FROZEN_PHOENIX'S PROFILE

....... . .... .. ........ . .... .......... .. .... . . .. ....... .. ........... .. .......... ... ... ...... .... ....... ...... .... ... ..... .... ..... .............. .... . . . .. . ..................... . .... .... .. . . ..... ........ .. ...... . ....... ... ........ . ..... ... .... .... .......... .. .. .. ....... .......... ......... . . ..... . . . .... .. .... . .. .. ... .... . .. ..... ........ ....... . .... .. ...... .. ... ... ...... .. .............. ....... . ..... ..... ........ ...... ...... ........................ .... ................

Search

Filter

BalanceMATHS

author=yuno44907
You have 20 poimts for your dream character, create it!


20damage 20hit 20flee 20armor 20hp 20hpr 20mp 20mpr


Done. 1v1 me now

BalanceMATHS

So we need to find the perfect balance between two inaccurate weapons the in game, example: LoL. If you don't buy an item you get a BUFF that increases the probability of the random ineffectiveness of your spells by 300x - 800y². Can you understand the problem? We have 400 +(72% ATK) defense against magical hits, but we could increase our critical strike chance by 42% if we use said skill 3 times before the 5th turn, or we can stun the enemy to receive an increase in drops (11%).

I'm doing it right??

Erik and the 69 crystals

author=Linkis
So, after watching PART of the UTube Let's Play, I decided to download this game and give it a try.
Having been in the military, and watched some of Eddie Murphy and comics like him, 4 letter words don't bother me.
Also, yes, there are anti-simetic references.

Maybe this game needs to be rated NC17. The language is extremely rough.
But if you sometimes have a VERY DARK sense of humor, then try this game.

Frozen Phoenix did screw up some of the mapping at the end but I'm sure that was done on purpose :)

The only part I did not ENJOY was having to fight every other step on the road to meeting the Balrog and his boss :) Then I found out.....never mind, that's a spoiler :)




Oh the slime battles were a test of perseverance to make sure our heroes were ready for the final showdown with Hi...

I hate the 'Miss' mechanic

author=Crystalgate
A small variance in numbers prevents situations where increasing strength with one single point makes the difference between needing three attacks and just needing two to defeat an enemy. With a small random variance, that one point of strength will just mean you have a slightly higher probability of only needing two attacks. The question is whether or not you see that as an advantage.


Yeah it's an advantage, but an extra turn in a battle doesn't matter most of the time in the average rpg.


Another point: If you're putting RNG on your game, try to make it so the player always feel rewarded by it, not punished. Something like this: Heroes can get a max of 40% crit/evasion, the enemies have no evasion/crit and the status effects have no chance on them.

The player won't feel punished when they fail to crit/evade because the chances of success are always below average (they will feel lucky when it happens). Also there isn't the frustration of failing to kill an enemy due to evasion or getting killed when not expecting due to critical strike.

Epic Odyssey

author=Utopiablue
No, its not a bug that was how I designed it. There are only two ways to
gain rage points, you either take damage (7 points rage) or you use the
attack ring (5 rage per hit). It was to give the "Attack" command more
purpose. I have played many RPGs where once you gained a few skills, the
"Attack" command became useless because you could just spam skills from then
on. So the soul purpose for the attack ring is not so much as a damage dealer
but as a quicker way to gain rage.

Got it, I didn't know about the rage thing, now it makes more sense!

Edit: I'm dumb, didn't notice the red bar filling every time an attack hits lol

Epic Odyssey

Playing it and enjoying it so far except for one thing: the attack ring. When I get 1 attack I do like X damage, when I get 2 attacks I do X/2 damage on each and when I get 3 attacks I do X/3. There is no reward for getting more than one attack, so what's the purpose of the system? I think it's a bug btw.

I hate the 'Miss' mechanic

Feld got it! It's not about being realistic or not, but some weird psychological effect. I just like seeing varied numbers instead of the same one as damage for some unknown reason.

................................................

. .
.. ..
... ...
.... ....
..... .....
...... .. ......
....... .... .......
........ ...... ........
......... ........ .........
.......... .......... ..........
........... ............ ...........
............ .............. ............
............. ................ .............
............ .............. ............
........... ............ ...........
.......... .......... ..........
......... ........ .........
........ ...... ........
....... .... .......
...... .. ......
..... .....
.... ....
... ...
.. ..
. .

I hate the 'Miss' mechanic

author=LockeZ
No, you said that part already. What we're asking is why. Why do you like variance in numbers that does literally nothing whatsoever


I don't know why................

I hate the 'Miss' mechanic

author=LockeZ
Variance isn't a reason, it's the thing he's asking you the reason for. Also, variance and luck are the same thing. You can't have one without the other. If the variance/luck doesn't actually DO anything then you might as well accomplish it by randomly having different battle animations instead. That would be far more interesting than showing a meaninglessly different number.



What I mean is that I don't mind RNG when it has an insignificant impact, like a small variance in damage so you doesn't see the same number over and over, but I think it is bad when it has a large impact in the outcome of the event like a chance based decisive move.

Also it's easier to add a small variance than to make different animations, but it's up to the developer.