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[Poll] Will you buy RPG Maker MV?

I'm going to wait and see the user reviews.
author=BowelMovement
Yeah, when it's on a ridiculous sale.

Also this. Because I'm cheap.

MonstroCity

author=shayoko
i wish it showed how much experience each monster is at. theres no point in knowing yours

I can field that one: Q and W let you cycle through characters on the status and skill screens. Standard VXA feature.

whats the point of the jobs? (if they gain exp would not know since we cant view it)

If I recall right, one of the NPCs you can talk to mentions that monsters gain more exp from jobs than they do battling.

MonstroCity

From what I've played thus far (admittedly not a lot), it seems like you know what you want the game to be and have a good foundation for it. Just gotta polish it.

So I loaded up my last save and noticed an oddity: On my first run, my monster didn't heal between battles, but on this run, it did. From 18 HP in one fight to full health immediately after. I have no idea what might have caused this.

I also got booted out of combat with a slime after it headbutt my muscat. Not entirely sure what happened there. I just reinitiated the battle when I got back to the map, since the slime was still on the map.

Again, no idea what caused it. I'm going to play through to the end of the demo and see what else I notice, though. Then maybe replay with another monster, just to see how it goes.

Edit: The battle abort happened again, this time before anything acted. I'd venture a guess that it's a hiccup with the process that removes the main character before battle. Maybe?

Also, building the item shop didn't deduct the wood it was supposed to. Had 180 before and after building it. Also, Gordione reset back to her position by the diner after I built the kitchen, then went to the forest and came back. Still has the Job menu option available, though.

Still loving the game. And the item shop... so many puns. I love puns.

MonstroCity

Played through the demo a bit. Absolute love the concept. Love the visual design, too. It's a great proof of concept.

The mouse controls seem a little buggy, though. It only let me target the first enemy in battle, unless I used the keyboard controls to select another one. And that required moving the mouse pointer out of the way first. (Also forced me to restart to get that muscat instead of a slime... Because how am I going to turn down a fluffy plant-cat-pun? Best monster.)

Also, the PB sandwich didn't restore my monster's health, so I stopped playing about halfway through the second floor of the forest due to lack of health.

Still, I am very excited to see more of this game. Actually, that might be understating it. I am completely stoked to see more of this game. Seems like it's going to blend town management, monster raising and dungeon crawling in the perfect ratio to suit my interests.

Square-Enix Decides To Give All Of Its Fans The Middle Finger By Re-Releasing The PC Port Of FF7 For The PS4

author=LouisCyphre
FF5 would be "Bravely Default's Beta Test," basically.

Not "Final Fantasy III's Job System Update"? I am disappointed.

[VX ACE] HP 0% ~ 107293248%

I'm pretty sure it's purely a display error and it still works fine.

Set up my test enemy to use Guard when below half health, which it did consistently, despite the 0% ~ gibberish% display.

RPG MAKER TO ANDROID (Help me to break this out)

author=Max McGee
I approve of your crimes and most crimes in general. Keep on criming it up!

I really hope that was sarcasm, Max.

Should a game be completely transparent with its mechanic?

author=LockeZ
So waving it off as "well, it's all about the materia anyway" is giving them way too much credit.

author=Kiana
Which isn't arguing against your point - I agree, the scaling is awful - I'm just relaying personal experience.

I wasn't "waving it off." I'm just saying that a bad design choice can be mitigated somewhat if it doesn't interfere, as it can go unnoticed. That isn't excusing the poor design choice, it's more a statement of "Luckily for Square, they made the game easy enough that the defense flaw doesn't stand out and they had another gameplay element that further distracted from it."

I know I ramble, but I put that statement on its own line for increased visibility.

Should a game be completely transparent with its mechanic?

Honestly, I think the purpose of equipment in FF7 was materia slots first and foremost. 2% damage reduction? Pathetic. 2% damage reduction and another materia slot? I'll take three!

Well, that and HP penalties from materia matter more for survivability than defense. I don't recall ever paying attention to defense past Kalm. It was attack power and materia, nothing else mattered to me. Not as a kid, not today.

Which isn't arguing against your point - I agree, the scaling is awful - I'm just relaying personal experience.

You do have a good point that transparency with poor scaling would just frustrate players, though I see that as more of a problem with the scaling itself than transparency. Spelling out how it works just makes the problem more apparent.
The materia system was much more intuitive than the damage formulas. That could have something to do with how much I enjoyed playing with materia.


It's probably a sign that I should go back to sleep that I'm rambling on like this, but Fire Emblem stands out in my mind as a series with a good amount of information given to the player.

As a strategy game, enabling the player to make informed decisions is vital. It spells out which stats do what - Including Luck, at least in some games - with each stat being very intuitive. More strength = more damage. High weight = lower speed. It does gloss over the exact math in places (like saying what Luck does, not but precisely how it does it). But even then, the game will tell you all the relevant information before you confirm an attack. Except accuracy in some games. I would shake my fist in frustration, but I'm too tired.

...Somewhere during all of this, I forgot my point. Assuming I had one to start with.

What Videogames Are You Playing Right Now?

The original Wild Arms is great. (Is there an echo in here?) I've actually been thinking of replaying Wild Arms 2, since I haven't played it in so long that I've forgotten most of it. And a friend keeps telling me to try Wild Arms 3.

I spent a good portion of yesterday playing Recettear. Endless mode, since I stopped playing right after beating it last time. It's mostly for inspiration, since I'm trying to write dialog for more innocent / naive / carefree characters than my norm.