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Mario vs. The Moon Base
Mario must fight his way to Bowser's Moon Base to rescue the Princess!

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NHL 2019 Stanley Cup Playoffs / Pool Prediction Thread

author=Addit
Also - why is a battle for last place even a thing at this point!? I only have 2 correct out of 13 and the guy whose now in last has 6 correct out of 13 but because of those SEVEN pity points that I’ve collected it’s now a close race. WTF!

(Although, to be fair, the last two picks that I made were throw away picks on purpose, because I believed in the heart of the tank, so I guess it's more like being 2 for 11, which is still pretty bad, lol.)

Only the Sharks winning can prevent RETURN OF GANON

NHL 2019 Stanley Cup Playoffs / Pool Prediction Thread

A shameful non-call

NHL 2019 Stanley Cup Playoffs / Pool Prediction Thread

I'm glad I went from two times champ to fighting for bottom spot!

[Poll] Preferred Browser?

I use Vivaldi, runs fine most of the time, has ublock origin, but hasn't let me down yet!

NHL 2019 Stanley Cup Playoffs / Pool Prediction Thread

I think I'm gonna bet it all on the Sharks at this point:

Sharks over Blues in 6
Hurricanes over Bruins in 5

A Deep Dive into Paper Mario's Design Philosophy

It's been ages since I've played Paper Mario 2 (and even longer for PM1), and most of the stuff I remember is the charm and presentation instead of the combat. I do agree the combat basics aren't very deep as you described, but good for casual players to try and keep the player engaged during regular fights. If Paper Mario is the successor of Super Mario RPG for the SNES then PM is an advancement. Jumps and hammers being the tool to defeat certain enemies based on visual cues vs SMRPG which was just using your strongest attack.

(Mind, Paper Mario does has the obscenely overpowered Power Bounce which stacks marvelously with ATK buffs. Peril Mario, ATK buffs, and Power Bounce wrecks Paper Mario but getting the most out of that requires knowing the damage enemies do and some perfect blocks. Also not getting screwed by the RNG since the max number of power bounces you can do in one turn is determined by RNG.)


I don't got shit for expanding Paper Mario's categorization of attacks (although I'm a fan of adding spatial components to games, it's intuitive and there's multiple ways to have abilities have a variety of effects in range or manipulation positions).

For clarity of enemy actions there is value in enemy archtypes / palette swaps that help show evolved versions of enemies the player already knows. I like outright stating what enemies do, like Into the Brach I mentioned in the other thread. It's the same deal as FF14 AoEs, the enemy has decided to take an action and tells the player. The player has time and information on how they want to respond, then the enemy acts. Revealing enemy counters/reactions/traps can add to the battle too: Hit the Behemoth and it'll hit you back. Plainly state what the enemies will do and what it does. idk how best to convey that information at all though.


Also that Bug Fables looks cool as hell, I'm gonna have to keep an eye on it! I just hope they don't keep showing leading zeros, that stuff really irritates me

NHL 2019 Stanley Cup Playoffs / Pool Prediction Thread

rip blue jackets, even if it would've meant being eliminated. Both western games going to game 7 too, weee! (this is why I always burn out during playoffs)

What are you thinking about? (game development edition)

@Etherpenguin

Ah, those elemental chain things. I follow them, I see the "Seal Thingy" that I have no actual idea what that does, and I can't remember what ends with what anyways. Feels like another overdesigned thing. It is neat that you can solo the super bosses too.


I get the anxiety of MMORPGs, I had that too when playing 14. Older trial unfinished, watch a video of it, FC talk is about clearing it for some newer people, and I sit out because of anxiety 'n shit. Oh well~ I would like to see more games use the AoE indicators of FF14, or otherwise try to inform the player of what they're doing. One game went all in with this: Into the Breach if you've heard of it. It's a turn based strategy game where the enemies show exactly what they're doing when they take their action. I like the turn based approach, you can see what enemies are doing at your own pace and they have multiple objectives to mix up each map. It's been ages since I've watched Last Story (never played it myself) so idr the cover system in that game.

For XBC2 pulling I did try the slow, actually play the game approach. I lost my patience with jerk birds jumping in, mobs walking into range of attacks (if I could switch to Morag who was tanking and pull away from other mobs, and if walking with weapons out wasn't so slow...), or running to kill a bird for an affinity chart node w/o aggroing other enemies before the bird flew off. It was just way easier to just cheat enemies to be less of a chore, I hope Torna's better with all of that.

What are you thinking about? (game development edition)

re: Xenoblade Chronicles 2
I agree with pretty much everything. Hell the bits about the orbs I still don't know what that's about, if the game ever told me it sure didn't stick and it doesn't feel like there's feedback from the game of what I'm doing that "sets" an orbs. Got Mythra to the final ring of her affinity chart and unlocked the cooldown reset on crit ability and I just let the double spinning edges fly atm.

One disappointment was coming to XB2 after playing FF14. It has a much better UI and I wish XB2 had anything from it. The monster you're targeting has a circle around it on the ground with markers for front/flank/back, who it's targeting has an arching red line, and it shows the relative aggro everybody has for a given mob. Most enemies in FF14 have indicators on the ground appear if they're using an area-based attack too, get out of the red circle before the enemy cast gauge fills up and you avoid the attack! There's nothing like that in XB2. Plus those super small and aggressive mobs are annoying and I really really hate blowback.

I'm around... chapter 5 or 6?

Just visited the praetor, Jin stole Mor Adain's titan weapon on that titan of ruins, and Zeke just joined up. Currently messing around with sidequests.


I did get the Torna DLC which came with piles of other goodies (yay legendary cores, I got some new cool blades from that). Once I beat XB2 I'll probably switch to another game then go and do Torna, I'm still enjoying the game even if I complain about it a lot. The difficulty hack bit helps too, hell that's kinda what got me to buy the DLC. Kill X of one mob in Leftheria (sic?), aggro one and five other mobs join in over the course of the fight. Got tired of that shit, bought the DLC, and turned enemy aggro off (and during one obnoxious enemy their HP too).


I hope I enjoy DW11 too! I'm less of a dumb internet edgelord than what I was a few years back and hopefully I can give it a fair shake. It's practically a different genre but I enjoyed Dragon Warrior Builders too and I'm excited for when DQB2 finally comes out on the switch.



re: Superstar Saga

Superstar Saga is so good and I agree with the Dream Team problem. Fights became a huge slog in that game with the elaborate attack patterns enemies had, failing could result in a ton of damage, and if you don't kill enemies quickly it becomes an enormous slog. I remember there's an airship of Shy Guys that just fly in and pelt you with cannon fire late in the game. I almost finished it but jesus the endgame was just too much.

Superstar Saga was super smooth in comparison. Enemies don't overstay their welcome, it isn't super punishing if you fail the counters/dodges, and those with the big attacks are bosses. It's such a great game except for the final boss bit.

Also for the first FF boss, it's intended to be some sort of ATB tutorial. Don't have to act right away when a turn comes up kinda deal. Except the rest of the game and use of the ATB doesn't really support it. It's never clear what enemy actions are counter attacks or if what you're doing triggers them or when you should wait except that you can. Hell you can't even switch whose turn it is until FF6 iirc. It's bad communication from the game (which Superstar Saga does much better).

What are you thinking about? (game development edition)

EtherPenguin
I sympathize with this. I like simplicity, there's an elegance to it. I am Dragon Quest fan after all, and it irks me when I see people saying the series' lack of drastic change is a negative. I'm not really trying to reinvent the wheel, ideally I do want a more meat and potatoes combat system. But without the production value of games made by big companies, I feel indie games have a greater obligation to really hit on meaningful fun mechanics, if that makes sense.

I get what you're saying now. I did think you were looking for more drastic changes to RPGs at first. I'm playing through Xenoblade Chronicles 2 right now, it's been a good game to play while doing cardio exercises (and switch controls helps a ton here) but god damn I don't have a clue what is going on half the time. I just hit dudes, use abilities as they unlock, chain some things together, and either the boss dies or my party explodes horribly. I'm still planning on finishing the game but I couldn't tell what was really going on in battle half the time.


I'm one of those people who aren't a fan of Dragon Warrior but somebody's review of DW11 (Todd Rogers?) put it a really nice way: Dragon Quest is like comfort food or your favorite blanket. You know what you're getting, it's still good, and each game still tells a new story. They have their own bits of gameplay from some with changing classes, monster recruiting, crafting, etc. It's really not a bad thing, it's not for everybody but that's fine too. Play and make the games you enjoy!

(I'm not a fan of the art direction myself, but some of the stories or substories DW tells are good! I'm going to give the series a spin again when it finally comes out on the Switch in English, same deal as Xenogears. A big long RPG for exercising to and we'll see where it goes. I'll probably mute the music and add my own though.)


And then, when I google around for articles on balancing rpg numbers, I inevitably come across articles by people who point out all the problems with RPGs (this one in particular put me in a sour mood about making my game: http://www.castaliahouse.com/jrpg-systems-best-when-used-in-non-jrpgs/). This sort of thing stokes a fire in me where I want to prove them wrong and that makes me worry about needing to find a set of mechanics that break the mold. Granted my time would probably be better spent making something for people who actually like the genre, but I can't get stuff like this out of my head.

lol that article is... not good. RPG mechanics like... collecting money and trading in money for goods? Feels like dumb clickbait garbage. Sure Dragon Warrior 1 is pretty simple but part of that was due to trying to simplify the wRPG that came to Japan like Wizardry (correct primogenitor of JRPGs) and Ultima. And lol at the predictable role playing dig.


I've also become really fascinated by Paper Mario's design after replaying for the first time in over a decade last year. I'm curious how it's design philosophies could work within a more traditional rpg. I sort of want to make a topic about that and taking a deep dive into the design of the first two Paper Marios - and I don't mean the timed button presses. Are new people allowed to make topics or do I need a specific post count? Is that even a topic-worthy discussion?

Just post! Hopefully other posters will help keep it going. The biggest posting rules is usually recruitment threads to try and keep the number of "I'm the ideas person and I need a team for graphics, music, and scripts" posts down. If it's game design related go wild!


e: relatedly, I am glad grinding solves things in XBC2 because I want to power through the game and not be stuck with "Mythra crit-chain everything to death" and I want to throw Tora out the window.