particular skills you can turn their chance down a fair bit.
Could use a few testers
Thanks!
I'd kind of like to have real-time communication with some of you trying things out for the first time, doesn't have to be everyone. I'm usually on the RMN IRC channel (though sometimes AFK there for long stretches), or can come on AIM or whatever's convenient.
(I'll send you PMs in a bit, anyway.)
I'd kind of like to have real-time communication with some of you trying things out for the first time, doesn't have to be everyone. I'm usually on the RMN IRC channel (though sometimes AFK there for long stretches), or can come on AIM or whatever's convenient.
(I'll send you PMs in a bit, anyway.)
This is probably the most in-depth RTS ever
post=131421
I've been playing since the 2d days. (three years ?) Don't worry about the graphics after six months you'll be able to read that shit like the matrix.
Matrix mode high-five!
Funny, the DF site seems to be down right now.
Edit: The new release is out!
We actually have to irrigate underground dirt for farming now. It's been long enough since I played that I just dumped water into a chamber... and it's sitting there, at 4/7, evaporating glacially if at all... and I have no good way to pump it out. Hmm.
Strange error rm2003
What is your actual RTP path? I'm guessing it ends in "rpg2000\2003\RPG_RT\" and there might be an actual file in there called GR_Chipset.pas (passability?)? Even better, are you using a GR_Chipset on that map?
What seems simplest to me is that the program is keeping the path to a file it actually needs as a string, or mostly a string, and it's corrupting some of the first few bytes through buffer overflow.
What seems simplest to me is that the program is keeping the path to a file it actually needs as a string, or mostly a string, and it's corrupting some of the first few bytes through buffer overflow.













