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Final Party in Final Fantasy 6
My favorite party was Edgar, Celes, Relm, and Locke. It's probably stronger to swap Edgar for Terra, but she doesn't have a motherfucking chainsaw. Relm was my strongest caster, while Celes was almost as strong but had the nifty Runic blade. Locke was my Genji/Offering guy.
Favourite (Non-RPG) Boss Music
I don't know that any of these are my favorite, since some of my favorites have all ready been posted. But these are still great boss themes.
Gotta give it up for the Castlevania series. This has been the Dracula boss theme since, like, Rondo of Blood which we didn't even get until the PSP remake.
Dizzy's theme from Guilty Gear X. Actually, this is the XX version, but it's mostly the same... just a cleaner recording.
And, heck yes, the final boss music for the best games in the series: Metal Slug 3. It's basically a medley of all the other music in the game.
Gotta give it up for the Castlevania series. This has been the Dracula boss theme since, like, Rondo of Blood which we didn't even get until the PSP remake.
Dizzy's theme from Guilty Gear X. Actually, this is the XX version, but it's mostly the same... just a cleaner recording.
And, heck yes, the final boss music for the best games in the series: Metal Slug 3. It's basically a medley of all the other music in the game.
Whatchu Workin' On? Tell us!
author=Craze
Oh.
I basically meant something horrifying like Etrian Odyssey 3 (*Abyssal Death has joined the fray!).
No, really. B5F FOEs? Named Abyssal Death. :<
No, I don't have a FOE-like system in Necropolis and I wasn't planning on putting one in. As satisfying as it is to go back to an old zone and smash an enemy that was the bane of your existence a few levels ago... I'm not really a fan of the idea to begin with. I don't have an escape button either, which is intentional.
Whatchu Workin' On? Tell us!
author=CrazeI'm not sure what you're saying. Each monster type has a specific level which falls within the level bracket of that zone. It's just so I can scale the stats more easily as the game progresses, so that a "tough" monster will always be a "tough" monster, statistically. I can predict the outcome better. like a BoneLord is always a Lv3 "tough" monster. It's never a Lv4 or a Lv2 "tough" monster, but fighting a Lv12 "tough" PaleLord will be a similar experience when you reach the Lv12-16 content. The chance of fighting a monster that's stronger than you're prepared for is the same as it's always been... monster level isn't even visible to the player, it's just a general power level I can assign a monster. Scaling it this way just makes it easier to avoid awkward balance and difficulty spikes.
Jude, this means that it'll be easier to have a 1/20 chance of a higher-level enemy wading into the fray randomly (as long as you have an escape button)!
Whatchu Workin' On? Tell us!
author=tardisThey don't scale with hero level. They scale with the level bracket of the area they're found in. For example, the level bracket of zone 2 is 4-8, so the weapons found there will have an attack power of 11-16 and the hero a base attack of 16-23. Make sense? The hero can end up over-leveled but it takes some effort since experience is awarded based on the hero:monster level ratio. I've always been scaling experience points, but it was based on zone level previously, not monster level... but it works out pretty much exactly the same.
so Jude, am i to understand from your post that items outside of dungeons will scale with the character level, or am i mistaken?
Whatchu Workin' On? Tell us!
Today I started working on it again. Just a small change that will go a long way... I was tired of tuning monster stats manually. So I made each monster type have a "level" and "archetype." So here's an example for the "tough" archetype.
Monster stats are a percentage of the hero's stats when he is the same level (base + items), so the archetypes scale with the hero... meaning a "tough" monster will always be a "tough" monster.
To make this work I have to go back and redo the item loot so it matches the level bracket of the dungeon it's found in, which is easy enough.
Lv 1 ---> 10 ---> Lv20
HP: 30 ---> 71 ---> 183
Att: 18 ---> 42 ---> 110
Def: 15 ---> 35 ---> 92
Spd: 50 ---> 78 ---> 161
Monster stats are a percentage of the hero's stats when he is the same level (base + items), so the archetypes scale with the hero... meaning a "tough" monster will always be a "tough" monster.
To make this work I have to go back and redo the item loot so it matches the level bracket of the dungeon it's found in, which is easy enough.
Best RPG Music of all time
author=mrstinkyfeetNo, you really don't. The game isn't very good... it just has a bonerific soundtrack.
32-bit: Chrono Cross
I need to play this
Excellent game choices, Lennon... except for the Tales game. Odd FF7 choice. The game has a brilliant soundtrack but that's a lesser song, I think.
Anyway, I'm going to post a song you probably haven't heard unless you were one of the fortunate few who paid far too much money on eBay for an under-printed Sega Saturn game.
Panzer Dragoon Saga
And some PC RPG love (frankly, the way this game played it seemed more suited for a gamepad).
The Witcher
Dragon Age: Learn It Now
My hero was an obnoxiously overpowered arcane knight/blood mage guy. I ran around in plate and had every passive defensive spell activated and was immortal. Once I had a few arcane knight levels, I stopped casting spells except cone of cold because it is broken overpowered.... otherwise it was just the passive buffs... like all of them at once.















