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Possible boss creating contest

Allowing both events and scripting is the only way that makes sense to me, and given that the scope of the event is (theoretically) a single battle, I think 1-2 weeks is plenty of time.

How do you make random encounters feel welcome?

Actually, random encounters originated on a system that had no trouble at all with large numbers of enemies: Dungeons & Dragons. And frankly, 9 out of 10 justifications I see for touch encounters boil down to "Don't force me to deal with the core gameplay mechanics", while a discussion on how to make random encounters work has been going on for five pages now... Which of these was the afterthought, again?

Possible boss creating contest

author=Skie Fortress
I don't think you need to worry about scripts vs events... Let people use what they know best to create the greatest experience they can.

That's pretty much what I'm trying to get at. We should allow both scripting and eventing in order to create a level playing field for all the participants.

Possible boss creating contest

author=Thiamor
I think it should be with eventing. That was my basic idea in my head anyway. Scripting is cool and all but leaves a huge, unfair advantage if you know a lot about how to script.

I think the only limitation to it should be eventing only, and it can be with any RPG MAKER.

I'd like to add that I don't think a 'no scripts' restriction, for the reasons you've listed, is a good idea. Taking away the "unfair advantage" to those who can copy & paste (which I assure is how anyone would use scripts here), and giving it to those who who've mastered the ins and outs of eventing, just doesn't make sense to me, especially after suggesting that everyone uses a patch...

Castles Masterpiece Set 2

I don't think it was difficulty with the fight so much as it being tedious; any attack from the player may or may not deal damage because it's blocked by something.

Oh, and you may want to add another deadline extension...

Possible boss creating contest

author=Thiamor
We could do it where everyone has to use like the Goliath patch, and then it would work.

If there's a Goliath patch for VX Ace, then that might be possible (I still wouldn't use it, mind...)
Actually, I highly recommend not to have restrictions on engines we can use, stat ranges, character roles... these things should be decided by individual participants.

Possible boss creating contest

author=Thiamor
Also what if we had a thing where the top 5 battles are added into one rpg maker game of sorts where you get to fight all 5 of them, one after the other?

That would only work if everyone used the same number range. If you had player characters with 9999 HP and I have player characters with 255 HP (with bosses appropriate to each party), the two bosses would be incompatible.

author=CashmereCat
I'd be keen to judge, but only if you care about me not being that qualified.

You're probably more qualified as a judge than I was when I joined the Castles event...

Possible boss creating contest

I'd join such an event, but...

author=Thiamor
No plot, no dialogue, just fighting.

I don't agree with this particular suggestion. While the game should jump into the action quickly, there needs to be some sort of context for the scenario, even if it's just a short cutscene to establish the characters.

How do you make random encounters feel welcome?

author=turkeyDawg
author=Liberty
But it is so. Instead of calculating properly, it instead makes the mistake of taking a number from 1 to whatever number you picked. That's fine in and of itself, but each step you take it rerolls, making the chances of a 1-or-2-step encounter that much more likely.


I'm not entirely sure I understand this: So what you're saying is that every step has a 1/EncounterRate percent chance of a battle, when it should be rolling for an encounter every EncounterRate number of steps?

By default, the formula for encounter rate is something like "1 + rand(n) + rand(n)", with n being the encounter rate specified in the map settings. In theory this means that, if n = 30, you can have anywhere between 1 and 60 steps before the next encounter, and this number is reduced by 1 each step. However, the encounter formula is recalculated every time you take a step, so the rate can be 55 for one step and 1 for the next, leading to a battle.

After spending the last hour or so looking at the Game_Player class in VX Ace, I'm really not sure what exactly is going on with the encounter rate, but I think that adjusting the formula (at line 195, if you're curious) to include a constant step number greater than 1 in addition to the random factor should prevent one-step encounters.

How do you make random encounters feel welcome?

author=Liberty
Instead of calculating properly, it instead makes the mistake of taking a number from 1 to whatever number you picked. That's fine in and of itself, but each step you take it rerolls, making the chances of a 1-or-2-step encounter that much more likely.

How to fix? There are ways. For instance, you could code your own encounter system. It's not hard to do with a few variables at your disposal and it can be customised pretty damn easily, too.

Wait, I didn't know the encounter rate is re-rolled every step. Are you saying that even if I were to go into the default scripts and change the formula, it can still give me one-step encounters?